The Hunger Games... Games

The celebrate the end of The Hunger Games, the students were assigned to make a board game inspired by the theme and events of the novel. 

The goal was to review details and elements of the novel, develop critical thinking, prototyping and revising. Most students worked in groups, which required communication and collaboration. 

The requirements were as follows:

1. Include 20 details from the novel. 

2. Write completed instructions. 

3. Make a "nice"-looking board game complete with playing pieces. 

The process required observation, creation, and revision. 

For observation, students were asked to look at examples of board games they already knew - examined how it worked, what the board looked like, how it was played, etc. 

Creating a playable board game is harder than it sounds. It required coming up with something new and exciting, but was not too complicated to understand. For example, many groups had a debate on what was the right number of "life points" was necessary to create a game that would keep players around without the game lasting too long. Others had to reconsider how many players would be too much (after all, there were 24 tributes total) or too low (4 tributes). 

Early version of cards and playing pieces

Early version of cards and playing pieces

Perhaps more difficult was that students had to write detailed instructions that included contingencies of the pieces in the game. While most had instructions for how to fight or what happens when two players are in the same spot, most did not think of what could happen if three players encountered each other or what would happen if the weapon levels were the same.

Students had to continue editing their instructions after the prototyping rounds. 

Students had to include the pieces, how to start, and gameplay. 

Students had to include the pieces, how to start, and gameplay. 

Making... and breaking allies. 

Making... and breaking allies. 

The students again rose to the challenge and produced some amazing, creative, and fun results.  

Some looked traditionally rectangular, others had multiple paths, and a few were card-strategy games. 

For the sake of time and practicality, some pieces were "borrowed" from existing games. 

For the sake of time and practicality, some pieces were "borrowed" from existing games. 

The deceptively simple layout includes multiple choices at each junction which adds an element of unpredictability in this game. 

The deceptively simple layout includes multiple choices at each junction which adds an element of unpredictability in this game. 

Teleports allow for more mobility on this board

Teleports allow for more mobility on this board

And details. 

Details of the cards - we love lamination. 

The best part was playing these games. 

How two players "duel" in one game. 

How two players "duel" in one game. 

One of the biggest challenges students face is not being able to finish a project, or putting something haphazardly together last minute that may or may not meet the requirements. The reason why this project was a turning point was that students kept to the schedule, made corrections, and created something that worked.

We will end with a short reflection on results. I hope each student realizes that with each project, they are creating a more intricate and complete outcome.