Grade 9 · Year 4Teacher Resource

Tabletop Game Design

Statement of Inquiry: Designers communicate through the choices they give a player, and those choices decide who the game is really for.

Teams of three or four design and build one original tabletop game for a real client group inside the school, then test it with that group. The unit is assessed as sixteen separate tasks, one per MYP Design strand, each submitted on completion and collected in a running portfolio.

Length

36 classes, 33 of them assessed

Teams

3 to 4, formed before Ai

Assessed

Individually, on a group build

Client

A real group in school, assigned to fit the team

Submission

16 pieces, plus a running portfolio

Outcome

A playable game and a 4 page rulebook

Key Concept, Related Concepts & Global Context

Key ConceptRelated ConceptsGlobal Context
CommunicationInnovation, Collaboration.Personal and Cultural Expression.

Two requirements sit above everything else in this unit. Both are written into the specification in Bi, then tested in Di and Dii. A game that misses either one cannot reach the top band, however well it is made. Teach them in the launch class and return to them constantly.

Rule 1

Meaningful choices

The player must make decisions that matter. A game where players roll, move and do as they are told is not a design, it is a procedure.

This is the harder of the two rules and the one students underestimate. It is assessable, testable, and it is where most of the design thinking in this unit lives.

Rule 2

Fits a recess

A session runs 20 to 30 minutes, because the target slot is post-lunch recess. A game may span many sessions, but no single sitting may exceed 30 minutes.

Learning the rules must also fit inside one recess. That is the real constraint behind the 4 page maximum rulebook.

Core concept

What makes a choice meaningful

Sid Meier's description of a game as a series of interesting decisions is the standard students should be held to. A choice is meaningful only when all four of these are true at once.

  1. The options are actually different. Picking red or blue is not a choice unless red and blue do different things.
  2. No option is always best. If one move is correct every time, players stop thinking after the first game. This is called a dominant strategy and it is the most common way a student game fails this rule.
  3. The player can reason about it. They need enough information to have an opinion, and not so much that the answer is obvious. A pure guess is not a decision.
  4. The consequence is visible. The player must be able to connect what happened back to what they chose. If they cannot, the choice may as well not be there.

Four tests students can run on their own game

The coin flip test

Would a player choosing at random do about as well as one thinking hard? If yes, the choice is decoration.

The dominant strategy check

Watch five players in the same situation. If all five pick the same option, it is not a choice, it is a rule with extra steps.

The explain back test

Ask a player why they chose that. "It was the only sensible option" and "I don't know" are both failures.

The regret test

After the game, ask whether there was a moment they wish they had played differently. No regret usually means no real decision.

Watch for

The roll and move trap

Most first drafts from students are roll and move: throw a die, move that far, do what the square says. There is no decision anywhere in that loop. Catch it early, in Bii, not in Dii when the game is already built. Two fixes work most of the time. Give the player two things to spend instead of one, or let them choose which piece moves instead of whether it moves.

Planned

Interactive: meaningful choice checker

A short interactive where students describe one decision from their game, answer the four criteria, and see whether the choice survives. Feeds directly into the Bii annotation requirement.

Teams are formed, and each is assigned a real client group inside the school. Students justify why that group needs a game and plan their research. They then take apart existing games using the shared mechanics vocabulary, and pull it all together into a brief.

Client assignment. Teams are assigned their client group by the teacher, based on what the team says it wants to make. A team that wants to build something they would enjoy themselves gets an older cohort. A team drawn to what they loved a few years ago gets Grade 6. This keeps motivation high while still making the audience someone other than themselves.

MYP descriptor, 7 to 8You will choose an audience and find a client group, then conduct research to support the development of a new game.
1 classIndividualHand in: Need Statement, 1 pageTask sheet

Each team receives its client group. Students identify, explain and justify the need for a tabletop game for that specific audience. The justification is the whole strand, so the writing has to argue rather than describe.

What goes on the page

  • Who the audience is, in specifics. Not "Grade 6 students" but what they do at 11:45 on a Tuesday.
  • The situation as it stands, with at least one piece of evidence gathered rather than assumed.
  • Why a tabletop game rather than a club, an app, a sport or nothing at all.
  • What happens if nothing is made. If the honest answer is "nothing much", the need has not been found yet.
The 5-6 to 7-8 lineA 5-6 explains that the audience exists and would probably enjoy a game. A 7-8 argues why this audience, why this need, and why a tabletop game beats the alternatives for them.

Common failure

Writing about themselves

Students write about the game they want to make instead of the audience who needs it. Ban the word "I" from the first draft and the problem mostly disappears.

MYP descriptor, 7 to 8Constructs a detailed research plan, which identifies and prioritizes the primary and secondary research needed to develop a solution to the problem independently.
1 classIndividualHand in: Research Plan, 1 pageTask sheet

You will plan your research methods and topics before designing anything, then provide explanations for your choices. (Then do the research).

Task device

The research budget

Each student gets 12 research tokens. Every activity has a price, and they cannot afford everything.

ActivityCostGives you
Read a secondary source1Background, fast, shallow
Analyse an existing game2Mechanics you can borrow
Questionnaire2Numbers from many people
Structured observation3What people do, not what they say
Interview3Depth from one person
Focus group4Disagreement between people

With only a limited budget for research, you'll have to prioritise! Talk to your group and work together to ensure you all produce enough research to adequately prepare for your game.

Question I need answeredMethodPrimary / secondaryCostPriorityWhat decision this unlocksWhen
One row per activity. Eight to twelve rows is typical.

Two short paragraphs sit under the table:

  • Why these, in this order. Which activity had to happen first, and what it unblocks.
  • What I gave up. The activity they could not afford, and the risk that creates.
The column that does the work"What decision this unlocks" is what turns priority from an opinion into an argument. A row that unlocks no decision should not be on the plan at all.
MYP descriptor, 7 to 8Analyses a range of existing products that inspire a solution to the problem in detail.
3 classesIndividualHand in: 3 teardowns + synthesisTask sheet

You will analyse three existing games against the same set of questions. The games you choose must appeal to your assigned target audience and be able to assist in the development of your new game. The Game Mechanics Catalog is a great place to find games to explore and shared vocabulary.

Required range, one of each

  1. A game played in class
  2. A game using a mechanic family the student has not used before
  3. Free choice, and it may be a video game if the mechanic transfers to a table

An important team rule

No more than one of a your three games may be a game that a teammate is also analysing. A team of four will cover at least nine different games, and twelve if nobody overlaps.

The synthesis page

A comparison matrix across the three games against the same criteria, ending in numbered design implications, each written as "Because..., my game should...". These get quoted directly in Aiv and Bi, so they need to be sharp.

The 5-6 to 7-8 lineThree good teardowns with no synthesis is a 5-6, because the analysis has not been carried anywhere. The implications are the difference.
Formative · half a class Teardown together Lead a full teardown of one game on the board, thinking aloud, including the parts where you are unsure. Models the depth expected far better than a rubric does.
Formative · 20 min Mechanic spotting speed run Play ten minutes of a game, then list every catalog mechanic you can name in it. Run it as a race. Builds the shared vocabulary at almost no time cost.

Class shape

1Teardown together, then the first one alone

Model a full teardown on the board, then students complete page 1 on a game played in class.

2Two more teardowns

The new-family game and the free choice. Students who cannot get a physical copy use the catalog, publisher rules and video.

3Synthesis and design implications

Build the comparison matrix, then write the implications. This is the class that decides the quality of the strand.

MYP descriptor, 7 to 8Develops a detailed design brief, which summarizes the analysis of relevant research.
1 classIndividualHand in: Design Brief, 1 pageTask sheet

Note the verb. The brief summarises the analysis, so this is a synthesis document. Measurable criteria belong in Bi, not here. Keeping these two apart is the single most common A to B confusion.

One page, with an evidence column

SectionContentEvidence
AudienceWho they are and what matters about themAi, Aii
The needRestated in one sentenceAi
What the research showedThree to five findingsAii, Aiii
Design implicationsCarried across from the Aiii synthesisAiii
Constraints20 to 30 minute session, 4 page rulebook, materials, table sizeGiven
Design intentOne paragraph on what will be made and for whomSynthesis

The evidence column is required. Every claim must point at a source, so a brief that has drifted away from the research becomes visible immediately.

Optional flourish

Write the design intent as the back of the box

Same content, box copy format. On theme, and the word limit forces students to decide what the game actually is. Keep the evidence table as the graded part.

Formative · 10 min Brief or spec? Ten statements, sort into "belongs in Aiv" and "belongs in Bi". Fixes the confusion before it costs marks in both strands.

Students turn the brief into testable specifications, then generate a real range of concepts using the mechanics catalog. Teams converge on one direction, and each student draws what is needed to build it.

MYP descriptor, 7 to 8Develops detailed design specifications, which explain the success criteria for the design of a solution based on the analysis of the research.
1 classIndividualHand in: Specification, 8 to 12 linesTask sheet

You will write specifications with measurable success criteria for your game. Each one states how it will be tested and why it has been chosen.

Every specification has four parts

#SpecificationMeasurable success criterionHow it will be testedSource
1Plays inside one recessSetup to pack away under 25 minutesTimed user trial, 3 groupsGiven
2Players make real decisionsTesters can explain why they chose, in 4 of 5 sampled turnsExplain back test during observationRule 1
3Rules learnable in one recessCold read group starts playing within 8 minutesCold read observationAiii impl. 2

Required categories, at least one each

Audience fit · meaningful choice · playtime · rules clarity · components and materials · balance and fairness · aesthetics · accessibility · cost.

Two hard rules

If it cannot be measured, it is not a specification

"The game is fun" fails. "At least 7 of 10 testers choose to play a second round" passes. Students will resist this because the measurable version feels less ambitious. It is not; it is the only version that Dii can do anything with.

The how it will be tested column is written now, not later in Di. Writing it now is what stops students from setting specifications that can never be checked.

Formative · 20 min Make it measurable Eight unmeasurable specifications. Rewrite each one with a number and a test attached. Start with "the game is fun" so the hardest case is dealt with in public.
Formative · 15 min Spec to test matching Given a specification, choose the method that could actually test it. Sets up Di weeks early and prevents the questionnaire-for-everything reflex before it forms.

Planned

Interactive: specification builder

A guided form producing the four column table, with a warning when a success criterion contains no number and a nudge toward a matching test method. Exports to the portfolio.

MYP descriptor, 7 to 8Develops a range of feasible design ideas, using an appropriate medium(s) and detailed annotation, which can be correctly interpreted by others.
3 classesIndividualHand in: 6 to 8 concepts + 2 prototypesTask sheet

Task device

The mechanic draw

Each student draws two family cards from the Game Mechanics Catalog and must build a concept using at least one mechanic from each.

Students develop a range of different game ideas and annotate them. The annotations have to be clear enough that another designer could build the game from the notes and drawings alone.

Each concept sheet, on A3

  • A core loop diagram. What a player does on their turn, in order.
  • Board or component sketch, roughly to scale.
  • Mechanics used, named from the catalog.
  • The meaningful choice, circled and labelled. If it cannot be pointed at, the concept is not finished.
  • Annotation linking to a Bi specification by number.
  • One risk. The part most likely to fail.

Hand drawing is the better medium here. MYP rewards annotation density, and students annotate far more freely by hand than in software. Digital is allowed if the annotation is as rich.

Two paper prototypes, actually played

Feasibility is written into the descriptor. An idea nobody has tried is not demonstrably feasible. Five minutes of play with scrap card is enough, and it kills bad ideas before they get expensive.

Assessment device

The interpretation test

"Can be correctly interpreted by others" is hard to evidence, so make it a test rather than a claim. Swap sheets with a classmate. They explain your concept back to you from the sheet alone while you stay completely silent. You write down everything they got wrong.

That list is submitted with the concepts. It is direct evidence for the descriptor, and it is the most useful feedback a student will get all unit.

Formative · 30 min Two family challenge Draw two families, sketch a concept in eight minutes, repeat three times. Fluency before it counts. Expect the first round to be poor and say so in advance.
Formative · 15 min Annotation density check Two sketches of the same idea, one bare and one annotated. List everything you can only learn from the annotated one. Makes the point that the annotation is the assessed part, not the drawing.
Formative · 15 min Interpretation rehearsal A first, ungraded run of the swap and explain test on an early concept. Reveals what a reader actually needs before the real one counts.

Class shape

1Mechanic draw and rapid concepts

Three draws, three fast concepts, no annotation yet. Quantity over polish.

2Develop and annotate the best six

Annotation is the work of this class. Circle the meaningful choice on every sheet.

3Paper prototypes and the interpretation test

Two prototypes played for five minutes each, then the silent swap and explain.

MYP descriptor, 7 to 8Presents the chosen design and justifies fully and critically its selection with detailed reference to the design specification.
2 classesIndividual writing, group decisionHand in: Matrix + justificationTask sheet

You will choose one design and justify that decision against the others. You'll also make the strongest case you can against your own choice.

How the team converges

  1. Each student pitches their strongest concept to their team.
  2. The team converges on one direction to build.
  3. Then each student individually writes the justification, including the students whose concept was not chosen.
Why this works with groupsWriting an honest, critical justification of someone else's concept is strong evidence for this strand. Say so when you set it, or it reads as a consolation prize.

Part 1: weighted decision matrix

Three finalist concepts scored against every Bi specification. Weights assigned by the student and justified, because an unweighted matrix implies every specification matters equally, which is never true.

Part 2: critical justification, 1 to 2 pages

  • Why the chosen design wins, referencing specifications by number.
  • The case against it. What it does worse than the concepts they rejected.
  • What was carried over from the rejected concepts into the final design.
  • What is still unresolved, and how the build will resolve it.
Where "critically" livesThe case against. A justification with no acknowledged weakness is advocacy, not evaluation, and it caps at 5-6 however well written it is.
Formative · 20 min The rigged matrix Hand out a decision matrix where the highest scoring option is obviously the wrong choice. Discuss what the matrix failed to capture. Stops blind trust in a number.
Formative · 15 min Argue against something you like Students write the strongest possible case against a design they are fond of. Rehearses the hardest half of this strand in a low stakes setting.
MYP descriptor, 7 to 8Develops accurate and detailed planning drawings/diagrams and outlines requirements for the creation of the chosen solution.
3 classesIndividual pages, team packHand in: Production Pack, 4 to 8 pagesTask sheet

You will draw the chosen game accurately enough for it to be made. The drawings carry measurements, materials and the requirements for producing each component.

PageContent
Component manifestEvery component, quantity, size in mm, material, and who makes it
Board drawingTo scale, dimensioned, with a title block
Card templateDimensioned, showing bleed, safe margin and type sizes
Token or piece drawingsOrthographic, or a flat pattern if folded. 3D printed pieces show the model
Iconography sheetEvery icon drawn at final size, with its meaning
Rulebook mapSection structure and page order across the 4 pages, not the prose
RequirementsMaterials, tools, quantities, cost, and time per component

Individual portion. Each student draws the components they will personally make in C. Biv and Ci name the same owner for the same parts, which is what makes the group build individually assessable.

Plan around the kit

The large laser cutter is not reliable

Any component whose only route to existing is the large laser cutter needs a stated fallback in the requirements page. This is not a nuisance. It is the kind of production constraint the strand asks students to think about, and it gives Ci's fallback column something real to hold.

Print shop orders need lead time and cost money, so anything going to the shop has to be finalised earlier than everything else. That decision belongs on this page.

Formative · 25 min Dimension a real card Take a card from a published game, measure it, and draw it to scale with bleed and safe margin marked. Teaches the conventions on something they can hold.
Formative · 25 min Manifest a published game Open a real box and write its complete component manifest. Students consistently underestimate how many distinct parts a small game has, and this fixes that in one sitting.

Reteach expected. Scale, dimensioning and title blocks were met in G8, but budget one class to bring them back before the pack begins.

One planning class, then a ten class build block. Cii, Ciii and Civ all run inside that block at the same time. That is why the evidence routines matter more here than anywhere else in the unit.

The grouping problem

How a group build stays individually assessed

This is the part of the unit most likely to go wrong. Three devices carry individual evidence through a shared build:

  1. Component ownership. Every student is named owner of specific components in Biv and Ci, and only that student makes them.
  2. The making log. Dated photographs with the student's own hand or initials visible on the part, plus a note on what went wrong.
  3. Individual writing on team decisions. Civ is written alone even when the change was collective.
MYP descriptor, 7 to 8Constructs a detailed and logical plan, which describes the efficient use of time and resources, sufficient for peers to be able to follow to create the solution.
1 classTeam plan + personal planHand in: Both plans, both versionsTask sheet

Two linked plans

  • Team plan: build a plan for making the game, with time and resources established every step. All members of the group should be able to follow it without asking questions.
  • Personal task plan: Create your own plan for the specific tasks you will be responsible for. It must be detailed enough that other group members can help if you are absent.

Assessment device

The peer follow test

"Sufficient for peers to follow" is testable, so test it. Swap plans with another team. They read yours for five minutes, then narrate what they would do in build class 1 and build class 4. Anything they cannot answer is a gap.

Students record the gaps and revise. Both versions are submitted, before and after, which evidences the strand far better than a single clean chart.

Formative · 15 min Follow a bad plan Hand out a vague plan and ask students to state exactly what they would do first. They cannot. Makes an abstract phrase in the descriptor concrete in about four minutes.
Formative · 20 min Critical path hunt Ten tasks with dependencies. Find the one that blocks everything else. Sequencing rather than listing is what separates this strand's top band.

Planned

Interactive: build planner

Drag tasks across ten build classes, assign owners, set dependencies, and have the critical path highlight itself. Flags any student with no owned components.

MYP descriptor, 7 to 8Demonstrates excellent technical skills when making the solution.
Runs through the build blockIndividualHand in: Making Log, 3 skills at depthTask sheet

You must demonstrate technical skill while making your game. You choose which skills to highlight, and provide evidence of the work for consideration.

Four skill tracks

Systems and rules design
  • Writing rules that survive a cold read
  • Balancing with numbers, not with feeling
  • Designing an icon language that removes text
  • Teaching the game in under five minutes

No equipment

Graphic design
  • Card layout with correct bleed and safe margin
  • Typography sized for the audience and the table distance
  • Colour and contrast, including colour blind safe choices
  • Export ready artwork for the print shop

Colour printers · print shop

Digital fabrication
  • 3D modelling tokens, miniatures, trays or inserts
  • Printing well: orientation, supports, tolerance, fit
  • Laser etched surfaces and markings
  • Designing a part that can be reproduced twenty times

3D printers · small laser etcher

Hand fabrication and finishing
  • Precision cutting, scoring and folding
  • Mounting, hinging and board construction
  • Surface finish, edges and corners
  • Making a jig so twenty parts come out identical

Art and craft supplies

Requirement

Three skills at depth, across at least two tracks

Three skills done properly beats ten touched lightly. The two track minimum stops a student from spending ten classes at a 3D printer and calling it a build.

For each of the three, the making log carries:

  • A dated photo of work in progress, with the student's hand or initials visible on the part
  • A photo of the outcome
  • What went wrong, what they changed, and what the second attempt did better
Why the failed attempt is requiredExcellent skill needs something to be excellent against. One clean photograph shows a good outcome, not skill. A poor first attempt beside a fixed second one shows both.
Formative · 1 class, before the build Skill clinics Rotating stations: cutting and scoring, bleed setup, print shop file export, a 3D print tolerance test. Fifteen minutes each. Skill taught before it is assessed, not during.
Formative · 10 min The good failure Show a first attempt and a fixed second attempt of your own, and talk through what changed. Normalises documenting failure, which students otherwise hide.
MYP descriptor, 7 to 8Follows the plan to create the solution, which functions as intended and is presented appropriately.
End of the build blockTeam artefact, individual componentsHand in: The game + cold read recordTask sheet

You and your group follow the plans and finish a game that works. It has to be playable by people who had no part in making it.

Assessment device

The cold read test

A team who has never seen the game receives the box and the rulebook and nothing else. They set up and play with no help of any kind. The designers watch in silence and record every question asked and every rule misread.

This is evidence for Ciii, it is the rehearsal for Di, and the silence is the hard part. A designer who explains has destroyed the data.

The four page rulebook. OnePageRules is the reference to hand students. Complete wargames in a few pages, and the compression is the skill. Structure, iconography and a worked example beat prose every time.

Formative · 30 min, one week before deadline Internal rulebook cold read Swap draft rulebooks between teams while there is still time to fix what breaks. Teams that skip this discover their rule gaps during the real client session, when it counts against them.
MYP descriptor, 7 to 8Fully justifies changes made to the chosen design and plan when making the solution.
Ongoing, logged weeklyIndividualHand in: Change Log, datedTask sheet
DateWhat changedWhat triggered itOptions consideredWhy this oneEffect on spec or plan
One row per change. Expect fifteen to thirty rows across the build.

The thing that decides this strand

Logs written the night before are obvious

You and your team must record all the changes you make to the design while building it. You must explain why each change was needed and the result of the change.

What a top band entry containsA change with no trigger is a whim. A change with no options considered is a reaction. Full justification needs both, plus what it cost elsewhere.
Formative · 15 min Trigger, options, choice Three weak log entries. Rewrite each to include what prompted it, what else was considered, and why this option won. Turns a diary into a justification.

Planned

Interactive: change log with a real timestamp

Entries stamped when written rather than when claimed, so the log stop routine is self evidencing. Warns when a build class has no entry against it.

Students design testing methods that produce real data about their game. They will use the methods established to gather data.

Client sessions are per team, not a mass event. Each team takes its game to its own client group. Div is assessed on that session, where the audience is the one named back in Ai. A broader showcase can follow, but it is not assessed.

MYP descriptor, 7 to 8Designs detailed and relevant testing methods, which generate data, to measure the success of the solution.
2 classesIndividualHand in: Test Plan + the instrumentsTask sheet

Methods are drawn from the DP A2.1 user centred research toolkit: user observation, interviews, focus groups, questionnaires, user trials, personae and scenarios. Meeting them here sets up the DP course for anyone continuing.

The core requirement

Naming a method is not designing one

The descriptor says designs, and it says generates data. A student who writes "I will use a questionnaire" has done neither. The instruments themselves are submitted:

  • The questionnaire, with its actual questions in their actual order
  • The observation sheet, with what is being tallied and how
  • The interview script, with prompts and follow ups
  • The user trial protocol, with what is timed or counted, by whom
Which specMethodParticipantsData typeInstrumentSuccess threshold
2, meaningful choiceObservation + explain back5 client testersQualitative + tallyChoice observation sheetReasoned answer in 4 of 5 sampled turns
1, playtimeTimed user trial3 groupsQuantitativeStopwatch + trial sheetUnder 25 min, all 3 groups

A correction to make early

Match the method to the specification

Students default to a questionnaire for everything. Playtime needs a stopwatch, not an opinion. Rules clarity needs observation of actual misplays, not a question asking whether the rules were clear, because everyone says yes. Meaningful choice needs the explain back test, because a player cannot self report whether their decision mattered.

A distinction to teachQualitative data tells you why. Quantitative tells you how much. A top band test plan uses both, and knows which specification needs which.
Formative · 20 min Method matching Six specifications, choose the right method for each and defend it. The specification that cannot be tested by questionnaire is the one worth arguing about.
Formative · 20 min Write five bad questions Leading, double barrelled, vague, impossible to answer honestly. Then fix them. Faster than teaching question design from principles.
Formative · 25 min Build an observation sheet Watch five minutes of play footage and tally misplays using a sheet you designed yourself. Shows that observation generates data too, which students rarely believe until they have a filled sheet in front of them.
MYP descriptor, 7 to 8Critically evaluates the success of the solution against the design specification based on authentic product testing.
2 classesIndividualHand in: Point by point evaluationTask sheet

You will test the finished game and evaluate it against your own specifications. Every success criterion is judged on the evidence your testing produced.

1The client session

The team takes the game to its own client group. Every student runs their own instrument from Di and collects their own data. Nobody helps the players understand the rules; that is the whole test.

2The evaluation

Every specification from Bi, one row each, in order. No skipping the ones that failed.

SpecTest usedData collectedMet / partly / not metEvidenceWhat this means
One row per specification, all 8 to 12 of them.

Where "critically" lives

The limits of your own evidence

A closing section on why the data might be wrong. Sample size, a single session, and testers who knew the designers and wanted to be kind. Also the gap between what people said and what they did.

A student who says a specification was met by three testers, and admits that is thin, shows more judgement than one who claims certainty. Reward that plainly, or students learn to hide it.

Formative · 15 min Met, partly met, or not met Given a specification and a set of results, decide which and defend it. Students over-claim "met" by a wide margin, and seeing the same data judged three ways fixes it.
Formative · 15 min Four reasons to be cautious Given a result from three testers, list four reasons not to trust it fully. This is the exact skill the closing section needs.
MYP descriptor, 7 to 8Explains how the solution could be improved.
1 classIndividualHand in: Ranked improvementsTask sheet
ImprovementWhich spec it addressesDii evidence that prompted itWhy this would workCost and feasibilityRank
Five to eight improvements, ranked.

Two rules

  • Every improvement traces to a specific Dii finding. An improvement with no evidence behind it is a preference, and preferences do not evidence this strand.
  • Include one improvement for something that passed. Meeting a specification is not the same as being as good as it could be, and noticing that gap is a top band move.
Formative · 20 min Trace the improvement Given a completed Dii table, propose improvements, then mark which of your own have no evidence behind them. Most students find at least one.
MYP descriptor, 7 to 8Explains the impact of the product on the client/target audience.
2 classesIndividualHand in: Impact report, poster or 2 pagesTask sheet

A core confusion

Impact is not satisfaction

"They enjoyed it" is a Dii finding about a specification. Impact asks a different question: what did this product do to the people it was made for, and to anyone else near them.

Six required sections

  1. Who was affected, including people beyond the players themselves.
  2. Intended against actual impact, quoting the Ai need statement directly.
  3. Evidence from the client session: quotes, observation tallies, what people did rather than what they said.
  4. Unintended effects, positive and negative. Did quieter students join in more? Did the reading level, the language or the hand dexterity required exclude anyone?
  5. Wider impact, at least two of: the school, families, materials and waste, cost, cultural and linguistic fit for a multilingual audience.
  6. Was the original need met? Yes, partly or no, answered plainly, with reasons.
The bookendQuoting their own Ai need statement closes a loop that has been open for thirty six classes. It is where the strongest students show they understood the whole arc.
Formative · 15 min Satisfaction or impact? Ten statements, sort into "they enjoyed it" and "it changed something". The single most useful fifteen minutes in this strand.
Formative · 15 min Unintended effects hunt Take a familiar product and list three effects its designers did not intend. Then do the same for your own game before the client session, as predictions to check against.
Formative · 20 min Pitch rehearsal A three minute run in pairs before the poster is finalised. Sharpens the report by forcing students to say the impact out loud first.

Thirty three assessed classes, one launch, and two held in reserve. The build block is the only stretch where three strands run at once.

ClassesStrandIndividual deliverable
1LaunchTeams formed, clients assigned, the two rules taught
2AiNeed Statement, 1 page
3AiiResearch Plan, prioritised by budget
4 to 6Aiii3 teardown cards plus a synthesis page
7AivDesign Brief with evidence column
8BiSpecification, 8 to 12 testable lines
9 to 11Bii6 to 8 annotated concepts, 2 played prototypes
12 to 13BiiiDecision matrix and critical justification
14 to 16BivProduction Pack, 4 to 8 pages
17CiTeam plan and personal plan, both versions
18Skill clinicsRotating stations, no submission
19 to 27Build blockCii making log, Ciii the game, Civ change log
28 to 29DiTest Plan with instruments built
30Dii, sessionClient session, data collected
31Dii, evaluationPoint by point against every spec
32DiiiRanked improvements
33 to 34DivImpact report, poster and pitch
35 to 36ReserveSlack, or the broader showcase

Routines

Four things to run every time

  • Log stop. Last five minutes of every build class, Civ entry written in place before packing up.
  • Catalog callout. Whenever a mechanic comes up, name its family out loud. Builds shared vocabulary at no time cost.
  • Spec check. Open the Bi page at the start of every B and C class. Specifications that are never reread do not get met.
  • Swap and read. Anything claiming to be readable by others gets read by others before it is submitted. Applies to Bii, Ci and Ciii.

Planned

Interactive: student progress tracker

Sixteen strands, submission state per student, and a view showing which team members own which components during the build block.

  • Tool Game Mechanics Catalog

    Seventy mechanics across ten families, each with rules, the games that use it, and a diagram. The shared vocabulary for Aiii and the concept generator for Bii.

  • Rules OnePageRules

    Complete wargames written in a handful of pages. The model to hand students for the four page rulebook limit, and a lesson in compression by itself.

  • Course DP A2.1 User Centred Research

    Observation, interviews, focus groups, questionnaires, user trials, personae and scenarios. The method source for Di.

  • Tool User Persona Builder

    Guided persona construction, printable to A4. Useful in Aii for teams whose research budget stretches to a persona.

  • Games You Should Play These Games

    A curated list with the educational reasoning attached. A starting point for the Aiii teardown selection.

  • Reference BoardGameGeek

    Component lists, playtime data, player counts and rules downloads for almost any published game. The practical source for Aiii research.