Skip to main content

School Projects (II): Redesigning the board game Pandemic

 

"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 students

Pandemic 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, 


Project stages:

Project stage

Description

Playing Pandemic in groups and mastering the rules

Initial sessions were allocated to the groups’ playing the original game together.

Brainstorming on possible changes and their game theme

In the play sessions, students discussed the game stories of their interest and how to use learning topics

Narrowing down ideas on using math and science topics with the teacher

The teacher sat with each group to discuss their ideas and help them reach initial consensus

Designing and playtesting their games

The groups started their designs and aimed to test their game drafts

Inviting their classmates and other classes to play their games

Their classmates and other grades played their games 

Reflecting on the project possible future changes

The class reflected on the project. They also reflected on what they would change in their own games in their groups and individually. 



A game play session

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.

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

  1. 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 

 


Comments

Popular posts from this blog

Mechanics – Dynamics – Aesthetics

  There are three main components of a game that influence and affect each other.   The first two mechanics and aesthetics seem like separate components, but when both interact, dynamics is the result. Mechanics – The rules of a game and how the game works. a.      Example: In Monopoly, you roll the dice and then move your game piece that number of spaces. b.      Example: In Guess Who, the rules are that you ask a question, and then eliminate certain tiles based on the answer the other player gives. The win condition is guessing the right tile. Rolling the dice to move and collecting and using money are both mechanics in Monopoly. Aesthetics – How the game feels. This can be related to the art, the theme, and the emotions that arise from the game. a.      Example: In Monopoly, the theme is real estate and it tends to evoke competitive feelings. b.      Example: Guess Wh...

Guess Who Redesign (Last update June 21)

Guess Who Redesign       The game of Guess Who allows children to develop basic logic, strategy and articulation skills. My 4.5 year old daughter would have likely enjoyed normal Guess Who but loves Pokemon. She gets to play Pokemon Go once or twice a week and has a few Pokemon toys so really engaged with most things Pokemon. I've redesigned Guess Who to use Pokemon instead of faces using the standard version that is widely available: https://www.amazon.ca/Guess-Game-Original-Guessing-Players/dp/B08GD242TJ/ref=sr_1_3?dchild=1&keywords=guess+who&qid=1622043808&sr=8-3 . My daughter loves this version and wants to play it any time we have a few spare minutes. The game rules and mechani c s are the same as normal Guess Who .     Design Element Choices ( Aesthetics ) Choosing Pokemon that my daughter would recognize out of the hundreds available. Choosing a variety of 'types' but with good amounts of overlap. Some Pokemon have multiple 'types'...