top of page

Gamestorming #2: Learning Objectives Game

  • Caity Kelly
  • Feb 7, 2019
  • 4 min read

The "Name of the Game" is still undergoing intense pondering....

This week, the game I have been pondering manifests in quite a different format than the game discussed in my previous post. Rather than imagining a computer-focused game, I have instead chosen a more classic format with physical cards.

One of my favorite types of games to play are those which require combinations that are then evaluated by a "judge" (think Apples to Apples or Cards Against Humanity). The structure of this learning game was inspired by this type of mechanic as well as by an activity I participated in for a teaching skill workshop.

This game is meant to teach a vital skill for both instructional designers and educators in general--creating learning objectives. It would be used in tandem with a lesson on Bloom's Taxonomy and creating learning objectives for a lesson. The original activity I participated in took place during a Program for Instructional Excellence (PIE) workshop that focused on incorporating learning objectives into a lesson plan. During the activity, attendees were split into groups of about 6 people, given a sample topic (e.g baking a pie), and asked to create several learning objectives, in-class activities, assessments, and retention-transfer activities for maintaining the knowledge gained (rather similar to Gagne's 9 Events of Instruction). Although the activity was enjoyable it was not a "game" and contained enough difficult tasks to cause some amount of unpleasant stress.

My idea takes some of the pleasant features of these two sources of information and combines them to form a game. This game would come in a box containing the necessary materials and can be played with 3+ players. Below, you can find a breakdown of its elements....please excuse the scribbly nature of my image:

Materials

  • A single 2-minute plastic hourglass

  • The box cover containing a picture of the Bloom's Taxonomy Pyramid, similar to the first image in this blog post (in case players require a visual reminder).

  • A deck of 100 Topic Cards (all the same color). Each card contains a topic such as "Brain Anatomy" or "Factor an Equation." There are a few blank cards in which the judge (Evaluator) for that round may write his/her own topic. There may be a few repetitions but most of the topic cards will be different to ensure round diversity.

  • A deck of 100 Taxonomy Cards (all the same color). Each card contains a verb from Bloom's Taxonomy such as "Design" or "Define." There are multiple cards of each word in a single deck to ensure that all players have a chance to play a card.

  • A deck of 100 Activity Cards (all the same color). Each card contains an activity word such as "Game," "Quiz," or "Hands-on." There are multiple cards of each word to ensure that all players have a chance to play a card.

  • A deck of 50 Reward Cards (all the same color). Each card contains one of 4 possible rewards: "Steal an Activity," "Replace a Taxonomy/Activity," "Steal a Taxonomy," or "Automatic Point." Players may only use a reward card once every other turn.

Rules

(For this explanation, we will assume there are 3 players total).

  • The game begins with 2 "Educators" and 1 "Evaluator."

  • Each player draws 3 Taxonomy Cards and 3 Activity Cards.

  • Each Taxonomy Card will have a verb from Bloom's Taxonomy and white spaces to write out an objective that uses the verb. Each Activity card has a type of activity (e.g. a game) and spaces to write out an activity that goes with the learning objective.

  • The Evaluator draws a Topic Card and presents it to the other 2 players.

  • The Evaluator flips the 2-minute hour glass. The players have 2 minutes to use the words on their respective cards to make at least 1 learning objective and 1 activity to go with that objective for the topic card presented to them. To do this, they write the objective on their Taxonomy Card and the activity on their Activity card using a dry-erase marker.

  • The players must write at least 1 objective and 1 activity that goes with the objective but they are welcome to write more objective/activity pairings with the cards they have. Having more than one pair increases the chance that they will win the round.

  • When the 2-minute timer runs out, the Educators present their learning objectives and activities. The Evaluator assesses which player's objective/activity (s) pairing is the best (hopefully based on what has been learned in the lesson prior to this game).

  • Whichever player wins earns 1 point. If the player who won created more than one learning objective/activity pairing, they earn a point AND may draw a reward card. The nature of reward cards is as follows:

  • Steal a Taxonomy: Player may steal 1 Taxonomy Card from another player's hand (the selected players shows them his/her hand).

  • Steal an Activity: Player may steal 1 Activity Card from another player's hand (selected player shows them his/her hand).

  • Replace a Taxonomy/Activity: Player may choose either a Taxonomy or Activity Card from their hand and replace it with one from the deck.

  • Automatic Point: Player may earn a point at the end of the round if he/she did not win the round.

  • Players may only use a reward card once every other round (to prevent unfair point gathering)

  • Once the round is finished, players replenish their Taxonomy and Activity Cards to ensure that they have 3 of each card type.

  • Once the round is finished, the Evaluator moves "Evaluator Status" the the person next to them in a clockwise fashion. That person is now the Evaluator of the new round and draws a new topic. The previous Evaluator is now an Educator.

  • As a rule of thumb, whoever earns 10 points first wins the game. Players are, however, welcome to increase or decrease this amount as they see fit.

This game concept is still being refined. Elements such as exact rules or the types of reward cards available are especially subject to change. However, I do think that this could be quite an interesting way to practice this skill after a lesson on learning objectives has been taught. Perhaps the inside of the box could have a brief explanation of learning objectives and activities so that individuals who have NOT had the lesson may participate?


 
 
 

Commentaires


Featured Blogs

© 2017 by Twisted Realities. Proudly created with Wix.com

bottom of page