| Instructional Objective | Learners
& Context | Object of Game | Game
Materials |
| Time Required | Rules |
Design Process | References
|
Instructional Objective
The learner will be able to correctly identify various methods of
film production and techniques. Learner will also be able to
accurately state various important events in film history. Learner
will be familiar with several important figures in the film industry
and their significant contributions to the art.
Learners & Context of Use
This game is designed for learners, age 18 and up, in an
undergraduate introductory film studies class.
The game is designed to be used in a classroom setting where the
students are able to sit around a table. The game can be played more
than once, but is designed to be a review aid before the students are
tested on the material.
Game is designed to be used by 2 to 4 players, but can also be
played in teams.
Object of the Game
The goal of the game is to fill up the Walk of Fame section of the
game board that is facing the player with the appropriate colored
tokens. Once the player has all of their tokens they can proceed to
the Award Circle. The first person to reach the Award Circle and
answer that question correctly wins the game.
Game Materials
- one game board
- one die
- four player pieces (red, green, blue, yellow)
- four sets of playing cards (Production, Technical, History,
Cast & Crew)
- four sets of player tokens (12 tokens of each color)
Sample Cards

Time Required
The game should take less than five minutes to setup. Players
unfold board and place it on table, choose their game pieces and
place the colored cards in stacks in the appropriate colored circular
spaces on the game board.
Play should last for a period of 50 to 90 minutes during one play
period.
The
Rules
- Each player select one colored playing piece and places it in
the Award Circle of the game board. On the first turn, each player
role the die, with the highest role being the first to play. If
there is a tie, those players role again. The play then goes
around the board in a clockwise direction.
- The player rolls the die and moves in any direction the same
number of spaces as is shown on the die. (Player can move in any
direction around the board or up and down the spokes, but must
move in the same direction on the same move.)
- Once the active player lands in the colored space, the player
to the left will draw a card from the same colored deck and asks
the active player the question.
- If the active player answers the question correctly, that
player receives that colored token and places it on the Walk of
Fame section of the board that is in front of them. The active
player then gets another turn.
- If the active player answers the question incorrectly, the
player with that colored playing piece is given the chance to
answer the question correctly and receive the token. (If there is
no player with that playing piece or if the player with that piece
answers correctly play resumes to the next player to the
left).
- If a player lands in the same space as another player's piece
and answers the question correctly, they get that token plus they
can take a token of their choice that belongs to the other
player.
- If a player lands in the Double Feature space and answers the
question correctly they receive two tokens of that color.
- If a player has all the tokens of that colored space they do
not receive another token of that color, but must answer the
question correctly if they wish to continue their move.
- If a player lands in the Awards Circle, they must answer the
question on the card that is of the person to their left's
choice.
- Once the player has received all twelve of their tokens (3
red, 3 blue, 3 green and 3 yellow) they then roll the die and try
to land in the Award Circle. They must have the exact number on
the die to land in the Award Circle. Once in the Award Circle, to
win they must correctly answer a question drawn from the card of
the player to their left's choice.
Design
Process
We first considered doing a project on serial killers, our idea
was that why should all games be happy and fun. We then discussed
doing our project on music, sea otters or cats because we both have
experience in both topics. We chose to do the Reel Film idea because
we had both had a class on this topic and found it to be very
interesting.
We both searched in vain for our old textbooks and notes on the
subject with no avail. We then decided to search the vast knowledge
base found on the world wide web for information on the topic. We
also searched the web and went to many toy stores to look at games
that were of a similar nature.
We received feedback from our classroom peers and the course
instructor on how to make our game more educational and interesting.
We tried out many game design prototypes in our group and on our
friends and family members. We took the feedback from these sessions
and incorporated the changes into our game design.
We learned that there are many stages and prototypes that need to
be done before a finished product is completed. We also learned to
incorporate different motivational and educational strategies into
the game. The game design started out as being very simple and grew
to be much more complex by the end of the design process. We also
learned that thrift stores are very useful places to find cheap games
for gathering parts, pieces, boxes, boards and ideas.
References
Books & Journals
- Csikszentmihalyi, M. (1990). Flow: The psychology of optimal
experience. New York: Harper & Row.
- Ellington, H., Addinall, E., & Percival, F. (1982). A
handbook of game design. London: Kogan Page.
- Keller, J. M., & Suzuki, K. (1988). Use of the ARCS
motivation model in courseware design. In D. H. Jonassen (Ed.).
Instructional designs for microcomputer courseware. Hillsdale, NJ:
Lawrence Erlbaum.
- Malone, T. W., & Lepper, M. R. (1987). Making learning
fun: A taxonomy of intrinsic motivations for learning. In R. E.
Snow & M. J. Farr (Eds.). Aptitude, learning and instruction.
Volume 3: Cognative and affective process analysis. Hillsdale, NJ:
Lawrence Erlbaum
Electronic
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Last updated October xx 1998