Overview
Key Terms:
Core Mechanics
Components
Demo
Design Process
Brainstorm
Test
Iterate
Constructive Feedback
Lesson Plan: Core Mechanics
What is the main action of a game?
TEKS 4A (4) Creativity and innovation--emerging technologies.
(A) evaluate how changes in technology throughout history have impacted various areas of study;
Learning Objective
LEARNING GOALS
I will learn about the core mechanics related to the main action of a game.
Success Criteria
I can identity the core mechanic is the main action of the game: the one that occurs most frequently.
I can describe the physical properties of components give rise to certain actions (mechanics).
What are the 6 parts of a game?
Why do you play games?
Why do other people play games?
Are games useful in ways other than just “having fun”?
Game Design Concepts
Core Mechanics
Components - Code, Graphics, Storyline
Brainstorm
In this lesson, students will explore core mechanics of a game. They will use everyday objects to play with the different actions. They will design a game using coins and paper or plastic cups, and explore all the things they can do with coins and cups (eg, spin coins, hide in cups, stack cups, etc).
Then, they will design a game using only coins and cups. You will introduce the design process to students and they will learn the basics about how to brainstorm and test a game. (You will delve deeper into the design process in the next lesson, so keep it simple for today).
MATERIALS
1. Ball, paper clip, or some other objects for the warm up.
2. Different coins and plastic or paper cups - enough so each group gets a handful.
3. Coin and Cup Challenge Worksheet A game you want to play: Select any simple game that students can play easily together based on your context, such as Tic Tac Toe, Simon Says, or Musical Chairs
1. Introduction/Warm up (5 mins): Take out a few objects, like a ball and a paperclip. Either do a fishbowl, a teacher demo, or pass them out to students. Explore what each object can do. Ask students:
• What kinds of actions can they give rise to? For example, play with a ball - what are all the things you can do with it? Throw it, bounce it, roll it - what else? What can a ball do that a paperclip cannot?
2. Debrief and Review the definition of Core Mechanics (5 mins): Remind students that the core mechanics are the actions or moves that the player does during gameplay. They should think of them as the verbs you use to talk about your game. A game can consist of many mechanics. The core mechanic is the main action of the game: the one that occurs most frequently. A game’s
Set up your monkey’s side-to-side and jump movements.
What is the design Process?
What is Core Mechanics?
What are the 3 main game components?
Dig deeper into the connection between components and actions in a game. Ask studentst o think about two different sports you might play, for example, hockey and soccer. What are the actions in those games? What are the objects in those games? How would soccer be different if you used a hockey stick?
• For homework, have students pick 5 objects - any 5 will do, but here are some ideas:rubber bands, paperclips, cotton balls, index cards, a straw. List each object and come up with at least 5 different things you can make each object do. Tell them don’t be afraid to bend them and move them around! Share out what is the most interesting thing they foundat the next lesson.
As individuals or in small groups, Ask students to come up with an example of a game (or list some options on the board) and name at least 2 core mechanics. Are students able to correctly identify the major mechanics?
Lesson Plan:
How Space, Rules and Challenge of a game affects the experience of gameplay.
TEKS 4A (4) Creativity and innovation--emerging technologies.
(A) evaluate how changes in technology throughout history have impacted various areas of study;
Learning Objective
I will be able to identify the Space, Rules, and Challenge within a game.
2. Students will be able go through the game design process to modify a game.
Success Criteria
I can identity the Space of a Game
I can analyze a game to understand the rules.
I test a game to evaluate user experience.
I know that the design process is a set of steps designers use to come up with an idea, test it, and then make it better.
After choosing an example of a game, (remember from the last class) what some core mechanics of a game?
Computer Science Concepts
Game Rules
Space
Challenge
In this lesson, students will focus specifically on how the Space, Rules, and Challenge of a game affect the experience of gameplay. After playing Tic Tac Toe together, students will analyze the parts of Tic Tac Toe and then work in small groups to modify, or “mod,” the Space, Rules, or challenge of the game.
MATERIALS
1. Chart paper / Board
2. Writing Utensil
3. Design process handout
4. Prototyping materials (paper, index cards, post-its)
5. Parts of Game Modding Worksheet
6. Tic Tac Toe Matching Worksheet
PREPARATION
1. Put students in groups of 2-4.
2. Gather coins and cups and distribute them equally for each group that will be participating.
3. Print the worksheet.
1. Introduction (5 min): Inform students that they will do a design challenge where they will have to design a game from scratch.
2. Model and Practice (5 min): Ask for 2 volunteers to come up and play the game Tic Tac Toe (TTT) so that everyone can agree on the rules together. Ask the students to recall the parts of Tic Tac Toe again. In groups of 3, have students play a few rounds of regular tic tac toe, taking turns with each other so that all 3 players get a chance to play another person in their group. Stop play and ask how that felt. Questions to ask:
What do you like about Tic Tac Toe?
• What do you NOT like?
• How’d it feel to play like this in a group? How did the 3rd person not playing feel?
3. Introduce the Struggle (e.g. the need to modify Tic Tac Toe) (5 min): Tell the class that they will now play a version of Tic Tac Toe for ALL THREE players in the group. The only change they canmake is that instead of 2 players assigned “X” and “O,” players will now be assigned “X,” “O,”and “∆.” After a few minutes of play, check in with each group to see how it is going.
• What works and doesn’t work with this new RULE of three players?
• How does it affect the CHALLENGE of the game?
4. Mini-Design Challenge (10 min): Explain to students that by introducing a third player but not making any other changes to the game breaks the game. Once we added a new rule of adding a third player, it threw the rest of Tic Tac Toe off-balance. As a result, they must fix the broken game with a design challenge. In teams of 3, students will mod the game to accommodate a third player AND make sure the game stays fun and challenging! They should think specifically how they can mod the SPACE, RULES, or CHALLENGE to make it more fun for 3 players.
Students will go through the following steps together:
• Brainstorm ways to make the game more fun.
• Prototype and Test their ideas together by trying them out as a group as they design.
• Iterate by making changes based on testing the game.
• Reflect and Share: Be prepared to share out what you created and have another group potentially play the game.
Before sending the students off in groups, inform students that when they work in groups they will each have a different role. If using the role cards, pass them out to groups and either let them self assign roles or assign them yourself. The roles are:
• Play Provoker: This student’s job is to provoke the group to jump in and test ideas.
• Fun Critic: T his student’s job is to monitor the fun levels of what they are creating.
• Includer: This student’s job is to make sure everyone’s voice is being heard.
• Playtest Facilitator: When the group is ready to playtest, this student’s job is to make sure the play testers know how to play the game and how to give feedback.
5. Challenge Reflection (10 min): Come back together to share out. Ask questions to debrief the experience:
• What did you change?
• What did you notice about the process you went through?
• What did you notice about the process of modding and how the game was affected by changing the RULES, SPACE, and/or CHALLENGE?
6. Return to the design process visual and reiterate the steps that they went through. Ask them questions about the design process as needed.
TIPS
Make sure to actively introduce and reiterate the design language--brainstorming, prototyping, playtesting, reflecting, iterating--during this process in a way that feels authentic and reminds students of the language and where they are in the process.
EXTENSIONS
Ask students with a Design Modding Challenge for a more complicated game, such as Musical
Chairs or Simon Says.
As an exit ticket, have students complete the Tic, Tac, Toe matching sheet, found in resources and/or have students reflect on what they believe to be the most important step in the design process and explain why.
Lesson Plan: Design a game from Scratch: Found Oject Challenge
TEKS 4A (4) Creativity and innovation--emerging technologies.
(A) evaluate how changes in technology throughout history have impacted various areas of study;
Learning Objective
I will be able to design a game from scratch.
I will understand how the parts of a game work together to create a game.
3. Students will practice giving and receiving constructive feedback and use the feedback to iterate their designs.
4. Students will understand the importance of playtesting and iteration in the game design process.
Success Criteria
I can design a game from scratch
I know the parts of a game and how they work together
I can give and receive constructive feedback to improve my game design
I know the importance of testing my game as part of the design process
What are the most important steps in the design process?
Why do you believe this step is important?
Game Design Concepts
Design Process
Playtesting
Iterate
Constructive feedback
STEPS
1. Introduction (5 min): Review the 5 parts of a game by asking the students to recall them each and remind each other what each part is. If time permits, you could choose a common game to breakdown as has been done in previous lessons. Tell students that they will be designing their own games from scratch today using everyday materials with the goal of evoking an assigned state of being for players.
2. Explore components and mechanics (5 mins): Model for student how to play with materials in order to come up with as many mechanics as possible. (i.e. you can throw a ball, roll, toss, bounce, balance on your head, etc — get them to think of actions that are not immediately obvious) Hand out 1-2 materials to each group and ask groups to think about what the materials can do and record on the worksheet.
MATERIALS
2. Game Quality Cards (optional)
3. Writing Utensils
4. Variety of found objects (coins, rubber bands, paper clips, paper cups, legos, blocks, etc)
5. Playtesting reflection worksheet
6. Role cards Quality Cards (optional)
PREPARATION
1. Put students in groups of 3 or 4.
2. Gather found objects and distribute them equally for each group that will be participating.
3. Print all worksheets, print and cut role cards and quality cards
3. Brainstorm (20 mins): Using their assigned game quality, have students brainstorm times they have felt this way. You could choose to have students interview each other or just discuss together by thinking about what makes them feel….(For example, I feel silly when I’m laughing, I feel silly when I make funny faces, etc) Once the students have explored their assigned game quality, have them begin brainstorming ideas for game actions/game structures that could elicit the game quality in their players. Have students use the worksheet to develop 2-3 ideas and be ready to pitch to a teacher. When the group is ready they can pitch. Groups should receive feedback and then decide which idea they want to move forward with.
4. Prototype and Iteration (20 mins): Have students prototype their game together, and start to test it out as they design it. Remind students about the importance of testing early and often! They can make changes to their designs as they test it out. Make sure they play it as a group together before they move on to external play testing next.
5. Playtesting (25 mins): Now that students have prototyped their games and playtested within their groups, they’re ready to have another team play their game and provide feedback.
A. Model Playtesting: Ask for one team to volunteer to test their game with the whole class. Have one student from the team present their game and ask for volunteers to play the game. Provide this playtest feedback matrix as a guide to help students provide constructive feedback. Model asking the following questions:
+ What is a Glow, or one thing you liked about the game?
+ What is a Grow, or an area of improvement for the game?
+ What questions do you have?
+ What ideas do you have to help us improve the game?
B. Playtest: Pair the remaining teams up, dividing up the team that already playtested into each small group. Explain that each group will have 1 minute to explain their game, and then 5 minutes for the other group to play their game and give them feedback using the form as a guide.
TIPS
Encourage students to keep their games simple. Have students playtest early and playtest often,there is nothing more frustrating than spending a long time designing something only to try it and find it doesn’t work!
EXTENSIONS
Have students “package” their game for the classroom by writing up the rules, gathering the materials and customizing any pieces with the game’s name.
6. Reflection (10 min): Use the “think-pair-share”protocol to reflect on their experience. Have students take a minute to write individually in response to reflection questions. Then have them pair up to discuss, followed by a group share out. Any of the following questions can be used provoke discussion:
• What was different about designing from scratch vs. modding?
• When was the design process most engaging? What challenges did you face?
• How did you collaborate? What was challenging?
• How did it feel to develop a game around a specific game quality for the player?
• What role did empathy play in your design process? Playtesting?
ASSESSMENT
Use the the written reflections to the questions that students did for the “think-pair-share” as an
assessment for the lesson.