![]() As you start to playtest, these two are important to attend to for good design. One of the most interesting parts about preparing with James was thinking about classic game mechanics are use of them in math games.Ħ. We started off this day with a look at Decimal Pickle, maybe my best game, with a focus on desing thinking, the mathematical goal, and how the mechanic works in the game. Day 1 was promising because the group as a whole was really able to focus on what aspect of the content the games addressed, and where in the lesson/unit on that content it would be appropriate. Where the game play was the learning activity. (In fact, here's my list.) Instead of that, we were looking to design games for specific content. I do not have any problem with review games that fit any content. We picked these games because they all are content focused. ![]() It became clear pretty quickly that this was going to be a good couple of days. I'll try to work one up the next chance I have to use the game. And also the great idea of doing a preset first game, Settlers of Catan style. Re cognizing the difficulties in learning such a complex game, they thought about doing a 1-dimensional board set up learning game. Participants had awesome suggestions about this. It's an intense strategy game, for which you need the math ideas of domain and range, and the ability to compare different graphs. High cognitive load game, lots of challenge. Great example of development in balancing the pieces for interesting play. Needs its own pieces manufactured, but they can be used for multiple purposes. Really requires the mathematics that it concerns. Interesting in that you can parallel play or interact a lot. Subtle approach to content, though, as there is a great mathematical structure, but it's more about noticing it than learning it. Quod Game/Metasquares (app not currently in US app store) All you need is a grid, and the strategy is deceptively deep.Teachers thought of several different uses for this immediately. The only thing missing is context, but this would distract from it as a strategy game. Comes at the content from multiple ways, amazing replay value due to the deep strategy, quick to learn, structure supports students in learning the content, adaptable. Product Game: Illuminations, handout (original & integers), post (decimal).I brought Linear War, but we didn't actually play! I considered it for day 1 because I like how the students make the cards for the game (learning part one) and then play (learning part two) working on vocabulary, concept, quick recognition and computation. (Including rules for the developed games.) Writes itself, eh? Materials from the first day are mostly here on the TMC wiki, and the 2nd & 3rd days in a Google doc. There was also this Tug of War that I had been discussing with Nora Oswald based on a Daniel Solis idea. I had a mechanic my family recently discovered Sushi Go, which has a simple and elegant drafting mechanic. Just in case, we each had some ideas for games in case people didn't have any urges, and James had a couple of neat statistics games ideas burning a hole in his pocket in particular. The format seemed pretty natural and intuitive: look at some games together, introduce a few principles, and get making. He'd led a one hour session at TMC13, and Sebastian Speer led another at TMC14, but this would be the first one with time to really make new games. ![]() I was delighted when James Cleveland asked if I'd do a Twitter Math Camp morning session (meaning three 2 hour sessions) on math games with him. ![]() If you're going to not read this, here's two quick takeaways : the four new games and James' start of a game/curriculum alignment. John - no relation, despite the resemblance.) (For the song, Ella or Ray are the best options. ![]()
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