Secondary Level Slideshow
SECONDARY LEVEL
LESSON 1�Design Thinking & �Problem-Solving
UNIT 5
Unit 5: Designing a Challenge
Let’s Recap…
Unit 5, Lesson 1
Design Thinking: an approach to solving problems and creating meaningful forms of entertainment that relies on research, analysis, creativity, trials, and feedback.
1. Empathize: we try to understand our audience/user’s feelings, needs, wants and challenges.�
2. Define: we identify a problem or need that we want to solve to improve our audience/user’s experience.�
3. Ideate: we brainstorm many different creative solutions so we can discover less obvious answers.�
4. Prototype: after we choose one solution, we build an example or first draft version of our proposed solution.�
5. Test: we share the prototype with our audience/user and gather feedback on their experiences.
Design Thinking
Unit 5, Lesson 1
Let’s Discuss…
Unit 5, Lesson 1
Think about each of the QUEST challenges you’ve completed so far. What did they require you to do, and what was your team’s outcome?
Let’s Discuss…
Choose one or two specific QUEST challenges to answer the below questions about.
Unit 5, Lesson 1
Challenge Design - Empathy Survey
Unit 5, Lesson 1
Take a few minutes to individually write your answers to the questions on the Challenge Design-Empathy Survey (p. 47). Then, share and discuss your answers with your teammates to come up with a new problem statement related to challenges.
Writing a Problem Statement About Challenges�
A good problem statement is general enough to leave room for creative freedom. Avoid references to specific solutions.
Here are few examples of problem statements with one or two requirements: �
Unit 5, Lesson 1
Storyline Problems
Have you noticed that each challenge in QUEST �begins with a clear problem in the storyline that �needs to be solved? (For example, in S1 Ep 2. students need to �rebuild a radio tower to communicate or to reconnect �the electricity to have power.)
Today you will work all together as a class to brainstorm some ideas for a physical challenge that connects to one story problem.
This means you will use your creativity and critical thinking to figure out ways the physical game items could represent something in the story world, just as foldable game cards could represent the floors and walls of a radio tower.
Unit 5, Lesson 1
Game Design: Design a Challenge
Story Problem: A player needs to collect a magic fruit that has fallen from trees in the forest and store them in a basket to bring back their team.
As a whole group, you will devise a challenge �that solves this story problem.
You can use the following items from the Teacher Box and an
Episode Box: game counter pieces, a sand timer, dice, game board, �and blank game cards.
Unit 5, Lesson 2
Storyline Problems: Example�
Storyline Problem: �“A student needs to find their way out of a maze to rejoin their team.”
Possible Challenge Ideas:
1. A board game where the player has to roll a dice to move the character or game piece or answer challenge questions to advance across the board.
2. A pinball-type game with a maze drawn on a large piece of paper (with cardboard pieces to build pathways/walls). A player has to roll a plastic marble through the maze in under 3 minutes.
3. A player has to read and interpret a set of coded directions through a maze (drawn on paper) and move their cardboard character according to the directions.
Unit 5, Lesson 1
Let’s Discuss…�
Unit 5, Lesson 1
Game Mechanics
Who can describe the central game mechanic �of your favorite board game?
Unit 5, Lesson 1
LESSON 2
Brainstorming Deep Dive
UNIT 5
Team Challenge
Invent a new game that combines the elements of two different existing games.
You can use the games below, or think of some games that everyone in your team has played.
Monopoly
Clue
Scrabble
Chess
Unit 5, Lesson 2
Go fish!
Pokémon
Snap
Mastermind
Volleyball
Basketball
Baseball
Chutes & Ladders
Tic tac toe
Memory
Pictionary
Battleship
Connect Four
Guess Who?!
Operation
Jenga
Combination Card Game Example
Here’s an example of a game that combines elements of the card games Go Fish! and Memory…
Unit 5, Lesson 2
Why Do We Like Games?
In your teams, make a list of three games that you all enjoy playing. �(This can include board games, card games, video games, and sports).
Then, write down some things you enjoy about each of these games.
You can use the list of Game Benefits (p. 48) to help you think about why you like a game, but you can also include different ideas.
Unit 5, Lesson 2
Why Do We Like Games?
Unit 5, Lesson 2
Optional Story Problems for �Your Team Challenge
Unit 5, Lesson 3
Storyline Problems: Example
Storyline Problem: �“A student needs to find their way out of a maze to rejoin their team.”
Possible Challenge Ideas:
1. A board game where the player has to roll a dice to move the character or game piece or answer challenge questions to advance across the board.
2. A pinball-type game with a maze drawn on a large piece of paper (with cardboard pieces to build pathways/walls). A player has to roll a plastic marble through the maze in under 3 minutes.
3. A player has to read and interpret a set of coded directions through a maze (drawn on paper) and move their cardboard character according to the directions.
Unit 5, Lesson 3
Reminders for Designing Challenges
Unit 5, Lesson 2
LESSON 3
Ideate & Prototype
UNIT 5
Let’s Discuss…�
Why do you think people play games �(and have for thousands of years)?
Unit 5, Lesson 3
GAME DESIGN INTERVIEW VIDEO
Unit 5, Lesson 3
Let’s Recap…�
Unit 5, Lesson 3
Designing Your Episode Challenge
Continue brainstorming ideas for a challenge in your teams.
Use the game items in your Episode Box to try to physically play the game as you develop your idea.
Consider combining two ideas from existing games or QUEST challenges to come up with a brand new game.
Use the Game Mechanics (p. 49) to help you.
Once you’ve landed on your favorite challenge idea, fill in the details on the Magic Circle of Gameplay (p. 50)
Unit 5, Lesson 3
Optional Story Problems �for Your Team Challenge
Unit 5, Lesson 3
Optional Team Game: Battleship*
To begin, each player draws two 10 x 10 grids, labeled along the sides with letters and numbers.
On the left-hand grid the player draws rectangles representing their fleet of ships:
Each player's fleet consists of the following ships:
Each ship occupies squares on the grid that connect either across or down, not diagonally
Destroyer
Submarine
Unit 5, Lesson 3
*Play Battleship or any classic board or card game to practice gameplay mechanics.
Optional Team Game: Battleship
During the game players take turns making a shot at the opponent, by calling out the numbers and letters of a square (eg D5).
The opponent responds with "hit" if it hits a ship or "miss" if it misses. If the player has hit the last remaining square of a ship the opponent must announce the name of the ship; "You sunk my battleship/submarine/destroyer, etc.”
Each player should record their opponent's shots on the left-hand grid, and their shots on the right-hand grid as "X" for a hit and "O" for a miss:
The first player to lose all their ships loses the game.
My ships
My opponent’s ships
Unit 5, Lesson 3
LESSON 4
Testing & Refining
UNIT 5
Let’s Recap…
Unit 5, Lesson 4
Think about some times you needed to have a growth mindset while playing QUEST… Share some examples!
Unit 5, Lesson 4
Challenge Direction (p.51)
Unit 5, Lesson 4
Games of all kinds encourage us to adopt a growth mindset.
We can’t always guarantee that we’ll win or succeed at any given game, but usually the more we play it, the better we get.
However, if we have a fixed mindset, we believe we cannot �improve or grow.
Why it might be important to have �a growth mindset as a game designer?
Unit 5, Lesson 4
Design Thinking: Testing�You have made it to the fifth phase of the design process – testing!
Unit 5, Lesson 4
Challenge Testing
Unit 5, Lesson 4
Let’s Discuss…
Unit 5, Lesson 4
LESSON 5
Building the Challenge & Writing Directions
UNIT 5
Challenge Design
Unit 5, Lesson 5
Choosing a Challenge Points Systems
The maximum number of points that can be won for an episode is 10 points. �Since 3 points are awarded in the map phase and 2 in the encounter phase, your team challenge should result in a maximum of 5 points.
You can decide if your challenge is win/lose only (meaning the player gets zero points if they don’t successfully complete the challenge and 5 points if they do), or if you will award points (fewer than 5 points) for partial success.
Some challenges should be an automatic win or lose (particularly challenges that rely on a timer) while others (especially board game style challenges) might allow players to gain points incrementally.
Unit 5, Lesson 5
Finalizing Your Challenge
Unit 5, Lesson 5
QUEST Creators Showcase – Episode Presentation
Unit 5, Lesson 5
LESSON 6: Challenge, Reflection �& Journaling
UNIT 5
JOURNAL PROMPT
Team Vocabulary Challenge: Hot Seat
�For today’s challenge, the student in the hot seat can ask their teammates only questions that have a YES or NO answer.
Here are some examples of yes/no questions for this game: �
Unit 5, Lesson 6
Let’s Discuss…
Unit 5, Lesson 6
Drawing Your Setting
The final drawing of your episode setting goes on the inside of your episode box lid. At your showcase you can set your characters up on stands to go in front of your setting drawing.�
Now that you’ve finalized your challenge, you might choose to add details to your setting drawing that relate directly to your challenge. ��(For example, if you created animal-matching card game as your challenge, you would add one of those animals into your setting drawing. �If your challenge involves navigating a maze, then you might add �a maze or a signpost for a maze to your setting.)
Unit 5, Lesson 6
Journaling
Unit 5, Lesson 6
JOURNAL PROMPT
“What skills do you have and use when dealing with real world challenges? What would you consider your greatest strengths?”
Optional Argumentative Essay
Should schools use games as learning tools? �Why or why not?
Unit 5, Lesson 6