Prototype 1 //research
Insights from experts -
Some things I hadn’t considered before that I am thinking about now - Part 1:
- How can we take the children out of the centre and engage them into the learning experience without making them a part of something traumatic?
- Games are always fiction - that’s their strength except when in an educational setting - they can’t do everything and need to be used to enforce the curriculum
- Educational games cannot be entirely independent, they need to be facilitated by discussions (before/ after) by the teachers/ parents, and can not be as effective to introduce new ideas - more effective as reviews and assessments
- Understanding their environments, activities outside of the school as well, their context and spaces, interactions, things that can be hard to talk about in a classroom context
- Activities need to be quick paced to retain attention - Transferability
- Starting from a very specific target group/ age group and a very specific topic and then diverge from there. Narrowing down the scope as much as possible in the beginning
- A good place to start prototypes would be just adapting the curriculum to create different forms of communication and the simple the better for the initial stages
- It’s a difficult topic to measure impact on as you would only know what you taught is effective is if something actually goes wrong
- More references for games, different examples for creating impact - Games for Change and Indiecade, Katie Salen, filamentgames, pbslearningmedia, connectedcamps
Prototype 2 //technical
3D printing and physical toys/ objects - *get appointment
Operation game - precedent