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ON THE MOVE!

In this learning session, we’ll see how technology keeps us connected even when we’re on the move.

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Top Secret!

A Game of Strategy

LET’S PLAY!

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A list of

top-secret names has been leaked and the people on that list are in danger!

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Your mission is to obtain those names from Headquarters (HQ)

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and urgently contact these people in order to bring them to safety before the opposing forces beat you to their identity and location!  

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You will be equipped with gadgets and devices to help you accomplish this task,

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but beware of enemy forces and chance events that could foil your efforts.

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To play the game, you will need:

Top Secret! NAME CARDS

ACTION CARDS

GADGET CARDS

DICE (optional)

TIMER

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How to PLAY

BEFORE

the Game

  • The Top Secret! game may be played in pairs or in teams. There must be at least 2 opposing players in each game.
  • Players need to set up Top Secret! name cards in one pile, and all the remaining game cards shuffled and stacked in another pile (i.e., gadget and action cards together in another pile).

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How to PLAY

BEFORE

the Game

  • Before the game starts, each player should be dealt seven (7) game cards each from the second pile of game cards (NOT the Top Secret! name cards), which may be either a/an:
  • Gadget card: a technological device which can perform specific functions and may be used together with an appropriate action card during a turn.
  • Action card: actions which may be performed only by certain gadgets, or events which can either facilitate or hinder one’s game play.

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How to PLAY

BEFORE

the Game

Players randomly determine the order of play (through Rock, Paper, Scissors! or throwing of dice or any other fun manner). The person who wins in the Rock, Paper Scissors! or has the highest number in the thrown dice goes first. The turn can then move towards a clockwise or counter-clockwise direction throughout the game.

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How to PLAY

OBJECTIVE

of the Game

  • Names are obtained by drawing a Top Secret! name card that contains the identity of the person to be saved and the gadgets she/he uses.

To contact the most number of people in the list to save them.

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How to PLAY

OBJECTIVE

of the Game

  • Players should reveal names one at a time. Once a name has been drawn, the players must race to successfully contact the person before obtaining the next name, unless the USB Flash Drive Gadget card is used (in which case, a maximum of 5 name cards may be obtained in one go).

To contact the most number of people in the list to save them.

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How to PLAY

OBJECTIVE

of the Game

  • Once a name has been obtained, the person may be contacted using the appropriate device and action.

To save the most number of people on the list.

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How to PLAY

PLAYING

the Game

  • Each player will be issued seven (7) game cards from the deck.
  • In each turn, a player may use up to three (3) game cards. To use a card, a player must lay it down on the table.
  • If a player has no possible move, she/he may also choose to return a maximum of three (3) cards to the bottom of the deck, and draw three (3) new cards from the top to replenish.

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How to PLAY

PLAYING

the Game

  • Opponent/s have a chance to block the player’s actions with one (1) appropriate card.
  • Once an opponent blocks a turn, the blocked player has a chance to use one (1) appropriate card as a challenge or countermove.
  • If the block is successful (i.e., player cannot challenge the block), the player cannot complete the action and loses the cards he used in the turn.

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How to PLAY

PLAYING

the Game

  • If the block is challenged successfully, the player can then complete the action.
  • If the player is successful in reaching the person in the name card by means of the appropriate gadget and action cards, she/he must take the name card and lay it toward her/his side to count as her/his save.
  • At the end of each turn, the player must replenish her/his hand of seven (7) cards by drawing from the stack.

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How to PLAY

PLAYING

the Game

  • All played cards must be placed at the bottom of the stack (unless indicated otherwise on the card).

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How to PLAY

ENDING

of the Game

  • When the last name card has been drawn, the players each have one final turn before the game ends.
  • The game can also be played within a set time limit.
  • At the end of the game play, the player with the most number of people saved wins.

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THE DEMO!

WATCH

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PLAY!

READY… SET…

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Game talk

What was the activity about? How did you feel about the activity?

Who among you won? Who lost? Why do you think did you win/ lose? What made you win/ lose?

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Game talk

Which gadget cards did you prefer? Why?

Do you prefer the same gadgets in real life? Why/ Why not?

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Game talk

Was your game play similar to the way you use gadgets �in real life?

In which situations do you use mobile gadgets vs. �non-mobile gadgets?

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Game talk

Which action cards were you able to use in the game?

Which action cards did your opponent use against you? Were you able to counter-challenge them?

Have you had similar experiences with the action cards you encountered in the game?�Share them.

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Game talk

What other risks/pitfalls in using mobile devices can you think of?

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Game talk

How can we make the most of our mobile devices? How can we maximize its benefits and manage the risks?

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Being handy, portable and wireless lets us use technology for many things, anytime, anywhere.

  • access information
  • watch videos
  • listen to music
  • play games
  • send and receive messages
  • make/take calls
  • staying connected on social media

Mobile Technology is a game-changer

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Being handy, portable and wireless lets us use technology for many things, anytime, anywhere.

  • in the school hallway
  • on the beach
  • outdoors
  • while waiting in line
  • while riding the bus
  • while walking in the park
  • during emergencies

Mobile Technology is a game-changer

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There are also risks that go with using these gadgets and wireless connectivity.

  • Being distracted and disconnected from people you are with may spoil real-life moments.
  • Being distracted and unaware of your surroundings may cause accidents.
  • Too much screen time may cause health issues.

Mobile Technology is a game-changer

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There are also risks that go with using these gadgets and wireless connectivity.

  • Using public wireless connections makes you prone to hacking, malware, or viruses.
  • Using gadgets in public places makes it prone to being stolen, lost, or damaged.

Mobile Technology is a game-changer

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There are also risks that go with using these gadgets and wireless connectivity.

  • Wireless internet connectivity may be slower or more unstable.
  • Data subscription may be expensive.
  • There is a frequent need to charge batteries.

Mobile Technology is a game-changer

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The 8 Digital Life Skills (Park, 2016)

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Be a Responsible Mobile User!

Practice self-control with your screen time.

Know when to put your gadget down.

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Be a Responsible Mobile User!

Protect your gadgets and personal information with passwords and antivirus programs.

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Be a Responsible Mobile User!

Be careful in using public Wi-Fi.

Don’t connect to unknown networks.

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Be a Responsible Mobile User!

Choose when and where to use your gadgets.

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Be a Responsible Mobile User!

Be responsible for your gadgets. Take good care of them!

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Be a Responsible Mobile User!

Choose quality time (with people) over screen time!

Choose memories over your mobile device.

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Let’s spread the word!�#socialmediacampaign

Think of a good hashtag that tells young people like you to be responsible users of mobile technology.

Be creative! Make it fun!

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Let’s spread the word!�#socialmediacampaign

  • Brainstorm posts as part of the campaign. Make it simple, practical and engaging for people your age.

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Let’s spread the word!�#socialmediacampaign

  • Agree on the social media sites to be used for the campaign.

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Let’s spread the word!�#socialmediacampaign

  • Launch the campaign by each contributing a post.

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Let’s spread the word!�#socialmediacampaign

  • Spread the word! �Share it with your friends.

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Pair up! Let’s R&R �(Reflect and Review)

  • 3 things you learned from the lesson
  • 2 questions left hanging in your mind
  • 1 personal resolution or commitment on being mobile

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References

Federal Communications Commission. (n.d.). Voice Over Internet Protocol (VoIP). Retrieved from Federal Communications Commission website: https://www.fcc.gov/general/voice-over-internet-protocol-voip

Gergen, K. J. (2002). The challenge of absent presence. Perpetual contact: Mobile com-munication, private talk, public performance, 227.

Indiana Mathematics Initiative. (n.d.). A Cell Phone Tower Problem. Retrieved from Indiana Mathematics Initiative website: http://www.indiana.edu/~iucme/modules/docs/CellPhone.doc

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References

Internet Society APAC Bureau (2016). Mobile Internet Usage Trends in Asia Pacific. Retrieved from Internet Society website: https://www.internetsociety.org/sites/default/files/ Mobile%20Internet%20Usage%20Trends%20in%20Asia-Pacific.pdf

Meleisea, E. (Ed.). (2016). A Policy Review: Building Digital Citizenship in Asia-Pacific through Safe, Effective and Responsible Use of ICT. Retrieved from UNESCO website: http://unesdoc.unesco.org/images/0024/002468/246813e.pdf

Park, Y. (2016, September 6). 8 digital life skills all children need – and a plan for teaching them. Retrieved March 6, 2017, from World Economic Forum: https://www.weforum.org/agenda/2016/09/ 8-digital-life-skills-all-children-need-and-a-plan-for-teaching-them

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References

South University. (2013, May 10). Health Risks of Using Mobile Phones [Blog post]. Retrieved from https://www.southuniversity.edu/whoweare/newsroom/blog/health-risks-of-using-mobile-phones-137310

Traxler, J. (2010). Students and mobile devices. ALT-J, Research in Learning Technology, 18(2)149-160. https://journal.alt.ac.uk/index.php/rlt/article/vi ewFile/883/1134

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All images used in this presentation are under Creative Commons license CC0 and are sourced from the following websites:

pixabay.com

www.pexels.com

unsplash.com

Presentation was prepared by Cynthia Grace L. Diaz

and the layout was done by James P. Trinidad.

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This publication is licensed under Creative Commons

Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0).

(https://creativecommons.org/licences/by-nc-sa/3.0/)

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