Introduction

This resource encourages learners to consider the rules of a game.  This in turn helps them to develop a simplified understanding of algorithms and computational thinking.

This activity can be one with a family group or a several groups in a classroom.

Materials

There is no required list of materials, young people can be as they creative as they wish with their game. The following provides an example of typical materials.

  • pen and paper
  • coloured pens/pencils/crayons
  • prit stick/tape
  • toy cars or figures (e.g. LEGO figures or Shopkins characters)
  • Dice
Activity
  1. Start by playing a game you know, encourage the learners to think about the process of playing the game, get them to explain the rules as they make moves.
  2. Change 2 of the rules of the game. Make sure everyone understands the new rules and continue playing. If you are playing in a class, pass the new rules to another group.
  3. Are the new rules clear? Do they change the game?
  4. Now use the image below to start planning your game. When you think about the rules can you include:
    • A Conditional Rule. For example if you roll a 5 then you take a particular action
    • Repetition: Can you invent a trap that means a player just repeats the same action over and over again and can’t escape?

 

How does this activity support computational thinking?
  • All games are a process
  • To play the game you are following an algorithm
  • When you change the rules or invent your own game you are creating your own algorithm.