Circuit Maker Game Project
"Design is thinking made visible."
- Saul Bass
"Design is thinking made visible."
For the past year and half of my job, littleBits have been staring me in the face in the Makerspace. Each time we clean up the Makerspace or restock, I shift the rolling cart of littleBits to a slightly different area, feeling unsure what they are and overwhelmed with all the other materials available that I haven’t had the courage to integrate them into my lessons yet. LittleBits are tiny magnetic circuit pieces which can be clipped together for a series of functions. They are a simple way to introduce circuits into the classroom and get students creating with STEM materials. When I began to think about a design based maker project for my students, I knew that it was time to tackle them.
I began thinking about ways to integrate littleBits and maker projects into my context. I teach K-5 media, so I get to see students once a week for an hour and have the unique ability to teach in a way outside of standard curriculum. Students spend about half a class period working on literacy and library skills (read alouds, character traits, book checkout, etc.) and half the class period working on technology and computer skills (typing, programming, GAFE, etc.). I am also blessed to have an incredible Makerspace full of materials available to me in my media center. So, I began to think, how can I combine library skills, technology skills, and maker skills into one project-based learning unit?
I was really drawn to the idea of having the grade levels interact with each other, having older kids master a tool and imparting that wisdom to the younger students. The older kids could create, given more freedom to interact and explore, and the young kids could interact with the finished product. This makes the older kids need to empathize with the young students more, and they say the best way to learn is by teaching. I also believe this will give the older students more motivation to create something, knowing who their audience is and that it will be actively used, instead of just put on display. After thinking about making videos, creating signs, and other options, I landed on the idea of students creating board games.
I want 4th grade to create these board games - either from October-November or January-February. Then, I want 2nd grade to play the games either December or March. I potentially could change the grade if fourth grade creates something too complex, but I want them to stretch themselves to make it accessible to that grade level. I want students to create boards games based on fiction picture books in the library (Mo Willems, Berenstain Bears, Creepy Carrots, Pinkalicious) to tie in literacy. They could create trivia, a linear game, a team game, or other things. This would probably be a unit with time to empathize, ideate, prototype, and test spread out throughout weeks, since I only see classes once a week.
In order to best break down this unit and my ideas, I thought about it through a TPACK lens and found that "sweet spot" where my ideas overlap. This brainstorm helped me to identify what exactly I wanted students to get out of this and allowed me to directly tie it to my standards - although these look different from a general education classroom. Once I had this overall sketched out, I felt ready to begin to trial run the unit and create the resources to implement it.
In order to help students have an example of the unit and to help myself find holes or gaps, I created a prototype of the project and went through the lesson myself. I want to create a game where students build a circuit by working as a team. Each player will roll or spin to move around the board, collecting circuit pieces as they go. As a designer, I have to understand what’s essential to a circuit (battery, cord, power piece) and what’s optional (input, output, wires). Students that design will have to understand their circuits to integrate them. Players will also learn through exploration. They will use the pieces they collect on the board to build a working circuit, which must use at least 5 pieces. There will be more than 5 available, so they can choose which way they want to build it. Spaces will have activities on them - some incorporating library skills, like find a book that’s about airplanes. Some will include physical skills - not directly a part of my curriculum, but important for students. Here is a timelapse of me creating my board game.
Many of my original ideas changed during this process, so it was incredibly beneficial to my own thinking process to prototype this unit. I originally wanted to incorporate Mo Willems characters to be engaging with students, but under the time and material constraints, this didn't end up happening. In the students' rubric however, they will be given some choices to do that. Overall, I am very happy with how my prototype turned out.
Once I created the game, I realized students would have to know how to play the game. I was going to make a rulebook to go along with the game, but I realized this would be different based on students' literacy abilities. I decided to re-incorporate my original idea of having students make videos. Students will supplement their games with a video that describes how to use the littleBits and the rules of their board game. This can be played for the second graders to help them understand and play the fourth graders' games. Here is my finished game and instruction video.
So now, we have the Circuit Maker Game Unit. It is broken down into 6 parts which directly correlate to Design Thinking. (Read more about Design Thinking on my blog.)
Below is an overview of the unit at a glance.
Design Thinking is broken down into 5 steps: empathize, define, ideate, prototype, and test. Part 1 of this unit deals with exploring, part 2 deals with empathizing, defining, and ideating, and part 3 finishes up the ideating and has students working on the prototyping. Similar to many things in education and maker learning, this process is a cycle. Once you have tested, you are ready to empathize, define, ideate, prototype, and test again. This is build into part 4 and 5 of the unit, where students test with their peers before tweaking and finalizing their game. (Although, this process could go through more beta and trials runs if time allowed.)
After completing their projects, students will have a chance to share with both their fourth grade peers and have a second grade group play their game. I would like the fourth grade to be able to sit with second grade and explain and play alongside them, but this is contingent on the class availability. Games can also be on display school wide during a Maker Faire or an open house.
In this unit, students will be able to:
Understand how circuits work.
Explain how circuits work in a short video.
Integrate circuits in a board game.
Work collaboratively in a group to design and build a game.
Creatively use materials to design a functioning game.
Concisely explain rules to a game in a video.
Present game to class.
Reflect on their making process.
Here is the full slide deck for the unit. In the downloadable version, there are notes on the slides to help with teaching the lessons.
The reflecting portion of this project is incredibly important. If you want to know more about the importance of reflecting in maker-centered learning, check out this blog post about experiential learning. Throughout this unit, students will fill out a design notebook to show their thinking and learning, as well as reflecting when the unit is over. This design notebook directly correlates with the six parts of the unit and the design thinking process. The rubric is also integrated into the design notebook because while this maker project offers a lot of freedom, it is important to still communicate clear expectations with students. Directions are broad and offer lots of room for students interpretation and choice. This rubric also does not have point values or grades, since students are being evaluated based on their making process and not just the end product. My context allows for less structured grades, so I like to give students the ability to learn without the pressure of a number value assigned. Here are the pages of the design notebook.
There are many ways to tweak this unit and make it fit the needs of different students and classrooms. Because I only see students once a week, I find that time constraints sometimes stop me from getting as involved as I would like. Because students go a full week without seeing me, they sometimes struggle to get back on task or remember where they left out. I am hoping that the group aspects and design notebook portions of this project help students stay engaged in the unit despite the gaps between. If my students finish their projects early, I generally give them lots of "you can add more," and "how can you make it better?" If I feel a group is genuinely finished and ready to move on, I am planning on having them either explore more with the circuits and play around with them, help another group if needed, or play around in a Virtual Makerspace. (This wonderful Virtual Makerspace was created by Shannon McClintock Miller. Check out her blog for more amazing materials!)
In a general education classroom, this could be a great end of the year project or thing for students to work on as a time filler after standardized testing. You might find it helpful to do a mini-lesson about what makes a good board game before giving them build time. If littleBits aren't available, you could still have them create games and incorporate a different type of technology (Dash robots, squishy Circuits, Ozobots, etc). Game creation can also be used for teaching concepts other than technology, like science or math. There are lots of benefits to game creation as a way of learning. This unit is just one example of ways that it can be incorporated.
Happy gaming!
Learn about Bits & what each bit can do. | littleBits. (2019, August 20). https://www.youtube.com/watch?v=i_YTL-HK6og
Miller, S. M. (2020, July 5). The library voice: Our virtual makerspace is open! The Library Voice. https://vanmeterlibraryvoice.blogspot.com/2020/07/our-virtual-makerspace-is-open.html
Plattner, H. (2010). An Introduction to Design Thinking Process Guide. Institute of Design at Stanford. https://web.stanford.edu/~mshanks/MichaelShanks/files/509554.pdf
R, C. (2013, April 16). TPACK in 2 Minutes. https://www.youtube.com/watch?v=FagVSQlZELY