Site icon Micah Shippee, PhD

Game Design: World War 1 Student Design Team Game Building Project

Micah Shippee, PhD – Social Studies Teacher

Ray Finney – Technology Teacher

Kate Walsh – School Librarian

The game design project described here was an interdisciplinary lesson between our eighth-grade social studies, technology, and library classes. With insight and support from Jon Spike, professor of Game Design and Learning at the University of Wisconsin – Whitewater.

Project Introduction

World War 1 started in 1914 and began an era of warfare unlike any other in history. As it was fought during a time of great change, the new technologies and amount of casualties created were staggering in comparison to wars fought even just a few years prior. These weapons not only changed the fighting they also changed the preparation needed by opposing sides. After all, most nations sent off soldiers to fight on horseback and with slow loading rifles. By War’s end the following innovations had been introduced: tanks, planes, machine guns, flamethrowers, grenades, gas weapons, as well as updates to submarines. During this project, students will work with a design team to research and develop a game that conceptualizes the impact of these technologies on World War 1.

We started our project with a brief discussion about gaming using two World War One games. Students played these content-specific games and we discussed historical accuracy and playability.

Connecting with an Expert in Game Design

“A game is a series of interesting choices.” – Sid Meier

Before diving into our game development we hosted a Class Video Chat (1.4.19) with Jonathan Spike (@Mr_JSpike), professor of Game Design and Learning at the University of Wisconsin – Whitewater. Jon is a Google Certified Innovator specializing in building games for education: www.gamestormedu.com. Jon was generous enough to meet with all five social studies classes throughout the day.

Jon spoke with students about the importance of choices and prototyping in the game design process. Students were encouraged to make their game unique with a relevant challenge for their character(s). Jon also spoke about the importance of empathy in gameplay developing the concept of making choices for a character in a specific game context. The hardest part of game design, according to Jon, is connecting the goal of the game with the actual gameplay experience.

WW1 Game Project Details

Project Criteria

Changes in Combat Technology Incorporate 2 items/topics from each of the 6 categories in Changes in Combat Technology list.

Game Maps Build a map based on World War 1 battlefields

Game Builder Guide Choose one game builder from the Game Builder Guide.

Grades:

Game design is about teamwork, students served as a member of a team and each of student needed to play to their strengths for the creation of the best game possible. Students received a homework grade for individual research completion and an individual homework grade for job completion (below).

Changes in Combat Technology

GUNS
Machine Guns
New Rifles
New Bullets (Tracer)Pistols
Artillery
PLANES & AERIAL TECH
Biplanes
Dogfighting
Interrupter Gear and Mounted Guns
Zeppelins
Reconnaissance
Drones
Air Traffic Control
SUBMARINES & WATER TECH
U-Boats/Submarines
Depth Charges
Convoys
Aircraft Carriers
Torpedoes
Hydrophones
TRENCH WARFARE
Trench Construction
“No Man’s Land”
Flamethrowers
Hand Grenades
Trench Foot
Disease
POISONOUS GAS
Chlorine Gas
Mustard Gas
Phosgene
Tear Gas
Gas Masks
TANKS
Little Willie
British Tanks – Mark
French Tanks – Renault
German Tanks
Anti-Tank Weapons

Game Building References

Game Maps

The game students design should be based on key battles from World War 1. Students must identify the battles right in the game. Further, game maps should demonstrate damage already done to European lands, for example, students were asked to think about bombs being dropped and explosions on a flat landscape and how that would change the earth to literally look different, the map that of gameplay should illustrate this.

Game Builder Guides

Designing Board & Card Games

Game Platforms

Student Design Teams were directed to select one game platform to develop. The list below provided potential platforms for students to choose from.

Draw Your Game

Use this to create a Side Scroller, a type of video game where a side-view camera angle is used for action viewing.

Scratch

Slides-App If-Then Adventure Stories

Use this to create a Choose Your Own Adventure story. An example of this game type for WW1 is https://www.warmuseum.ca/overthetop/

Metaverse

Use this to create a game in Augmented Reality  

Cospaces

Use this to create a game in Virtual Reality

Board Games

Board Game resources for more also use this…

Card Games

Card Game resources for more also use this…

Student Games

Click here to view student game objectives and snapshots.

Also, check out these Choose Your Own Adventure Games created by students in this project. These slides are intentionally formatted for portrait mode viewing on a phone or tablet… to function as a web app.

  1. Operation Save Hammy: https://docs.google.com/presentation/d/1wosaB8ox0niNwdbOc3jcyoj60bmEUu94CBiiaRACf4w/preview?slide=id.p
  2. Choose Your Path WW1 https://docs.google.com/presentation/d/1IyKZRh2Tfs0ZSXS5E4NbyO7uJXRwViqVvoEiPGiJmlE/preview?slide=id.p


Student Game Videos

https://youtu.be/MXtmkX2oR4M

Insights and Reflections to inform the next time

Nearly 200 students were provided with the opportunity to play the games over several days. Students who played the games were asked to provide reviews of the overall game quality, historical quality, and gameplay experience.

After the reviews were completed, students were lead in a discussion around how to review feedback. For example, some games received over 20 comments and reviews while others only 3. The students receiving 20 comments may not have had all positive reviews, but we discussed how that many reviews meant their game design and appearance were attractive enough for people to try the game out.

Selected Student comments about the project experience

How did you decide which people you wanted in your group? Did things work out the way you wanted?

What game platforms did your group discuss? How did you decide which one to go with? (game platform means boardgame, cardgame, video game, etc…)

How did prototyping help you design your game? (prototyping is when you had other groups try out your game)

How did you use Jon Spike’s Game Storm EDU website? (https://sites.google.com/view/gamestormedu)

What did you learn from the most difficult part of the project?

Project Insights

Putting the cart before the horse… many students have trouble approaching the project with an open mind regarding platform. They decided very early whether or not they want a board game or a video game. I do not think this is necessarily a bad thing, but it would be good for students to think about what would tell the story best rather than how to tell the story in a particular medium.

Remixing a Game: Team Icebreaker (1)

Goals

• understanding how changing game rules change the system of a game

• introduction to the iterative process

• icebreaker game design exercise

Before the exercise

Through class discussion, make a general list of the rules of Tic-Tac-Toe. For example:

1. play takes places on a 3×3 grid

2. two players alternate turns to place an X or an O in an empty square

3. three of the same symbols in a row wins

4. if no one can play, the game ends in a draw

Then discuss why Tic-Tac-Toe always ends in a draw for most players. Have the class brainstorm what they might modify in order to change the game: the grid size and shape, the number of players, the winning conditions, the things you can do on a turn, etc.

Modify!

Pairs of students try to redesign the game in order to increase the space of possibility of the game – to make it more interesting to play than the “solved problem” of classic Tic-Tac-Toe.

As they design, have them change as little as possible – one, two, or three rules at the most. They should follow the iterative process of making small changes, playing their modified version, analyzing how they affected the game, and then redesigning again.

Finally, groups can share their modifications with the class, and what did and didn’t work. If there are too many groups for everyone to share, then pairs of groups can play each others’ games and discuss.

At this point, I’ve seen my students create hundreds of variations of Tic-Tac-Toe. My favorite was an exceptionally elegant variation where nothing was changed – except the winning condition. If you got 3-in-a-row, you lost. Playing this version of Tic-Tac-Toe means trying to force your opponent to make what we normally consider a “winning move.” As a minimal rule-change that turns the “solved” game of Tic-Tac-Toe into a brain-twisting puzzle, I loved that modification.

Jon Spike recommends doing this same style activity but by remixing chess. Even if people do not know how to play chess, there could be some really imaginative remixes.

Writing Directions

A great deal of the feedback for students was about how the directions they provided were unclear.

Jon Spike says “Start with the objective. How do I win? It doesn’t matter what I can do on my turn or the abilities I have if I have no idea what I’m trying to do… Have them read board/card game manuals and discuss what they notice.”

I highly recommend running students through some directions writing exercises like:

How to make a peanut butter and jelly sandwich

  1. Have students write out Text only directions for making a sandwich.
  2. Compare and contrast the steps other people listed
  3. ASK: What are we assuming about the sandwich maker? Perhaps that they have made one before? This is not always a safe assumption.
  4. Next: Have students draw Images only directions for the same process.
  5. Again they should compare with others and discuss assumptions

We hope these two activities will help our students write clearer directions to maximize user engagement.

Resources Cited

  1. “Gamasutra: Eric Zimmerman’s Blog – How I Teach Game Design ….” https://www.gamasutra.com/blogs/EricZimmerman/20131019/202710/How_I_Teach_Game_Design_Lesson_1_The_Game_Design_Process.php. Accessed 19 Dec. 2018.
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