"Pandemic" redesign project for engaging students with math and science topics
Project goal: Supporting students to engage with mathematics and science topics through playing and redesigning the board game Pandemic, which represent an emergent global issue
Participants: Grade 7 studentsPandemic board game:
The cooperative game Pandemic (Z-MAN Games, 2007) models disease spread across the world. This game was used it as a model of an emergent global issue. In this game, players take different roles and work together to treat infected populations to buy enough time to complete the ultimate objective which is the discovery of the cures.

Pandemic board game, Z-MAN Games, Retrieved from https://www.zmangames.com/en/games/pandemic/
Project stages:
A game play sessionAn example of the redesigned games
Reverse Pandemic:
This group aimed to reverse the Pandemic’s story, i.e., in their game players acted as diseases which aimed to spread around the world. For example, what would make the game more difficult for players is vaccination instead of epidemics.
Game goal: The 6 players of the game, as diseases, work together to spread around the world. The board works against this goal by immunizing the cities.

Designing the board, deciding how to connect the cities

Creating their board based on having 6 players

Setting up the game to playtest it
Vaccination cards

“The city defence changes when you get 70 percent of population get vaccination.” (one of the students from this group)
Game redesign aspects
1. Developing the game theme and goal: Players acting as viral disease (game aesthetics/ dynamics)
Transforming aspects
Description/Examples
Building on the original game’s narrative
Creating a cooperative game in which players act as diseases
Developing a consensus on the theme and goals
Developing shared purpose and understanding of their game theme, which helped them focus and develop and exchange idea
Using Pandemic elements
Using cubes (viruses), board map and role cards, which mediated the idea exchange on implementing their ideas
An example of the redesigned games
Reverse Pandemic:
This group aimed to reverse the Pandemic’s story, i.e., in their game players acted as diseases which aimed to spread around the world. For example, what would make the game more difficult for players is vaccination instead of epidemics.
Designing the board, deciding how to connect the cities
Transforming aspects
Description/Examples
Building on the original game’s narrative
Creating a cooperative game in which players act as diseases
Developing a consensus on the theme and goals
Developing shared purpose and understanding of their game theme, which helped them focus and develop and exchange idea
Using Pandemic elements
Using cubes (viruses), board map and role cards, which mediated the idea exchange on implementing their ideas
2. Expanding the game’s backstory: Taking the perspective of bacteria and viruses (game aesthetics)
Transforming aspects
Description/Examples
Learners’ practices becoming more focused and purposeful
Detailed evaluation of possibilities of implementing their initial ideas through using and creating game components and rules
Expanding their game backstory through exploring how bacteria and viruses act as they discussed their game story with their science teacher
Exploring the mechanisms that could strengthen or weaken players (i.e., diseases); e.g., how bacteria could develop resistance against antibiotics, and how viral diseases could spread to far locations by international travels
Transforming their design space to explore more relevant scientific explanations
3. Using numbers, percentages and probability as a tool in materializing ideas (game mechanics)
Transforming aspects | Description/Examples |
Decoding and modifying the original game mechanisms | Understanding the original game system to reverse the game’s logic; e.g., evaluating how the infection cards work, determining which cities to be infected based on designed probabilities, and how epidemic cards trigger an outbreak |
Using different mathematics topics in creating the game dynamics and rules | e.g., using numbers, percentages and probability in determining their “City Defense” cards (helping cities to prevent the spread of the disease) and their vaccination cards |
4. Playtesting for balancing the game (game mechanics/ dynamics)
Transforming aspects | Description/Examples |
Making a deeper sense of the interconnections in the original game | Exploring the mechanisms in Pandemic that create a power balance (e.g., unexpected events) |
Encountering the role of randomness in making their game system balanced | Making their game based on both chance and strategy to make it playable (e.g., adding random virus bases) |
Group members’ expressing their ideas on different aspects of their game | Participation of all the group members in playing game and contributing to making their game playable (e.g., with making the map a complete graph) and challenging |

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