Lesson Description: Take time to catch up on previous lessons and prepare the adventure game for others to play. Students should evaluate if their game meets the goals of being fun, challenging, and bug-free; redesigning or improving their game as needed.
Lesson Objectives | Practice game design by changing variables like starting gold or spaces to make the game challenging, but fun. Test their game according to specific goals, reflect on changes needed to be made, and implement improvements.
|
Skills and Concepts | |
Duration | Activity | Description |
---|
5 min | Introduction | Introduce the goals for student games and ability to catch up or take projects forward. |
15 min | Guided Tutorial: Getting the Game Ready | Make minor changes to their game and take time to playtest with a peer. |
30 min | Independent Work | Catch up on previous lessons, expand their game with improved environments, or more items to collect. |
10 min | Wrap-up | Recap the course and share games. |
Explain that today is an opportunity to catch up or further develop their game.
Regardless of what students work, will want to evaluate and redesign their game to meet specific goals:
Fun - players enjoy playing, want to keep playing
Challenging - players have a challenge but aren't punished or overly frustrated
Error and glitch free - no script errors, unusual looking parts/visuals, etc.
Lead students through
Finishing the Project.
Have students either catch up on lessons or further develop their final projects.
As students work, their actions should help them meet the goals for today (fun, challenging, error-free).
If students feel finished, you can encourage them to:
Add additional items or upgrades.
Use the terrain tools to expand and improve their environment.
Add decorative parts that fit their environments theme.
Have a friend play their game and get feedback.
Wrap up by leading a class discussion. Ask one of more of the below prompts.
One thing that was challenging but how they overcame it.
Something they're proud of in their game and why.
An example of how another student helped thi improve their game.
To showcase work, have students trade seats with a partner and let thi explore their world.