Bloodbeard:
[align=center]Project Exodus[/align]
[align=center]A giant sci-fi boardgame as a center for a weeks teaching in school[/align]
Table of Contents
Bloodbeard:
[align=center]Project Exodus[/align]
[align=center]A giant sci-fi boardgame as a center for a weeks teaching in school[/align]
Table of Contents
Bloodbeard:
The very short pitch: Imagine 8 classes (4th to 6th grade) ~ 180 pupils. Classes broken up and reorganized in to 8 teams, some pupils from all classes. During an entire week, the teams will do different workshops all tied to a sci-fi theme. Being explorers and colonists in a far away system.
Imagine a giant system map with planets, astroid belts, gas clouds etc for the teams to explore. This gets explored and sections will be claimed by the teams through the week. See the solar systems you can enter in Mass Effect.
Imagine smaller maps, planet boards. This will be the colony the team is building. This maps is like a close up off a planet from the central map. Through the week this board gets filled with buildings, roads, factories etc.
The point is for the teams to make the strongest, best, most prosperous colony by the end of the week. Through hard work, team work and dedication in the workshops they get benefits in the game. But by working together with the other teams, forming alliances, they will get even more bonuses.
Background for the project: I’m a teacher. It’s the best job in the world. I was lucky enough to spend my child year in a private school, with room for loads of unorthodox and “free” teaching.
Personally I work in a public school. I believe in a strong public school. There’s is still space for different, new ways of teaching there. But in a time with standardized tests, lots of grades and fewer funds - that space gets ever smaller.
As long as I can make some projects that are truly out of the box, teach through gaming and give the students some completely unique educational experiences - it’s my job to give them that.
The day it’s no longer a possibility, the day the teachers will have to little influence on the subjects, I’ll find myself a new kind of job.
Point of this Project Log: Last year I made a giant RISK styled game as the center of a thematic week about the Roman Empire. 180 students participated. You can see something about that project here: Roman Risk. The actual teaching was done in thematic workshops done by my very talented colleagues. I’ve been asked to do “something similar”.
This log will serve multiple purposes:
Bloodbeard:
The problem with these kind of mega projects, is getting it to take form. And getting it to take a form, where 10 other teachers need to understand the concept, make classes/workshpo that fit into the theme - and get 180 students to get engaged as well.
So as of now there’s no deadlin for this project. But I hope to launch this (and perhaps two) board game centered courses during the 2015/16 school year.
In this post I’ll try to spell out some of the setting ideas. The story behind the game and all the work that’ll be done through the week.
Setting: In a near future, the Earth is almost depleted of all useful natural resources. In an effort to survive as a species, colonization and exploration fleets and ships a launched into space (alpha centauri) - in hope of finding place for a nice chance of life and prosperity.
Options: 1) The world is almost dead and the students are the last hope for humanity.
It was pointed out by a colleague that this might kill many kind of motivation with many of the small children. Making them depressed from the get go “the world and everyone being dead”. … So despite my love of the post apocalyptic, this might not be the way to go.
2) The world is fine, we’re a bit into the future. The students are all volunteer explorers. Having a goal of creating new life, colonies for the glory of humanity.
The game would be the same. The themes would be the same. It’s all about creation. The “end of the world” basis might be better for 8th-10th graders.
A) All 8 teams of students represent Danish crews. Their motherships are named after famous and important Danes. One workshop could be something like “what would be important to bring on theis mission. what’s the essence of Danish mentality”.
B ) Every team is from a different nation / continent. So one crew is from NASA, one from ESA, Roscosmos etc. This might be more realistic than the above.
Both A) and B ) would fit into both option 1) and 2).
Ideas and input is welcome of course.
MaraLynn:
May I join your class???
The landbound side cries for something like Dystopian Wars.
Miasma:
This along with your last project (Teaching Through Gaming - Rome) is amazing, I wish that I had teachers like yourself when I was in School, maybe then I would not have had so many issues
Bloodbeard:
May I join your class????Sure. All classes in the public school system is (in theory) open. If people ask nicely and behave themselves, there's no stopping anybody from entering any class from kindergarten to university.
The landbound side cries for something like Dystopian Wars.
MaraLynn
This along with your last project (Teaching Through Gaming - Rome) is amazing, I wish that I had teachers like yourself when I was in School, maybe then I would not have had so many issuesThank you, I take that as a high compliment.
Miasma
Dînadan:
B ) Every team is from a different nation / continent. So one crew is from NASA, one from ESA, Roscosmos etc. This might be more realistic than the above.A variation on this is maybe have each team be a different alien race, with each race having slightly different priorities, needs, etc? This would take more work for you though to make it all balanced. On the other hand it might help with getting the students to broaden their thinking, especially with the avoid combat/encourage diplomacy aspect - eg:
Bloodbeard
Fuggit Khan:
Cool stuff, your students are in for a real treat (again!)
This will be the colony the team is building. This maps is like a close up off a planet from the central map. Through the week this board gets filled with buildings, roads, factories etc.What process/rules are you going to use to figure out how to build roads, factories, etc?
The point is for the teams to make the strongest, best, most prosperous colony by the end of the week. Through hard work, team work and dedication in the workshops they get benefits in the game. But by working together with the other teams, forming alliances, they will get even more bonuses.
Bloodbeard
Admiral:
Ingenious project. The Roman version was good to boot, so it’ll be a joy to follow this. Short on time now, but will add input later if I can conjure up any.
Best of luck! :cheers
TheHoodedMan:
I would choose option 2) with a world still habitable for some generations.
It would be interesting to let the crews choose/propose the famous danes for their mothership names and see with whom they come up :hat (edit: and why).
Dînadan:
I would choose option 2) with a world still habitable for some generations.Just make sure you phrase it as 'famous Danes' rather than 'great Danes' or you'll end up with one named Scooby Doo.*
It would be interesting to let the crews choose/propose the famous danes for their mothership names and see with whom they come up :hat (edit: and why).
TheHoodedMan
snowblizz:
Saw a GW release for a game which used some of the BfG ships and other interesting models, tiny Stompa. tee-hee. Not sure if release helps you though.
Bloodbeard:
Project is still alive
And I’ve started working more actively on this now. About to finish the main board and have started making boardgame pieces.
Here’s my most recent thoughts on this stuff.
The week (and game) will be for roughly 180 students, grade 4th-6th (10yrs-14yrs), including special needs kids and 10 other teachers.
The setting is inspired by Interstellar. All kids will be mixed up into teams, that they stay with the entire week (no normal classes). Each team represents the crew of a spaceship, send into the unkown to find a new world.
In a central room there’s a massive boardgame. Made from an old message board. Painted it today - all black with radar green lines on it. It now has 960 squares. Each square will have a two sided tile on it, one side being “empty space” - the other being either “empty space” or direlect spacestation, astroids, gas clouds etc. It’ll also contain 8 planets (1 for each team).
During the week the teams will come and go to the boardgame and move around their mothership and thus explore the new galaxy one tile at a time.
Around the main board, each team will get an area with some wallspace and a large table. This is a close up off their planet. During the week the teams will get different classes. Depending on how they do they will gradually fill out their team space as the settle their new planet. Again having some influence on the main board.
After a week, I imangine 8 unique cultures developped by the kids. Their individual spaces being filled with models build in crafts, pictures/paintings/graphics of how their planet look (dessert, lush green, all water, classic sci-fi themes), their new state flag, in math they’ll work with setting up whatever currency, measurrements would make sense for them.
While the main board will be all explored, astroid belts mined, flagged with team colours, colours strings strung out to represent trade routes, smaller ships, fleets and more cool stuff.
Other plans contain giving small sci-fi, astronomy lectures to all students every day (we always start together), get some outside super geeks in to make some of them. Use streaming and webcams to broadcasst messages/clips/pictures into every classroom on the smartboards.
It’s all about creating an all immersive type of teaching, collective story and spreading the love of board games - despite the school system being pretty locked be outrages low budgets.
Two years ago we ran something similar with Roman RISK. A week about the Roman Empire centered around a RISK style baord game. You can check out some photos and description here (might also make my ramblings clearer): http://www.chaos-dwarfs.com/forum/showthread.php?tid=14403 It was a huge succes.Motherhips
BeeZharr:
This sounds really interesting, looking forward to hearing more about it. I work at a University and have been exploring games-based learning, and gamification, and trying to use it in my classes. I like how this brings together the different subjects around a theme, the students will probably learn more in this one week than a term otherwise!
Bloodbeard:
This sounds really interesting, looking forward to hearing more about it. I work at a University and have been exploring games-based learning, and gamification, and trying to use it in my classes. I like how this brings together the different subjects around a theme, the students will probably learn more in this one week than a term otherwise!I'm a very big fan of gamefication in teaching. We have two "Efterskoler" (kind of boarding schools for 8th-10th grade) in Denmark where all teaching is done through gaming, RPGs and LARP. Great schools.
BeeZharr
TheHoodedMan:
Hey, great ideas and work so far.
:cheers
If you do some clips for smartboards it would be cool to use something like incidents who change rules for some days (for example interstellar particle storms which Limit movement or communication, missions to find a specific Kind of planet within 3 days or something like that).
How do you plan the ressource management? How will this work?
Dînadan:
3D asteroid belts - go grab some rocks from the garden
3D gas clouds - paint cotton wool
Fuggit Khan:
A nice update, makes me want to go to school in Denmark :cheers
School in America was boring…
I’m trying to beg, borrow, steal and scavenge cool models to use as motherships for the 8 teams. Bugdet on a project like this i zero, so I might end up buying some personal models and use in the project.How about the kids make their own spaceships? See how creative they can be in kit-bashing stuff together. And no, a can of Coke is not a spaceship.
Bloodbeard
Abecedar:
................. . And no, a can of Coke is not a spaceship.RAMA says it is.
Fuggit Khan
Dînadan:
. And no, a can of Coke is not a spaceship.But a bottle of Fairy washing up liquid, some toilet rolls and sticky back plastic are.
Fuggit Khan