I'm a new 6th grade math and science teacher at an urban public school in California, USA. I've just been given a tentative okay to teach a board game design elective that would meet for 50 minutes daily (:D). The catch is that there's only 2 weeks of summer vacation left to start planning this beast, but passion and long time lurker aside, I'm relatively new to board game design myself.
If you've got ideas about how to structure a class like this for around 30 11-12 year old kids with limited prior experience playing games, I'd be super excited to hear them.
Also, if you've got games of your own design or in your collection that you don't want anymore for any reason, I'd love to add them to my class library so my kids can research the wide and wonderful world of board games. Send me a PM if you have a game or games you'd be willing to send me.
Here's what I've been thinking so far:
I want to start the class with a bang so I want them to just jump right in to designing a game the first class. It should be a simple, quick, accessible game jam. I'll have all the prototyping materials out and just let them have it. They can talk to each other about their ideas, but I want every single student to walk out 50 minutes later with a playable game. Their homework will be to play it at least once and write about what they and any other players thought about the game. I'll need much more explicit prompts for this.
On the second class, we'll start by talking about their experience the previous day. Then we'll get into games they've played, their favorite games and why they like them. Their homework that night is to change their game somehow to make it better. They should write a brief explanation of why they think the change will improve the game and then they should play it at least once and write a quick note about how it went.
Third class, we'll talk about strategy, skill, social interaction, and luck and how those show up in different combinations in different games. We'll look at games that are overwhelmingly one type or another and also what games could lie in the intersections. We also might distinguish strategy versus tactics.
The next couple of classes we'll be playing games and talking about them. I welcome suggestions be they PnP games I could reasonably make copies for for 30 kids, or published games I might be able to buy cheaply or get donated.
Maybe starting each week off with a game jam would be cool. At any rate, the second week should focus on the concept of mechanics so they can start recognizing and thinking more concretely about their game as a "thing".
The third week we can talk about theme and how to use themes to guide mechanics.
The fourth week can be about tension and how mechanics create tension.
The fifth week can be about experience.
Then the last three weeks are all game design projects.
Questions, comments, ideas?
Thanks!
Thanks everyone for the feedback, it's been a huge help.
I don't know that the design will ever be "complete" but I'll certainly post course outlines and eventually lesson plans as they evolve. I'm a big believer in the power of free information.
Absolutely. I plan on suggesting they use the stories they're reading in English, or the period they're learning about in Social Studies, or geology (from their science classes), or math concepts in their game design. Since I'm a math and science teacher, I'll definitely be pointing out the connection to math frequently.
It's actually a 9 week class that I'll teach 4 times (or an 18 week class I'll teach 2 times, I'm not sure yet), but I know this is just an introduction to the concept of modern board games and game design as a hobby. I want them to leave the class with the basic concepts of mechanics, systems, and themes, and I want them to feel comfortable making crude prototypes of their ideas and then refining them.
Awaclus, if you translate your game into English, I'll take a look at it for my class. I would love to show my students in progress, "unfinished" games. I plan on showing them a few of my own designs which range from Prototyped to play test ready but not prototyped, to just a vague idea. I really want to demystify the process for them, peel back the curtain so to speak.
Constant re-evaluation is essential to good teaching. A few people have mentioned it here and elsewhere, and I agree. I think starting them off playing games is a more than sufficient "bang".
It looks great, unfortunately he's removed all of the videos so there's not much actual content on the site. It looks like I'll have to buy the book to get any of his thoughts on the matter. Unfortunately, I've already spent about $70 on books for this class alone (and another $60 for my science class) and there are still games and bulk components to acquire!
I think you're probably right. The biggest problem then is getting the games. I'm fine with using lots of PnP games, but this means I'll be making dozens of them over the coming weeks in addition to all my other prep work, that's a little concerning, but I'll do what I've got to do.
More later, thanks everyone.