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Secondary Level Slideshow

SECONDARY LEVEL

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LESSON 1�Big Picture Thinking �& Story Theme

UNIT 4

Unit 4: Worldbuilding

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Let’s Discuss…

  • What is QUEST?

Share any ideas you have!

  • What are some emotions you’ve felt �while playing QUEST?

Unit 4, Lesson 1

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Big Picture Planning

Now that you’ve created many of the elements of your side quest, it’s time to take a step back and plan for how you would like your episode to look and the experience you would like to provide for your end users. Fill in the details on Big Picture Planning (p. 43)

Unit 4, Lesson 1

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Worldbuilding

Worldbuilding is the process of designing an imaginary world in a story or a game. Worldbuilding is different from simply creating a setting, because it involves a variety of factors, including climate, inhabitants, government, trade, food, and more.

Just like any country in the real world is more than just a physical place, places in games and stories can exist as entire systems with rules, languages, and special ways of behaving.

Unit 4, Lesson 1

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Worldbuilding

Unit 4, Lesson 1

Can you describe the story world from a story you know well?

Discuss the world from one of these stories:

Harry Potter, Hunger Games, any Marvel or �DC comics or movies, Toy Story, Pokémon, �Animal Crossing

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Worldbuilding for Your Episode

Unit 4, Lesson 1

Now you get to design a world for your side quest episode - just those authors and filmmakers did in the books/movies you discussed!

One student per team will write down your answers to the Worldbuilding Questionnaire (p. 44)

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LESSON 2

Places & Details

UNIT 4

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Let’s Recap…

  • What does worldbuilding mean?

“Worldbuilding is…”

  • What are some questions you can ask yourself to help you come up with ideas for a story world?

“One question you can ask is…”

Unit 4, Lesson 2

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Pizzatopia

In the imaginary world of Pizzatopia, all the characters are �pizza toppings. What is the name of the language the characters �in Pizzatopia speak?

  • List the names and main traits of three charaters in Pizzatopia.
  • What is the mode of transportation in Pizzatopia? (E.g. Airplanes, cars, cheese slides, flying tomatoes, etc.)
  • What kind of government does Pizzatopia have?
  • What does the Flag look like? Who will volunteer to draw the flag on the board for everyone to see?
  • What is the currency? (How do you pay for goods and services in Pizzatopia?)

Unit 4, Lesson 2

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Let’s Discuss… Side Quest Maps

  • What is the purpose/goal of the map phase in QUEST? 

  • What kinds of things do you find when you explore the map?

  • Today you will work in your teams to plan a map for your episode’s story world! 

Unit 4, Lesson 2

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QUEST Map (Season 1)

Unit 4, Lesson 2

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Side Quest Maps

  • Your team maps will include four specific locations. Just like in QUEST, some of these locations will unlock positive outcomes (points) for players and some will unlock negative outcomes (losing points). 
  • Use the remaining class time to begin planning what your four map locations will be and whether they will reveal something positive or negative.
  • Examples of map locations include: a school, a farm, a maze, a downtown area, a forest, a beach, a mountain range, a lake, church, a movie theater, etc.
  • Choose two locations with positive outcomes and two with negative outcomes.
  • Maps should also include your team’s main side quest setting (created in Unit 2) as one of the locations. (This will not be an outcome location.) 

Unit 4, Lesson 2

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Side Quest Maps

Note: Your map should be consistent with your team’s biome, but your map can also spread out further than just your biome.

For example, if your setting is in the marine biome, you could create an all-underwater map that shows a coral reef, a sunken ship, buried treasure, a shark’s lair, etc.

OR you could expand beyond the underwater world to show the beach, a surf shack, caves, a beach town, etc. 

You will have time to finalize and draw your maps in the next lesson!

Unit 4, Lesson 2

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LESSON 3

Designing a Map

UNIT 4

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Side Quest Maps

Once you have chosen the four main locations for your map, you can begin to sketch out your map.

Watch the video on the next slide before you begin drawing!

Unit 4, Lesson 3

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DRAWING A MAP TUTORIAL�

Unit 4, Lesson 3

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It’s time to draw your maps! Your map drawing is a collaborative activity, which means that each person on the team should contribute to your map drawing.

You will have time to color and present your maps in the next lesson. 

Unit 4, Lesson 3

Side Quest Maps

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Let’s Discuss…

  • Why do you think writers and game designers build worlds as part of the storytelling process? 
  • After adding details to your story world, are there any changes you would make to your storyline or character descriptions? 
  • In what ways does your story world connect to your characters, story introduction and mood? 
  • Is there anything in your story world that could provide a learning experience for your audience/end users? 

Unit 4, Lesson 3

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LESSON 4

The Side Quest World

UNIT 4

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After you have presented your team’s map to the rest of the class, it’s time to color your maps!

But first, let’s look at some techniques for creating texture and shadow with colored pencils…

Unit 4, Lesson 4

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BASIC COLORING TECHNIQUES VIDEO

Unit 4, Lesson 4

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Designing Your Episode Box

Unit 4, Lesson 4

Draw, write and color on the outside of your box only, because you will need the inside box lid to draw your setting.

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Team Episode Box Design

Now that you know your episode story world, themes, mood, values and characters, it’s time to design your episode box!

You can leave the space for your episode title blank for now. 

Begin with a brief brainstorming session to decide on your chosen style. Consider the following as you approach your box design: 

  • Side quest mood 
  • Side quest theme(s) 
  • Players/end users
  • Story world elements 
  • Any colors, patterns, symbols or images on your Team Banner 

Unit 4, Lesson 4

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Let’s Discuss…

  • What can box design tell us about a game? 

  • Describe a memorable cover, packaging, box design or book cover. What makes it memorable? 

  • What kind of imagery or colors can make a game box stand out? 

Optional: Research some examples of board game/video game boxes to help you!

Unit 4, Lesson 4

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LESSON 5

Setting the Scene for Gameplay

UNIT 4

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Let’s Discuss…

  • What do you think the most important �element of your side quest episode is?

(Storyline, encounter, characters, setting, map, �challenge, physical materials, audience experience/emotions, box design?)

Unit 4, Lesson 5

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Point DistributionEncounters and maps are both point experiences. The final point experience will be your challenge.

Each team’s total audience score should add up to 10 points.

You can choose your own negative or minus point distribution (how many points a player can lose across their challenge, map and encounter phases), but your points awarded should be as follows: �

        • 2 points for landing on one positive map area 
        • 1 point for landing on the other positive map area 
        • 2 points for the positive encounter outcome 
        • 5 total points for completing the challenge successfully 

Unit 4, Lesson 5

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Point Distribution

Keep in mind that players/end users can play your episode without winning any points.

  • For example, if they choose two negative map areas, choose a negative encounter outcome and fail to complete the challenge they would end up with a negative point score.
  • It’s up to you to decide in your teams how many points you want your player/end user to lose when they choose these negative outcomes. 

(But the maximum positive point score for every episode must be

10 points.)

  • Record your point scores on your Encounter Script and Map Planning pages.

Unit 4, Lesson 5

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Each team should write outcomes for your map exploration on �blank game cards from your team episode box.

On one side of the card, you will draw a symbol or a small picture to represent the �place on the map and on the other side, you will write the points outcome and one sentence that describes why points are lost or won, in story terms.

Here are some examples of possible map outcomes: 

Unit 4, Lesson 5

1. Card side 1 has a drawing of a book and the word “Library” on it. Card side 2 says: “You have successfully broken into the library, but uh-oh…you were too noisy and the librarian kicked you out. You lose 2 points.” 

2. Card side 1 has a symbol to represent a maze and the word “Maze ” on it. Card side 2 says: “Congratulations! You figured out how to navigate the maze and found an ancient gold coin. You win 1 point.” 

3. Card side 1 has a drawing of a river and the word “River” on it. Card side 2 says: “You have come to bathe in the river. Lucky for you, the river has magical powers! You win 2 points.” 

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Tips for Visual Design & Outcomes

Keep the following in mind as you write �and design your map outcome cards:

  • The overall mood of your side quest 
  • The rules and customs of your episode story world 
  • Your main storyline 
  • Anything you know about your biome 
  • Any values, skills or behavior you want to reward 
  • Any colors or visual elements you have previously established on your episode boxes and Team Banners. 

Unit 4, Lesson 5

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LESSON 6: Challenge, Reflection & Journaling

UNIT 4

JOURNAL PROMPT

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Team Challenge: Leading & Listening

  1. Each team nominates a leader for the activity.
  2. Each leader is given an object (which they cannot show their teammates).
  3. The leader must describe the object to their teammates using their five senses (sight, sound, smell, taste or texture). They cannot describe what it is used for or say the object’s name.
  4. The listeners (the rest of the team) should collaborate to draw the object being described.
  5. If the listeners’ drawing is way off, the leader should give more sensory details to help their teammates understand what they’re describing.
  6. Make sure to draw with a pencil and keep an eraser close!

Unit 4, Lesson 6

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User Experience Design

User experience design is the process that design teams use to create products and games that provide meaningful and enjoyable experiences to users/audiences. It means that they begin by thinking about their “end user” �(the person who will use the product).

Unit 4, Lesson 6

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For Challenge #1 your end user is S.A.M., the “Safety Apocalypse Manager” in QUEST.

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User Experience Design

For Challenge #2 your end user is a classmate who cannot fall sleep.

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Let’s Discuss…

  • What did you learn from designing a present for SAM?
  • Was it easier or more challenging to design the sleep gadget? Why do you think that is?

Unit 4, Lesson 6

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Journaling

Unit 4, Lesson 6

JOURNAL PROMPT

“If you could create a brand-new world that you could live in for just one day, what would it look like? What would you do during your one day there? Would you have any special powers or abilities?”

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Team Episode Title

Your final mission for this unit is to come up with a title for your team’s side quest episode.

To help you think of a name, think about the names of some video games, TV shows and even the episodes of QUEST. Some are long and some are just a single word. You get to choose!

Unit 4, Lesson 6