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Education Board Games

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Raj7
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Joined: 12/31/1969

Hi,

for my GCSE graphics project i have to make an educational board game. I am slightly stuck on the choice of game. I have to make the game so that it is fun and educational; however i am lacking ideas on this front. All i can htink of at the moment is a simple question game.

I was wondering if it would be possible for anyone to give me a few suggestions or ideas to the general concept of the game; or how to make a question game more fun.

I don't expect you to design the game for me; but was just wondering if you could help me with my idea grought.

Thanks in advance

Raj

Kreitler
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Joined: 12/31/1969
Re: Education Board Games

Raj7 wrote:
I was wondering if it would be possible for anyone to give me a few suggestions or ideas to the general concept of the game; or how to make a question game more fun.

Hi Raj,

We get one or two of these questions every few months. It's neat that so many teachers out there assign board game projects to their students. At the same time, it's a little disheartening that most of these teachers expect "question games" as a solution. There is so much more that can be done!

Depending on the genre, you can create a simulation of an historical event and let the players re-live it. For example, players might take the roles of shop owners in pre-Revolutionary Boston. They struggle to make a living selling their goods in spite of British taxation and trade legislation. An event deck generates realistic conditions as the game progresses. This allows kids to appreciate the buildup to the Revolutionary War by "living it".

You can use similar tricks to design science-oriented board games: encode the physical rules you want to teach into game itself. Then, as people play the game, they'll automatically come to understand the physics. For instance, you could make a simple "card battle" style game where players try to create certain elements by bombaring a nucleus with protons and neutrons. If they imbalance between protons and neutrons becomes to great, the nucleus decays into a lighter element, otherwise it continues to grow. If a player can make it reach a certain type of element, he collects it (e.g., maybe you are trying to collect gold and I'm after lead this turn, etc). You could take it one step further and let people try to collect elements from certain regions of the Periodic Table (e.g., "noble gases"). This would teach kids about atomic structure, the periodic table, and radioactive decay all at once.

As you've pointed out, "question games" are the lowest common denominator for educational games. They're the easiest to produce, but the least interesting to play and the least effective for teaching. If you can encode the concepts you want to teach into the game system itself, the players will learn them in the process of reaching the game goal.

Good luck and keep us posted on your work.

Cheers,

Mark

OutsideLime
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Joined: 12/31/1969
Re: Education Board Games

Raj7 wrote:
Hi,

for my GCSE graphics project i have to make an educational board game. I am slightly stuck on the choice of game. I have to make the game so that it is fun and educational; however i am lacking ideas on this front. All i can htink of at the moment is a simple question game.

I was wondering if it would be possible for anyone to give me a few suggestions or ideas to the general concept of the game; or how to make a question game more fun.

I don't expect you to design the game for me; but was just wondering if you could help me with my idea grought.

Thanks in advance

Raj

Hi Raj,

Josh here. I think that you could get a much more focused response from the forum-dwellers here if you were more specific with your request. "It needs to be fun and educational" just doesn't spark any desire to think much about it in me. Kreitler's shots-in-the-dark are good examples of how to break away from the simple question-game format, and his point about building the education into the gameplay is priceless. Make a few decisions, narrow the field a bit, or a lot.

"It needs to be fun and educational and I want it to be about how salmon migrate upstream to spawn" would probably get more hits. Not that you necessarily care much about salmon-spawning, and neither do I, in fact, but you get the picture. "It needs to be fun and educational and I want to teach players about how and why the Great Wall of China was built."

Focus for us. We know what your teacher wants. What do you want?

~Josh

Raj7
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Joined: 12/31/1969
Education Board Games

Well, an idea that i did have was one where you found out facts about the world. Im not quite sure how you would go about contructiing the gamepplay thogh; i was thinking a board as some kind of a map, but was not quite sure how to build in the facts and gameplay.

Another idea which i thougt was perhaps a game about was one which taught physical properties of groups of elemnets in the physical properties; again though i cant quite figure out how i could fit it into the gameplay wihtout a blaitant question layout.

Any help would be greatly appreciated.

Raj

Hedge-o-Matic
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Joined: 07/30/2008
Education Board Games

Well, I've designed enough educational games to know that the "educational" part should be secondary to the "game" part. Games are, by definition, learned activities, and the concept of fun occurs when you have a framework to creatively use new skills. So Chess is obviously educational, though it is primarily a game. It can be taken as a crude military simulation, a study of medeval social structure, or an evolving mathematic puzzle. But history is replete with examples of games specifically designed for noble youth to study any number of things, usually tactics. And Wei Chi (Go) has been studied as a means of meditation for centuries.

So I'd try and break out of the "disguise a textbook or quiz as a game" mentality of most so-called educational offerings you've probably seen. Create a fun game where skill at the game requires the sharpening of whatever skill or knowledge base you want to educate. Justification of a products educational value comes later, because nobody learns anything form a game they drag themselves through once, and refuse to willingly play again.

Create something people would want to play in their free time, of their free will. This is an excellent educational opportunity for you, too.

Kreitler
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Joined: 12/31/1969
Education Board Games

Raj7 wrote:
Another idea which i thougt was perhaps a game about was one which taught physical properties of groups of elemnets in the physical properties; again though i cant quite figure out how i could fit it into the gameplay wihtout a blaitant question layout.

Any help would be greatly appreciated.

Raj

You could do an "inventor" game with two decks of cards, Elements and Inventions. The Element cards show an element and list useful properties. For example:

Hydrogen (H)
Gas
Lighter than air
Flammable

Uranium (U)
Solid
Heavier than air
Radioactive

Inventions are items that require combinations of Elements to create.
Example:

Hot air balloon
Gas (lighter than air)
Fuel (flammable liquid)
Gondola (lightweight, strong)

Players draw Elements and try to build the most inventions (basic set matching). Maybe they can trade cards. There should be some interesting mechanics to the acquisition of Elements and the competition to build Inventions.

Each invention is worth a number of points based on the total build cost. In other words, complex inventions that require many Elements are worth more points than simpler ones with fewer Elements. In addition, certain inventions may be worth fewer points if certain requirements aren't met (for example, the Hot Air Balloon may be worth 1 less point if the lighter-than-air gas used to create it is flammable).

Not to beat a dead horse, but this shows how you can integrate the "stuff you're teaching" into the game itself: people will have to learn the Elemental properties as they play the game.

You could do something similar with the "learn about locations" game. Maybe players draw cards with facts related to places on the map. For example, they draw "silver mining" which lists several silver mining states (Arizona, Montana, Nevada -- I'm just making them up, but you get the idea). Players collect a handful of these different "facts and states". The actual *game* requires them to drive around the countryside and visit states. When they go to a state that matches one of their facts, they can discard that card. In the example above, if the player visited any of Arizona, Montana, or Nevada, he could discard his "silver mining" card. The first person to empty his hand wins the game. So, the actual "game" is about planning the most efficient route to dump your cards -- but in the course of play, you'll inadvertently learn which states produce what, or were the birthplaces of which famous people, etc.

You've got some great ideas so far. Keep running with them.

Mark

Raj7
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Joined: 12/31/1969
Education Board Games

Kreitler wrote:

You could do something similar with the "learn about locations" game. Maybe players draw cards with facts related to places on the map. For example, they draw "silver mining" which lists several silver mining states (Arizona, Montana, Nevada -- I'm just making them up, but you get the idea). Players collect a handful of these different "facts and states". The actual *game* requires them to drive around the countryside and visit states. When they go to a state that matches one of their facts, they can discard that card. In the example above, if the player visited any of Arizona, Montana, or Nevada, he could discard his "silver mining" card. The first person to empty his hand wins the game. So, the actual "game" is about planning the most efficient route to dump your cards -- but in the course of play, you'll inadvertently learn which states produce what, or were the birthplaces of which famous people, etc.

You've got some great ideas so far. Keep running with them.

Mark

I quite like the sound of this idead to be honest in preference to the other idea. I was thinking that maybe it should have symobols on the map corresponding with symbosl on the card?? as it is quite unlikley that everyone qill know exactly what is wehre.

One thing i am not quite sure about however, is the movement on the board; if i had a map of the world, how would they omve; with a dice?? but how would you quantify each move if you get what i mean?

Thanks

Raj

Kreitler
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Joined: 12/31/1969
Education Board Games

Raj7 wrote:

One thing i am not quite sure about however, is the movement on the board; if i had a map of the world, how would they omve; with a dice?? but how would you quantify each move if you get what i mean?

Thanks

Raj

Hi Raj,

Now you're starting to ask questions about the actual game design. :) That means the answer is really up to you. Movement is the heart of this game, so you want to use a mechanic that is fun and appropriate for your target audience.

I believe you can draw a world map using 1 of 4 unique colors for every country. In such a map, no country will border on another of the same color. If you created such a map, you could use dice with colors on their faces. This would use 4 faces, leaving two extra. 1 of the extra faces might be "wild" (played as any color). The other might be an "event" which would result in a draw from an "event" deck. Players would get to roll a certain number of dice on their turn and move however they pleased based on the colors.

For example:
Player 1 starts in France, which is blue. Suppose players roll 3 dice for their move. Player 1 rolls blue, red, and Event.
Looking at the board, he sees that Italy is the only adjacent red country. From Italy, only Monaco is blue. He checks his "locations" cards and sees that he has nothing suitable to either Italy or Monaco. He decides to play his Event first.
He draws an Event card and reads it aloud. It says, "World Trade Organization: you may give one of your 'location' cards to another player and take one of his, chosen randomly, in exchange." Player 1 gives his "Ancient Astronomers" card to player 2 and draws "History of Flight". Fortunately, thanks to Da Vinci's drawings of possibly flying machines, "History of Flight" can be played in Italy, so player 1 takes his 'red' move and plays the card.

This is a pretty simplistic system, but you get the idea. It's not very strategic and involves little player interaction, so it might not be much fun for older players.

You could improve it a bit by giving each player his own dice. Everyone rolls simultaneously in full view of others. Players can then trade dice back and forth as they try to set up the best move they can. If you add some other element -- such as each country can only be used once as a point to drop off a card -- players now have to weigh their trades more carefully. For example, you might want someone else's red die, but you're afraid to give him the yellow that he wants as it might allow him to reach a country you'll need during your turn.

Colors and dice are easy to understand, but they only take you so far. You will probably find it easier to create more interesting game designs if you tighten your theme's focus even more. Rather than using the entire world throughout history, "drill down" to a specific era -- say Rennaissance Europe. This can suggest more interesting mechanics and questions. For example, players might now represent great patrons of the Arts. The 'learning cards' could now be classic works of art from that time period. The cards themselves could be color-coded to match the artists that created them. As a patron, you could use gold to buy items and/or make payments to entice artists to your villa and once there create these great works of art. The patron with the most masterpieces wins the game.

Bam! Instant "art history" game.

K.

Nando
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Joined: 07/22/2008
Education Board Games

Kreitler wrote:
Bam! Instant "art history" game.

Go Kreitler! Go Kreitler! Go! Go! Go Kreitler!

You da man! ;)

Raj7
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Joined: 12/31/1969
Education Board Games

Hi,

sorry i totally forgot to mention it previously.Totally my bad. Bearing in mind i am designing the game for 8-11 year olds, i think the idea about the map and the colours sounds brilliant!!!

Thanks oyu very much for your help, i will as requested keep you posted on my work. I will get down to desigin the graphics now.

Thanks again for your help it is greatly appreciated.

Raj

Kreitler
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Joined: 12/31/1969
Education Board Games

Nando wrote:
Go Kreitler! Go Kreitler! Go! Go! Go Kreitler!

You da man! ;)

Reminds me of the Far Side with the scientists clustered around the blackboard while one guy writes. They're all shouting "Good hands, Simmons, don't choke! Don't choke!"

:)

Kreitler
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Joined: 12/31/1969
Education Board Games

Raj7 wrote:
Bearing in mind i am designing the game for 8-11 year olds, i think the idea about the map and the colours sounds brilliant!!!

Then your "dice and maps" design is spot on. Good luck with it. I hope you'll post some photos of the final product!

Cheers,

Mark

Kreitler
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Joined: 12/31/1969
Education Board Games

Hi Raj,

One last thought. The game we're describing still has virtually no player interaction. It also has one huge movement problem -- how do you go from one continent to another.

Here's a suggestion for solving both problems at once. You might put a few "ports" (or airports) on each continent. If a player lands on one of these, he can use any "wild" die result to move to a port on another continent. Similarly, you might let players "bump" each other. That is, if I can end my turn in a country with another player, I can "bump" him to the nearest airport.

Just thinking out loud...

Mark

Raj7
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Joined: 12/31/1969
Education Board Games

Thanks for the ideas again:) It is well under way on production, will post pics when finished:)

Thakns again

Raj

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