Practice Description

Make a Game (for) 2
by FORTH added on 07 Nov 2019
Brief description:
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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. |
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Photos:
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Countries:
(where the practice takes place)
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Greece |
Cities:
(where the practice takes place)
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Heraklion |
Organization name:
(running the practice)
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FORTH |
Organization type:
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Nonprofit |
Contact person:
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Dimitris Grammenos |
Contact email:
(for further information and inquiries)
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gramenos@ics.forth.gr |
Social media:
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Related resources:
(e.g., web site, publications,media)
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Participants’ age groups:
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9 - 99 |
Indicative number of participants:
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15 - 30 |
Oriented to a specific gender?
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No |
Frequency:
(for the same group of participants)
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Single-occasion |
Total duration:
(for the same group of participants)
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3 hours |
Location:
(where the practice takes place)
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What are the role(s) of the adult(s) running the practice?
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During the practice, participants…
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Participants work…
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What type of materials do participants use?
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Pedagogical approach:
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Social justice/equity approaches:
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Does the practice have (explicit or implicit) learning objectives?
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Explicit: Board game design, design thinking, creative thinking, computational thinking |
Is the practice (explicitly or implicitly) connected to school curricula?
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Yes, implicitly |
If connected in any way to school curricula, which subjects are covered?
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Does the practice aim to have an impact on the engagement / interest of participants with a particular scientific topic, concept, phenomena, theory or career?
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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?
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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?
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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?
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Yes: Development and practice of computational thinking and (board game) design skills. |
Additional notes:
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