Technology - Invent a Game!

Technology - Invent a Game! lesson plan

Create an imaginative game—based on technology—to play again and again! What a great way to express one's frustrations about and passion for computers.

  • 1.

    Organize students in small groups and ask each to brainstorm several good things about computers. Each group will create a list of ideas with a Crayola Erasable Colored Pencils. Then add a list of frustrations about computers. Now they’re ready to create a game about technology.

  • 2.

    Suggestions for getting team game started: On posterboard, draw game spaces around the outside edges or in a meandering path around the board. In each space, decide on something that happens. This could be a good or bad thing about technology and/or a game direction such as go forward or backwards, roll again, or lose a turn.

  • 3.

    At each corner make special spaces. For example, one could be the starting square. Another could be a computer store where the team could upgrade. Another might be to attend a technology award show. Write the words and decorate the blocks with Crayola Markers.

  • 4.

    Cut recycled file folders into game cards. Decorate one side of all of the cards so they look alike. On the other side, write more events that have either pleasant or frustrating consequences. In the center of the board, make two card-sized rectangles where the cards will be stacked.

  • 5.

    Next, create Crayola Model Magic® playing cubes. Make number cubes with contrasting small dots of color or place different colors on each side to determine where to move on the board.

  • 6.

    Students might also need pieces to represent each player. Think of mini versions of computer-related items, such as a monitor, a CD, and a mouse. Model Magic compound air-dries in about 24 hours.

  • 7.

    Teams can turn a recycled box into a container in which to store the game pieces. Decorate the outside of the box to match the game.

  • 8.

    Students write the rules and the game is ready to play!

Standards

  • LA: Read and comprehend informational texts, including history/social studies, science, and technical texts, at the high end of the grade level text complexity band independently and proficiently.
  • LA: Participate in collaborative conversations with diverse partners about grade level topics and texts with peers and adults in small and larger groups.
  • LA: Acquire and use accurately grade-appropriate general academic and domain-specific words and phrases; gather vocabulary knowledge when considering a word or phrase important to comprehension or expression.
  • LA: Write routinely over extended time frames (time for research, reflection, and revision) and shorter time frames (a single sitting or a day or two) for a range of discipline-specific tasks, purposes, and audiences.
  • MATH: Solve problems involving measurement and conversion of measurements from a larger unit to a smaller unit.
  • SCI: Gather and communicate information to explain the integrated functioning of all parts of the brain for successful interpretation of inputs and generation of behaviors.
  • SS: Identify and use various sources for reconstructing the past, such as documents, letters, diaries, maps, textbooks, photos, and others.
  • VA: Intentionally take advantage of the qualities and characteristics of art media, techniques, and processes to enhance communication of experiences and ideas.
  • VA: Select and use the qualities of structures and functions of art to improve communication of ideas.
  • VA: Integrate visual, spatial, and temporal concepts with content to communicate intended meaning in artworks.

Adaptations

  • Possible classroom resources include: Steve Jobs & Steve Wozniak: Geek Heroes Who Put the Personal in Computers by Mike Venezia; Computer (DK Eyewitness Books) by DK Publishing; The History of the Computer (Inventions That Changed the World) by Elizabeth Raum
  • The computer world has its own unique vocabulary. Students work as a class to generate a list of terms, as well as their meanings, focused on the computer world. Students make a list of these terms, their definitions, and illustrate each, if possible. Also as a small group of students to create a poster-size replica of the terms, or devote a classroom bulletin board to the vocabulary.
  • Student groups compose rules for their unique computer game. Pose these rules creatively on a piece of recycled cardboard that fits inside their game's storage box. Create a unique outer covering for the storage box, one which attracts classmates to the activity.
  • Students work individually or in teams of two to investigate the history of computers. Organize research into an electronic format for presentation to classmates.
  • Students research the professional life of a well-known computer innovator, such as Steve Jobs, Bill Gates, or Steve Wozniak. Organize research into an electronic format for presentation to classmates.
  • Arrange for a day when students can share in playing each other's computer games. Prior to the event, students work as a class to develop a rubric to evaluate each other's games.