Make a Game (for) 2

by FORTH added on 07 Nov 2019

Brief description:
The workshop is targeted to groups consisting of one parent / adult and 1-2 children 9+ years old. Participants, are introduced (through creative activities and a lot of playing) to the basic elements and steps for designing a 2-player board game and design their own game, while at the same time train their soft skills and computational thinking.
Photos:
Countries:
(where the practice takes place)
Greece
Cities:
(where the practice takes place)
Heraklion
Organization name:
(running the practice)
FORTH
Organization type:
Nonprofit
Contact person:
Dimitris Grammenos
Contact email:
(for further information and inquiries)
gramenos@ics.forth.gr
Social media:
Related resources:
(e.g., web site, publications,media)
Participants’ age groups:
9 - 99
Indicative number of participants:
15 - 30
Oriented to a specific gender?
No
Frequency:
(for the same group of participants)
Single-occasion
Total duration:
(for the same group of participants)
3 hours
Location:
(where the practice takes place)
  • Classroom, formal learning space, etc.
  • Community lab, FabLab, non-formal learning space, etc.
  • Museum, science centre, outreach centre, library, zoo, etc.
What are the role(s) of the adult(s) running the practice?
  • Presenter
  • Facilitator
  • Mentor / Guide
During the practice, participants…
  • Make
  • Play
Participants work…
  • In pairs
  • In family groups/with support of family group
  • What type of materials do participants use?
    • Pen and paper
    • Craft supplies / Stationery
    • Other: Board game design components
    Pedagogical approach:
    • Problem-based learning
    • Project (or task)-based learning
    • Design-based learning
    • Collaborative-learning
    • Discovery-learning
    • Creative thinking
    • Critical thinking
    Social justice/equity approaches:
    • Free events/funding for those from low-income groups
    • Activities are designed to empower participants and meet their needs
    Does the practice have (explicit or implicit) learning objectives?
    Explicit: Board game design, design thinking, creative thinking, computational thinking
    Is the practice (explicitly or implicitly) connected to school curricula?
    Yes, implicitly
    If connected in any way to school curricula, which subjects are covered?
    • Other: Computational thinking
    Does the practice aim to have an impact on the engagement / interest of participants with a particular scientific topic, concept, phenomena, theory or career?
    Yes: Get interested in and engage with board game design and computational thinking.
    Does the practice aim to have an impact on the attitude of participants with a particular scientific topic, concept, phenomena, theory, or career?
    Yes: Understand and appreciate the creative and design aspects behind board games.
    Does the practice aim to have an impact on the behavior of participants related to a particular scientific topic, concept, phenomena, theory, or career?
    Yes: Consciously think when making (design) decisions and being able to conceptualize the design space and all the available alternative options.
    Does the practice aim to have an impact on the development / reinforcement / practice of skills of participants?
    Yes: Development and practice of computational thinking and (board game) design skills.
    Additional notes: