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Dream Projects

An Adolescent’s Day Card Game

If I were beginning to work on a game myself, what follows here might be my inner conversation for the first 15 minutes.

I like to get large chart paper or butcher block paper and write my ideas for projects out with markers, circles and arrows, and stars to remember things. I have several around the house from various projects. 

 

Then, I’d start making lists of events, possible reactions, traits the kids might want to assign themselves, the benefits and disadvantages of using cards, dice, roles, a board (changeable or static?), and lots more.

This Adolescent’s Day idea began with wanting a way to help kids with ADHD (or symptoms very like those) recognize the effect their behavior has on others, kindly and in a funny way that they could use to be more popular not less. “You are charismatic and funny and sweet, so let’s work on those traits.” It instantly evolved into this more general game, but I’m still interested in a heavy dose of ADHD tonic here. These poor kids are everywhere and I’ve not met a teacher with adequate tools to help.

  • A situational card game with a fluxx-uating (!) objective, just like their lives:
    now I’d like to seem smart, now I’d like to be athletic, now I’d like to be cool and suave, now I’m bored so I’d like to distract the class, etc.

  • I’d like to have them recognize fraught but normal school situations ahead of time so when it actually happens, and it will, they can react with some sense of perspective.

    • I tripped in front of the whole class. How do I react? How might others react? (What is my objective?), or

    • My friend tripped. How do I react? How might the other players react? (What is my objective?), or

    • A ‘weird’ kid tripped. Now what? (What is my objective?)

  • Other situations they would enjoy:

    • my shoe is squeaking on the hall floor,

    • I poked a hole in the bottom of this orange juice container and I want everyone except the teacher to see how funny I am,

    • he keeps pushing his desk into mine and knocking down my many toys displayed there,

    • who stole my pencil? <yell> <get up and walk around the room> oh it’s right here,

    • why won’t the others line up for lunch, because I’m hungry.

    • Oh, so many. You see how the reactions will change depending on their goal?

 

  • Do the other players give ‘reaction’ cards? How do the goals of the different kids clash or mesh? Or are they all shooting for one goal, like in Fluxx?

 

  • Do they react to the situation or to the protagonist? What is the in-game result of the decisions to act or react? Are the events random, decided by dice, or are they also cards the kids can choose to play or keep? Or are events presented as places on a board? Is it a static board or can you build it each time?

 

  • I’m kind of betting that there will be natural discussions: “Why did you laugh at him!? That wasn’t nice!” “You know, when you do that in real life, it’s hard for me to concentrate.” If the kids are really having a good time, they remember that they’ve actually been friends since Pre-K, so conversations get easier.

 

  • Or is this a solitaire game where you don’t have your friends watching you while you figure this out for yourself? Nah. It has to be fun and funny.

 

  • They should definitely not play as themselves, right? Do they set up their character at the beginning, like DnD? Then, that character has traits that can affect the dice rolls or cards. For example, his Empathetic score is a 5, so multiply that by the dice roll which will decide if he laughs at or helps the weird kid.

  • What about the ‘weird’ kid? I know many students who would choose that persona on purpose to deflect the fear that it would be imposed upon them. But you can’t build a character who is overweight, or gets angry and shouts, or has a haircut imposed by family, or has an odd sense of humor, or still plays with Legos. So, are those characters in the game? As NPCs? You definitely DON’T want kids to create a character that they would perceive as ‘weird.’ It would be way too close to the kids around them.

 

  • So, should they all be some different species? Hmm.

 

This is going to be fun. I might have to work on this all summer.

Details below on these game ideas:

  • Buckminster Fuller’s World Game

  • Farts and Burps

  • Sports Balls

  • National Parks

  • 20,000 Leagues

  • Robinson Crusoe

  • Water

  • Wait, Wait, Don’t Tell Me

  • The City Game

  • Wall Street Bond Trading Simulation

  • Keeping Score

These are the other games I would make if I had unlimited resources.

  • Buckminster Fuller’s World Game

    • I’ve read about this and have a poster of Spaceship Earth (Dymaxion Map), but I’ve never seen the game played. I’m just in awe of the people who do mock governments and model UNs with tons of kids. I’d like to participate in one of those myself, now. The topics here remind me of iCivics games, which aren't group simulations, but work really well for content because of the clear instructions, careful path led through the material, and the game feedback system. The kids feel smart when they play these.

  • Farts and Burps

    • I am 100% positive I can build a year’s science unit using burps and farts as our base topic: nutrition, digestion, psychology of food; chemistry; physics of how the body experiences energy, plus gravity, density, and how fast a fart would rise in the sky given certain weather patterns.

    • How ripe is this idea for physical AND pencil games, huh? Also, I’ve used many Phet simulations, which are very clear and helpful, especially the one on digestion, which, with the sound effects, was a huge hit.

  • Sports Balls

    • I wrote this for my Tiorati summative paper: bring in a huge number of sports balls: tennis, baseball, softball, wiffle ball, football, basketball, lacrosse, volleyball, soccer, racquetball, field hockey, anything.

    • The question is: Why are they different? Why do we need this many different types of balls?

    • What about them is different? How are they used differently? On what surfaces? Do they fly through the air? Will you get hurt if it hits you? and whatever they can think of.

    • This is a science investigation project. Can this be a game, too? I’m sure it can. It would also be nice to say the word balls so many times that it ceases to be funny. That saves all your classes. :-)

  • National Parks

    • I know there are national park games out there. I do. About the real national parks.

    • I’d like to focus on a game that has the kids examine an aspect of the parks—geology, ecology, politics—so they can create a national park of an area they know of or can imagine.

    • Maybe they draw cards to determine characteristics of the area: a card for terrain: flat, rolling, foothills, mountains; one for flora: lush, healthy, limited, barren.

    • I’d kind of like them to be proud of their own community, though, and argue for a park there, which would eliminate the randomness. Needs more thought. (Maybe they can trade cards and some will try to build their own area and some will try to build other stuff, like Area 51 or something. Your goal would be to get the cards that represent your dream area, which could include here where we are now.) Ah! Is this a cooperative game! Yes!

  • 20,000 Leagues

    • I met a teacher in LA who was using the book as the foundation for everything her fifth grade did that year.

    • She would read part of the book aloud, then the kids would discuss which parts grabbed them, provoked more questions, and they would study some aspect of the book for a while: fish and other sea life, ocean chemistry, geography, governments, whatever.

    • I once wrote a college paper about how to use the book to link to information sites on the internet (“What is a maelstrom? Click here.”)

    • How can this become a game? How can it be used for lots of different aspects of content? Is it a family of games for different sections of the book or different parts of the world? Or is it more like the Adolescent’s Day or National Parks ideas, with cards and dice determining situations that the characters can react to? (Are they the characters in the book, or extra passengers, or an omniscient god over the whole world?)

  • Robinson Crusoe

    • Similar to the 20,000 Leagues idea, to build a game around the experiences of the
      shipwrecked genius: world oceans, storms, flora and fauna, physical science, and,
      perhaps, international relations. . . .

    • I've had this book, Robinson Crusoe: My Journals and Sketchbooks, since I was a kid
      and am fascinated by all the things he could do by himself.

    • I'd really like to teach all this somehow, but hesitate to make a story-based 
      game on someone else's story.

  • Water

    • I’ve already taught a year of water, which was great. We got to do ecology, chemistry, and physics with just water. We used a lot of material from Middle School Chemistry and from Lawrence Hall of Science GEMS, plus Living in Water, by the National Aquarium, 1997.

    • I’ve thought of a simple game to teach adhesion and cohesion: Use those sticky-stretchy blobs (like from Oriental Trading) as water molecules in a pond and have one stick to the root of a plant and another stick to the first. Maybe they only stick properly at that 105 degree angle (magnets?). Cooperatively, the kids have to get the water molecules up to the flower at the top of the plant. Maybe a physical standing board of a marsh plant. Pair with actual carnations and celery in food coloring.

  • Wait, Wait, Don’t Tell Me

    • a way to use the games from the show in content areas

    • it would be so time-consuming to write, especially limericks and Fake the Listener

    • It would be equally time-consuming to administer in class.

    • But these are awesome games.

  • Reviving the City Game

    • I’d like to get my cardboard copy out of the front porch and try to make it work

  • Moon

    • I like the idea of the kids building with random factors, like using cards. Maybe they build a Sun-Moon-Earth system using attributes on the cards.

    • Would their system need to be the same as ours to learn those characteristics? Or can they use rules to build one like ours: gravitation pull, mass, proximity, etc.

    • Even if we make one that is fictional (oooh, Tatooine! Yeah, and why is Hoth cold all the time? Is it the distance to their star?), I’d still like to make one about our own Moon. And if it’s about the Earth’s moon it would take 29 rounds to complete!

Robinson Crusoe My Journals and Notebooks cover photo.jpg
  • Wall Street Bond Trading Simulation

    • This was a 1980s idea, so it would have to be completely revamped for the digital age.

    • It’s about government bonds, so there’s a lot of geopolitics, world banking, and governmental regulations to work through as part of the game.

    • There are also clients buying the bonds, investing for their portfolio.

  • Keeping Score

    • I love to keep score at baseball games. I began with my son’s teams, but I also enjoy scoring professional games.

    • I have no idea how to teach this excitement and appreciation for the game through scorekeeping, but surely there’s a way.

    • Not a game about the game of baseball, a scorekeeping game to enjoy scorekeeping.

    • I know it’s a long shot, but see this article in the WSJ. I’m not alone. (Sorry about the paywall; my dad shared it with me from his subscription.)

Trading Floor_edited.jpg
List of Game Ideas

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