22 March 2017
Today we play tested our idea and came up with several ideas how our game could work.
As an ice breaker, we would get the kids to make their own "indistructable" jellyfish, in which they would need a clear plastic bottle, a piece of plastic bag, water and blue food colouring. The idea is that they would do an activity where everyone makes something they would use in the maingame, but they can also take it home as a reminder of what they've learned (and also as a souvenir ;) ).
The maingame there will be two grids, (inside: taped, outside: rope or other materials to visualise the grid). There will be two teams playing against each other. Each child is a scubadiver, that tries to get the plastic jellyfish out of the water, so that they realise that the 'jellyfish' is what sealife animals would see but in reality it is a plasticbag that is not naturally part of that environment.
We playtested our maingame with the bee team:
Further development and questions:
- Action tiles, instead of a grid are the spaces tiles that can be flipped over
- "fish out of water" the idea that the plastic bag only belongs in one place and the water is not correct - convey this idea
- is it a mythical creature, fictional character
- think about all elements - fire, plastic burns and releases chemicals into the air, water, air etc
- digital technology - is this something we could test with the kids, or does KCC want to encourage use of the environment and keep the kids away from technology?
- do players leave the boards/grid at any given stage?
- different shape to the board?
Over all it is GOOD BEHAVIOUR that we are trying to convey and educate the kids, but is our message education of the lifecycle of a plastic bag, or are we trying to educate them by influencing them to stop using plastic bags overall and use other options?
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