
Learners/Context
Rock Climbing is gaining in popularity. What was once the sport of an outlaw elite is now the sport of choice for many. Climbers these days are a diverse group, encompassing multiple age brackets and backgrounds.
The focus for the card game is young novice climbers; those learning the basic terms, conditions, and skills necessary in rock climbing.
The game is designed to be played during a basic youth rock climbing workshop targeted at younger climbers (ages 8-12). The basic youth classes include declarative knowledge and psychomotor skill development. The game would serve as a means in which to practice and reinforce some of the important declarative knowledge.
Rationale
A card game is an appropriate format for this situation because it is highy portable. Additionally, the playful aspect of the game will help alleviate some of the anxiety beginning climbers typically feel. Most workshops are hands on, with lecture being done at cliff side. A card game is beneficial as an instructional tool because of its portability, ease of use, and fun.
Rules
Ascent is a rummy style game played in the following manner:
Card Design
Click Here to see an example card for each category
The categories for the rummy are:
Crack
Hand
Finger
Stiff sole shoe (for crack climbs)
Edging
Liebacks
Mantling
For Cracks:
Friction moves
Liebacks
Hexes
Stoppers
Big Brothers
Deck Design
The desk has a total of 46 cards. There are six groups: Type of Climb, Shoes , Techniques of Climbing, Protection, and Two Required Cards (Belay and Rope).
Design Process
The rummy model is used because its structure and rules are easy and age appropriate for the target audience. The content is analogous to a rummy structure because you need various components to build a successful climb.
We brainstormed for the preliminary design and structure. Additionally we consulted "Basic Rockcraft" by Royal Robbins to get a feel for the content. Afterwards, we decided to consult a subject matter expert. We contacted Troy Chollar, from Solid Rock Gym, to help us with the content. After consulting with Troy, we were able to determine the five categories.
Our original design included the use of negative cards which players could give to other players. For example, a player drawing a "Fall" card from the deck could give it another player who would then have to skip a turn. Eventually, we decided against negative cards both for simplicity's sake and also in order not to play up the hazards of climbing. Mountain climbing is inherently dangerous, beginning (read: low confidence) students do not need reminders of the hazards.
Additional resources we used included web surfing
for climbing sites and an excellent book by John Long entitled "How
to Rock Climb!".
References
Long, J. (1989). How to rock climb! Evergreen, CO: Chockstone Press.
Robins, R. (1985). Basic rockcraft. Glendale, CA: La Siesta Press.
Last updated by Josh Siegel on September 28, 1995.
Return to the Card Game Table of Contents.
Educational Technology 670, Fall 1995.