Curriculum / Tabletop Game Design / Task sheets

Student task sheets

Sixteen sheets, one for each assessed strand, printable as a set on A4 landscape. Content comes from Plans/assessments.md, which is still being written. Anything not yet decided is marked in orange on the sheet rather than left blank, so an unfinished sheet cannot be mistaken for a finished one.

Sheets
16
Page
A4 landscape
Ready to print
6 of 16
Still to write
54 items
Submission
ManageBac

Ai / Criterion A, Inquiring and analysing

Justify the need for a new game

Statement of inquiry

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

Key concept
Communication
Related concepts
Innovation, Collaboration
Global context
Personal and Cultural Expression
Time
1 class
Worked
Individual
Do1 class
  • Choose a target audience for your game and go talk to them.
  • Describe your audience in detail.
  • Describe what they do at recess now.
  • Explain why this audience needs a new tabletop game, with evidence.
Hand in
  • 1 page with your need statement and interview notes

Where it goes

Upload pictures of your page on ManageBac, and submit the actual paper in class.

GradedAi

“Explains and justifies the need for a solution to a problem for a client/target audience.”

What separates the bands

1-2You write an incomplete need statement with limited notes, and you do not justify or explain the need.
3-4You write a need statement and audience notes, with limited justification and explanation.
5-6You write a need statement and audience notes, with some justification and explanation.
7-8You write a detailed need statement and audience notes, with strong justification and a clear explanation.

Tip

You must write your own need statement and audience notes. No sharing at all!

Tip

Don't guess. Ask questions to find evidence.

Tip

Justifying the need for something means explaining why it is needed in detail, with proof.

Tip

Write about what your audience needs, not about what you want.

Aii / Criterion A, Inquiring and analysing

Plan and prioritise research

Statement of inquiry

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

Key concept
Communication
Related concepts
Innovation, Collaboration
Global context
Personal and Cultural Expression
Time
1 class
Worked
Individual
Do1 class
  • Spend your 12 tokens. Write one row for each activity, with the question it will answer in the first column.
  • Put your list in order of priority. Think carefully about the order of your research, which tasks have to happen first, and if something can only be done after something else.
  • Plan to watch your audience at recess, which costs 3 tokens. It is the only way to find out how much time they have, and how long they stay at a table.
  • Fill in the "what decision this unlocks" column on every row.
  • What did you give up? Name what you could not afford, and say what could go wrong because you skipped it.

On the unit page: The research budget.

Hand inEnd of class 1
  • Research Plan, 1 page

Where it goes

Upload a PDF of your research plan to ManageBac

GradedAii

“Constructs a detailed research plan, which identifies and prioritizes the primary and secondary research needed to develop a solution to the problem independently.”

What separates the bands

1-2You make a basic plan that is unlikely to help you develop a game.
3-4You make a plan that will help you develop parts of your game, but it is not in any order.
5-6You make an organised plan, in order of priority, that will help you develop your game.
7-8You make a detailed, organised plan in order of priority, with reasons. It includes time with your real audience, and every row helps you decide something.

Tip

Every row should let you decide something. If it does not, take it off the plan.

Tip

Spend tokens on watching your audience, not only on asking them. What people say they enjoy can be different from what they play.

Tip

Reading a game review is not the same as watching your audience play, and seeing them stop halfway through recess.

Tip

Write down what you gave up, and what could go wrong because you skipped it.

Aiii / Criterion A, Inquiring and analysing

Analyse existing games

Statement of inquiry

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

Key concept
Communication
Related concepts
Innovation, Collaboration
Global context
Personal and Cultural Expression
Time
3 classes
Worked
Individual
  1. 1Watch a teardown, then do your first one
  2. 2Two more teardowns
  3. 3Synthesis and design implications
Do3 classes
  • Fill in a teardown page for three games: one played in class, one using a mechanic family new to you, and one free choice. A video game counts if the mechanic transfers to a table.
  • Every game must suit your target audience and help you build your own game.
  • On each page, record the facts, the mechanics by family, and the real decisions players make.
  • Say what works, what fails, and for whom. Write down what you would take and what you would leave.
  • Fill in the comparison matrix, asking all three games the same six questions.
  • Write five design implications. Each one starts “Because” and ends with what your game will do.
  • Check team coverage first: no more than one of your three games may be one a teammate is analysing.

Use the Aiii Teardown Sheet on the unit page, printed or as a PNG.

Hand inEnd of class 3
  • 3 analysed games and a completed synthesis

Where it goes

Upload pictures of your work to ManageBac, and hand in the paper in class.

GradedAiii

“Analyses a range of existing products that inspire a solution to the problem in detail.”

What separates the bands

1-2You write an incomplete analysis, and choose games that are not likely to guide your work.
3-4You write a basic analysis of 3 games, but not all of them are likely to guide your work.
5-6You write a partly detailed analysis of 3 games, and most of them are likely to guide your work.
7-8You write a detailed analysis of 3 games, and all of them are likely to guide your work.

Tip

You may share only 1 analysed game with a group member.

Tip

Your work is your own. If you share a game, you each analyse it separately.

Tip

Choose games that add something new to your group's choices.

Tip

Write in detail.

Aiv / Criterion A, Inquiring and analysing

Write the design brief

Statement of inquiry

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

Key concept
Communication
Related concepts
Innovation, Collaboration
Global context
Personal and Cultural Expression
Time
1 class
Worked
Individual
Do1 class

Write a one page design brief that addresses each section below. For every claim, write in the evidence column where it came from.

  • Who is your audience and what do they need?
  • Why is a new game needed?
  • What did you learn through research?
  • What will you include because of your research?
  • What are the constraints for this project?
  • What are your goals for this project right now?

Example evidence entry: Aii, structured observation of the Grade 6 lunch tables over three days. Name the strand and the source. Do not just write "research".

Hand in
  • Design Brief, 1 page

Where it goes

ManageBac

GradedAiv

“Develops a detailed design brief, which summarizes the analysis of relevant research.”

What separates the bands

1-2Your design brief is unfinished and does not refer to your research.
3-4You write a basic design brief that refers to your research.
5-6You write a design brief that includes a summary of your research.
7-8You write a detailed design brief that includes a summary of your research.

Tip

This is not a place to write detailed design ideas!

Tip

Make sure you give a reason why a new game is needed.

Tip

The brief summarises what your research found. Someone who never saw your Criterion A work should understand it from this page.

Tip

You must refer to your research.

Bi / Criterion B, Developing ideas

Write design specification

Statement of inquiry

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

Key concept
Communication
Related concepts
Innovation, Collaboration
Global context
Personal and Cultural Expression
Time
1 class
Worked
Individual, with group consultation
Do1 class
  • Use the Design Specifications Tool on Mr. K's website to complete your work.
  • Choose specifications that meet all of the requirements and that match your target audience.
  • Each specification must be testable. A test can be as simple as measuring a box, or as complicated as simulating thousands of card draws or dice rolls.
  • Briefly explain why you chose each specification.

The tool is linked from Bi on the unit page. It saves as you type, and it tells you which categories you have missed.

Hand in8:00am day after assignment
  • Your Design Specifications PNG, downloaded from the tool
  • 6 specifications, each with all four parts filled in

Where it goes

Upload the PNG to ManageBac

GradedBi

“Develops detailed design specifications, which explain the success criteria for the design of a solution based on the analysis of the research.”

What separates the bands

1-2You do not write a complete set of design specifications.
3-4You write basic specifications. Some link to your research, and some can be tested. You explain your choices.
5-6You write specifications that can be tested, and some link to relevant research. You explain your choices.
7-8You write detailed specifications that can be tested and link to relevant research. You justify your choices.

Tip

There are many different ways to test a specification.

Tip

Specifications must be achievable and help guide the project.

Tip

Discuss your specifications with your group, but write your own.

Tip

Think about every part of the game.

Bii / Criterion B, Developing ideas

Generate a range of ideas

Statement of inquiry

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

Key concept
Communication
Related concepts
Innovation, Collaboration
Global context
Personal and Cultural Expression
Time
3 classes
Worked
Individual
  1. 1Choose mechanics and sketch quickly
  2. 2Develop and add notes to all three
  3. 3Finish your notes and run the interpretation test
Do3 classes
  • Draw three different game concepts, one per A3 Bii Concept Sheet from Mr. K's website.
  • Use at least nine mechanics across the three, named from the catalog. At least three must not appear in any teammate's concepts, so compare lists first.
  • On every sheet, include a core loop diagram, a sketch roughly to scale, the mechanics, the meaningful choice (circled), notes linked to your Bi specifications, and one part that could fail.
  • Say what each component is made of. If your team could not build it in this room, it is not feasible.
  • Run the interpretation test: swap sheets, stay silent while a classmate explains your concept from the sheet alone, and write down what they got wrong.
  • Hand in your rough work as well as the three finished sheets.

On the unit page: Include 9+ mechanics, with 3 unique to your work and The interpretation test.

Hand inEnd of class 3
  • 3 detailed game ideas
  • Brainstorming documents
  • Your interpretation test list

Where it goes

Upload pictures of your work to ManageBac, hand in the paper in class.

GradedBii

“Develops a range of feasible design ideas, using an appropriate medium(s) and detailed annotation, which can be correctly interpreted by others.”

What separates the bands

1-2You produce fewer than 3 complete game ideas, with messy drawings and few notes.
3-4You produce 3 game ideas, with drawings and some notes.
5-6You produce 3 game ideas, with clean drawings and notes.
7-8You produce 3 well developed game ideas, with many clean drawings and many notes.

Tip

Write a lot of notes. They explain your ideas to yourself, your team and others.

Tip

Use rulers and drawing tools to make your work neater.

Tip

Use art markers carefully, and don't mix colours.

Tip

Use game mechanics to help you find ideas.

Biii / Criterion B, Developing ideas

Choose and justify critically

Statement of inquiry

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

Key concept
Communication
Related concepts
Innovation, Collaboration
Global context
Personal and Cultural Expression
Time
2 classes
Worked
Individual writing, group decision
Do2 classes

Choose one design with your team. Then write these four sections on your own:

  • Why the chosen design is best, with specifications named by number.
  • The case against it: what it does worse than the concepts you rejected.
  • What you carried over from the rejected concepts.
  • What is still unresolved, and how the build will solve it.

Use Biii Choose and Justify on Mr. K's website. Your specifications fill in from the Bi tool.

Hand in
  • Decision matrix and justification

Where it goes

ManageBac

GradedBiii

“Presents the chosen design and justifies fully and critically its selection with detailed reference to the design specification.”

What separates the bands

1-2You present your chosen design with little or no reason for choosing it.
3-4You present your chosen design and give basic reasons for choosing it, with some reference to your specifications.
5-6You present your chosen design and justify the choice, with reference to your specifications.
7-8You present your chosen design and justify it fully and critically, including the case against it, with detailed reference to your specifications.

Tip

The highest score in the matrix does not decide for you. Say what the matrix missed.

Tip

The case against your chosen design matters most. Be honest about what it does worse.

Tip

Name specifications by number every time you make a claim.

Tip

If your concept was not chosen, you still write this. Say what from yours made it in.

Biv / Criterion B, Developing ideas

Draw it for production

Statement of inquiry

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

Key concept
Communication
Related concepts
Innovation, Collaboration
Global context
Personal and Cultural Expression
Time
3 classes
Worked
Individual pages, team pack
Do3 classes
  • Use the Biv Production Pack on Mr. K's website to lay out A3 pages for the parts you own.
  • Choose a page type for each page, then change it to suit your game. Draw at 1:1 wherever it fits.
  • Every component you make needs a drawing with its sizes in mm and what it is made of.
  • On every page, list the materials and write a note for a teammate in case you are absent.
  • Print your pages and finish the drawings by hand.

On the unit page: Drawing to scale and the production pack page list.

Hand in
  • Production Pack, 4 to 8 pages

Where it goes

ManageBac

GradedBiv

“Develops accurate and detailed planning drawings/diagrams and outlines requirements for the creation of the chosen solution.”

What separates the bands

1-2You make incomplete drawings, and a limited list of what is needed to make the game.
3-4You make basic drawings, and a general list of what is needed to make the game.
5-6You make planning drawings that are partly accurate and detailed, and list what is needed to make the game.
7-8You make accurate and detailed planning drawings, and list what is needed to make the game.

Tip

Draw at 1:1 wherever it fits. A card drawn at true size can be traced and cut.

Tip

Give every size in mm and name every material. Nobody should have to guess.

Tip

Check that every component in the team manifest is drawn by someone.

Tip

Write the note for your teammates as if you will be absent tomorrow.

Ci / Criterion C, Creating the solution

Plan the build

Statement of inquiry

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

Key concept
Communication
Related concepts
Innovation, Collaboration
Global context
Personal and Cultural Expression
Time
1 class
Worked
Team plan + personal plan
Do1 class
  • Team plan. Make a plan for building the game, with the time and resources for every step. Everyone in your team should be able to follow it without asking questions.
  • Personal task plan. Make a plan for the tasks you are responsible for. It must be detailed enough that your teammates can help if you are absent.

Use the Ci Build Plan on Mr. K's website. On the unit page: The peer follow test and the example plans.

Hand in
  • Both plans, before and after the peer test

Where it goes

ManageBac

GradedCi

“Constructs 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.”

What separates the bands

1-2You make a limited plan that others could not follow to make the game.
3-4You make a basic plan with tasks, time and resources, but others would need help to follow it.
5-6You make a logical plan that describes time and resources, and others could mostly follow it.
7-8You make a detailed, logical plan that uses time and resources well, and others could follow it to make the game without asking.

Tip

Share the team plan as a file, so everyone works from the same version.

Tip

Every task needs an owner, a Build Class and a fallback, or it may not happen.

Tip

If a task needs another one finished first, write that number in Needs.

Tip

Download your PNGs before the peer follow test, then again after you revise.

Cii / Criterion C, Creating the solution

Demonstrate technical skill

Statement of inquiry

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

Key concept
Communication
Related concepts
Innovation, Collaboration
Global context
Personal and Cultural Expression
Time
Build Classes 1 to 9
Worked
Individual
DoBuild Classes 1 to 9
  • Choose three skills, from at least two tracks, on the Cii Technical Skill sheet on Mr. K's website.
  • For each skill, say why you chose it and what evidence you will upload.
  • Your evidence includes dated photos with your hand or initials on the part, the finished part, and a first attempt beside the fix.
  • Fill in a Rulebook Cold Read form for another team in Build Class 5. It counts as part of your evidence.

On the unit page: Three skills at depth, across at least two tracks.

Hand in
  • Technical skill sheet for 3 skills

Where it goes

ManageBac

Also submit

The photos and files that show each skill, uploaded with your technical skill sheet.

GradedCii

“Demonstrates excellent technical skills when making the solution.”

What separates the bands

1-2You show poor technical skills when you make your game.
3-4You show satisfactory technical skills when you make your game.
5-6You show competent technical skills when you make your game.
7-8You show excellent technical skills when you make your game.

Tip

Three skills done well are better than ten done quickly.

Tip

Photograph your first attempt before you fix it. A weak first try beside a better second one shows skill.

Tip

Your hand or initials in the photo show that the work is yours.

Tip

Good cold read feedback is specific: which rule, where, and what confused you.

Ciii / Criterion C, Creating the solution

Finish a working game

Statement of inquiry

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

Key concept
Communication
Related concepts
Innovation, Collaboration
Global context
Personal and Cultural Expression
Time
End of Build Class 9
Worked
Team game, individual components
DoEnd of Build Class 9
  • Follow your Ci plan to finish every component you own.
  • Play the whole game from start to finish using only what is in the box.
  • Keep the rulebook to 4 pages or fewer.
  • As a team, fill in the Ciii Game Submission form on Mr. K's website, and upload it with photos or files of every component.
  • Strongly suggested: watch a group who have never seen the game learn it from the box alone.

On the unit page: The cold read test.

Hand in
  • The game
  • Ciii Game Submission form, one per team

Where it goes

Upload pictures of your work to ManageBac, and bring the physical game to class.

GradedCiii

“Follows the plan to create the solution, which functions as intended and is presented appropriately.”

What separates the bands

1-2Your game does not closely follow the plan, and it does not work well.
3-4You follow the plan and make a simple game that works, with some problems.
5-6You follow the plan and make a competent game that works, with few problems.
7-8You follow the plan and make a very competent game that works well, with few problems.

Tip

Keep testing the rules and playing the game!

Tip

More people looking means more chances to spot problems. Share your work and ask for feedback.

Tip

A short, focused game with simple rules is better than a long game with complicated rules.

Tip

High quality components can make a weaker game feel stronger.

Civ / Criterion C, Creating the solution

Justify every change

Statement of inquiry

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

Key concept
Communication
Related concepts
Innovation, Collaboration
Global context
Personal and Cultural Expression
Time
Ci to Build Class 9
Worked
Individual
DoCi to Build Class 9
  • Open the Civ Change Log on Mr. K's website at Ci and keep it until the end of Build Class 9.
  • Add an entry in the last five minutes of every Build Class. Each entry is stamped when you write it.
  • Every entry needs what changed, what caused it, the options you considered, why you chose this one, and its effect on your specifications or plan.
  • Write your own entries, even for changes the team made together.

On the unit page: the Tome of Secrets worked example.

Hand in
  • Change log, with dated entries

Where it goes

Download the PNGs from your change log and upload them to ManageBac

GradedCiv

“Fully justifies changes made to the chosen design and plan when making the solution.”

What separates the bands

1-2Your change log has few changes, with no real justification or explanation.
3-4Your change log has many changes, but only a few are explained and justified.
5-6Your change log has many changes, and most of them are explained and justified.
7-8Your change log has many changes, and each one is explained and justified.

Tip

Don't wait until the end to write about changes.

Tip

The more detail you give, the better.

Tip

Your changes explain your choices. Together they tell the story of your project.

Tip

Your change log is your own work, even when it includes changes the team made together.

Di / Criterion D, Evaluating

Design testing methods

Statement of inquiry

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

Key concept
Communication
Related concepts
Innovation, Collaboration
Global context
Personal and Cultural Expression
Time
2 classes
Worked
Individual
Do2 classes

Use the Di Test Methods tool on Mr. K's website to choose a method for each specification. Then build the instruments you will use:

  • The questionnaire, with the real questions in order
  • The observation sheet, showing what you will count, and how
  • The interview script, with your questions and follow-up questions
  • The user trial protocol (the steps of your test), showing what is timed or counted, and by whom

On the unit page: Naming a method is not designing one.

Hand in
  • Test plan and your instruments

Where it goes

ManageBac

GradedDi

“Designs detailed and relevant testing methods, which generate data, to measure the success of the solution.”

What separates the bands

1-2You choose testing methods that are unlikely to collect useful data.
3-4You design basic testing methods that can collect some useful data.
5-6You design testing methods that can collect useful data.
7-8You design detailed testing methods that will collect useful data.

Tip

If your questions can be answered with yes or no, they will not tell you much.

Tip

When you collect data, your job is to watch and record, not to teach your game.

Tip

Microsoft Forms is one option, but use other methods too.

Tip

Collect both quantitative data (numbers) and qualitative data (words and observations).

Dii / Criterion D, Evaluating

Evaluate against the specifications

Statement of inquiry

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

Key concept
Communication
Related concepts
Innovation, Collaboration
Global context
Personal and Cultural Expression
Time
3 classes
Worked
Individual
  1. 1First session with the audience
  2. 2Second session with the audience
  3. 3The evaluation
Do3 classes
  • Classes 1 and 2: run your own Di instruments while your audience plays. Do not help them with the rules.
  • Class 3: evaluate every specification in the Dii Evaluation on Mr. K's website: the test, the data, the result, the evidence, and what it means.
  • Do not skip the specifications your game did not meet.
  • Finish with the limits of your evidence: how many testers, how many sessions, and who they were.

On the unit page: The limits of your own evidence.

Hand in
  • Point by point evaluation
  • Your observation sheets and data

Where it goes

ManageBac

GradedDii

“Critically evaluates the success of the solution against the design specification based on authentic product testing.”

What separates the bands

1-2You make limited statements about whether the game worked, with little evidence from testing.
3-4You evaluate the game against some of your specifications, using basic evidence from testing.
5-6You evaluate the game against every specification, using evidence from testing with your audience.
7-8You critically evaluate the game against every specification, using evidence from testing with your audience. You also explain the limits of that evidence.

Tip

Judge each specification on evidence, not on how you feel about the game.

Tip

Partly met is an honest answer. Saying met without enough evidence costs you more.

Tip

What players did matters more than what they said.

Tip

Say how many testers you had and who they were. That is where critical thinking shows.

Diii / Criterion D, Evaluating

Explain the improvements

Statement of inquiry

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

Key concept
Communication
Related concepts
Innovation, Collaboration
Global context
Personal and Cultural Expression
Time
1 class
Worked
Individual
Do1 class
  • Every improvement must come from a specific Dii finding. An improvement with no evidence is only an opinion.
  • Include one improvement for something that passed. Meeting a specification does not mean it is as good as it could be.

Use Diii Improvements on Mr. K's website, or print it and write on it.

Hand in
  • Ranked improvements

Where it goes

ManageBac

GradedDiii

“Explains how the solution could be improved.”

What separates the bands

1-2You list a few improvements, with no reasons.
3-4You outline improvements to the game, with basic reasons.
5-6You describe improvements to the game, linked to your testing.
7-8You explain in detail how the game could be improved, and each improvement comes from evidence in Dii.

Tip

Every improvement starts from something you saw in Dii.

Tip

Improve something that already worked. Passing is not the same as being as good as it could be.

Tip

Rank your improvements, and say why the first one comes first.

Tip

Be realistic about cost and time. An improvement nobody could make is a wish.

Div / Criterion D, Evaluating

Explain the impact

Statement of inquiry

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

Key concept
Communication
Related concepts
Innovation, Collaboration
Global context
Personal and Cultural Expression
Time
1 class
Worked
Individual, handwritten in class
Do1 class

In one class, write by hand about how your audience received your game and what it changed for them. Include:

  • Who was affected, including people beyond the players
  • What you planned compared with what happened, quoting your Ai need statement
  • Evidence from playing with your audience: quotes, tallies, what people did
  • Effects you did not plan, good and bad
  • Wider impact on at least two of: the school, families, materials and waste, cost, language and culture
  • Whether the original need was met: yes, partly or no, with reasons

On the unit page: Impact is not satisfaction.

Hand inEnd of the class
  • Your handwritten impact evaluation

Where it goes

Handed in on paper at the end of the class

GradedDiv

“Explains the impact of the product on the client/target audience.”

What separates the bands

1-2You state a limited impact of the game, with little or no evidence.
3-4You outline the impact of the game on your audience, with basic evidence.
5-6You describe the impact of the game on your audience, using evidence from testing.
7-8You explain in detail the impact of the game on your audience and the people around them, using evidence. You say clearly whether the original need was met.

Tip

Enjoyment is not impact. Ask what changed for your audience, and for the people around them.

Tip

Quote your Ai need statement and answer it plainly: yes, partly or no.

Tip

Look for effects you did not plan, including anyone who was left out.

Tip

Use real evidence from testing: numbers, quotes and what you saw people do.