See also the 'Coding: Minecraft Modding' sub-section within the 'Maker-Learning' area
Breakout Boxes are a gamification strategy whereby a container (e.g., box, pouch) of some type is secured by one or more locks via a 'hasp'. so the content remains secure and usually a mystery. The locks used can be keyed locks or combination locks consisting of numbers, letters, directional, or other patterns. Clues as to the locks' combinations are hidden in ingenious ways via secret writing (invisible UV-light reactive ink), puzzles, or ciphers & codes. Teams complete to unlock all of the locks necessary to open the container within an allotted time (like an Escape room). In the process, students develop collaborative team skills, exercise critical thinking, and/or acquire/demonstrate content knowledge.
For ideas about creating Breakout Box experiences, see other sections of the Curiosity Shoppe website: Mechanical Puzzles (Escape Rooms), Mechanical Puzzles (Puzzle Geocaching), Recreational Math (Cryptography). Below are some examples of typical materials associated with Breakout Boxes. Some common places to obtain them are Amazon.com, Dollar Store, Harbor Freight, and Walmart. Select a brand/model with a large number of positive consumer ratings*. You might find it advantageous to purchase locks of different colors since even selecting the proper color lock might be a part of the underlying Breakout Box solution.
Abstract Games
See index of 4500+ abstract games sorted by ranking (boargamegeek.com)Abstract Games - GIPF Series
Accelerated Learning Foundation - 'Games for Thinkers'
Collaborative Games
Although there are many games in which players collaborate with others in order not to lose, i.e. gang up with others against another who is close to victory, the "collaborative" genre consists of games which in their very design require collaboration for everyone to win. That being said, these provide team-building experiences while exercising memory and deduction skills.Cultural Literacy (History) Games
These games develop a common cultural 'knowledge-base' frequently associated with educational standard & benchmarks. They do not assist the player to develop "epistemic understanding" (internalize the methods, critical & interpretive skills, or ethics of a practicing historian, political scientist, or autonomous citizen). One exception is the game PROPAGANDA from the Accelerated Learning Foundation.Dexterity Games
This category of games involves physical skills and an intuition of how mass and balance are related. They typically involve picking things up, stacking things, and flicking or sliding things. Some classics are Jenga, Operation, and Twister, however these hardly exhaust or represent the best of the genre.Language Games
(incl.uding World Languages, ESL)These games predominantly stress vocabulary development. Currently few games on the market emphasize grammar - writing skills, rhetoric - persuasive speaking skills, or the critical thinking skills involve in listening). Some exceptions are "Rory's Story Cubes" for sparking 'creative writing'. Also the 'party games' "Snake Oil" and "But Wait, There's More" can be used to exercise impromptu creativity & persuasive speaking (or writing).STEAM & Logic
There are over 100,000 board game entries on www.boardgamegeek.com (if you include reprints, revised editions, and expansions). 5000 new entries were added in 2017 alone. Perhaps the top 1% of such released games provide some advancement in rules & game dynamics to playfully nurture human development through exploring different logics & game mechanics. The Curiosity Shoppe focuses primarily on abstract games, a subset involving pure logic, no chance). We base our acquisitions on academic research and the winners of prestigious awards (Mensa Select, Spiele des Jahres),
The Curiosity Shoppe is attempting to classify games we play according to games design categories as well as observing how specific executive function & critical thinking skills are exercised by a particular game.. For the 'abstract game' criteria we are following an e-mail suggestion from abstract game researcher/designer Dr. Cameron Browne to consult the work of Parlett (2018). We are relying on the work of Barkley, (2012), Paul (2007), Restak & Kim (2011) as well as the Thinkfun.com website for guidance on developing a game review rubric aligned to executive function and critical thinking skills.
Space Games
Chase Games
Assymetrical opponents start the game with different starting positions. different objectives, and/or unequal resource or movement powersDisplace Games
Opponents attempt to capture a chief piece or most/all pieces on the boardBean Games
Pieces are completely neutral: undifferentiated as to power, function, value, and ownership