The Game Jam Guide
The Game Jam Guide
The Game Jam Guide
IMAGES: All images appearing in this work are property of the respective
copyright owners, and are not released into the Creative Commons. The respective owners
reserve all rights.
PART I. INTRODUCTION
Introduction
Welcome to the Game Jam Guide, a comprehensive handbook that will help you organize and
run interactive, hands-on game design activities for students around real-world issues!
This guide includes over 20 unique lessons and activities developed by digital learning
organizations in the Hive NYC network. The lessons can be used individually, to inspire new
curricular tools, or for game jam events. This curriculum was used in four Moveable Game Jams
that were run in 2016-2017 as part of the Games for Change (G4C) Student Challenge, an
annual game design program for students in cities across the United States.
Each activity in this guide has been implemented and iterated on based on student feedback
into a one hour lesson plan. The guide is meant to be a resource to educators running game
design activities with their students, and show the potential of teaching game design using
real-world stories, issues and assets.
This document has two sections: the first section includes background about the G4C Student
Challenge and social issue game themes, Moveable Game Jams, and a description of the game
jam format used in 2016-17 and the second section contains 16 activities developed in 2016-17
as well as some of the best activities used in past game jams. In the guide, we reference several
handouts, and either link to those documents original locations or to this openly shared
Google Drive
Folder (https://drive.google.com/drive/folders/0B9kunZCntE5HeXZ0SkgxLTBWMU0).
1
A game jam is a gathering of people youth, adults, professional game developers, or really
anyone to design and prototype one or more games in a short timespan. The model is
similar to that of a hackathon, where participants have a limited amount of time to work on a
project using an iterative design process.
The Moveable Game Jam is an innovative take on the game jam event model, developed by a
team of learning and game experts in NYC. Moveable Game Jams are one-day events where
students come together to play, hack and make games in activity stations facilitated by
learning partners and subject area experts. A group of Hive NYC organizations have been
collaboratively running Moveable Game Jams since 2014. In 2016-17, four Moveable Game
Jams were run as a part of the G4C Student Challenge in NYC, with themes that aligned with
the Challenges three social issue topics.
The game jam activities in this guide can be used as one-off lessons, to help you facilitate
game jams, or used for other learning events. We encourage you to be creative, and adapt them
to your needs!
All students engage in guided activities that introduce them to some basic game design
principles.
Students choose to engage in one or two of four available stations, each of which contains
a different game design activity and is run by a different organization. This component
comprises the bulk of the time in the game jam. This component will have different
organizations running different of stations in each game jam, thus making both the
content and location movable.
There is a final showcase event in which students show the games that they have made to
parents and other students in some kind of format that makes sense for the space. In total,
a typical moveable game jam can run for 3-4 hours.
The events in this document also add a fourth element to the game jam- they added a theme
around which to design games, and all game stations were related to that theme in some way.
This extended to total time of the event to 6 hours by added lectures and activities in the
morning by theme-based experts.
2
Everyone involved benefits, and Moveable Game Jams bring many stakeholders together around
creative game making. Students get to pursue interests in gaming in a constructive context that
builds valuable 21st century skills. Organizations and educators get to share ideas and
workloads, connecting and supporting each others students as well as learning best practices
from each other. And educators also get to try out new activities with interested students.
The skills in the P21 Framework for 21st Century Learning (http://www.p21.org/about-
us/p21-framework) align with current game-based learning research. The P21 Framework
includes the necessary skills students should possess to be able to compete in todays global
economy, which include critical thinking, problem solving, communication, collaboration,
creativity, and innovation.
The interconnected systems of games model 21st century skills, such as design thinking and
systems thinking. According to Rufo-Tepper, Salen, Shapiro, Torres, & Wolozin
(https://mitpress.mit.edu/books/quest-learn), when students are making and playing games,
they pay explicit attention to the status of games as dynamic learning systems, as rule-based
models supporting specific ways of knowing and doing. The ability to understand
interconnected systems is a 21st century skill that games can be used to teach effectively. As the
Framework for 21st Century Learning states (http://www.p21.org/about-us/p21-framework), a
systems thinker is able to analyze how parts of a whole interact with each other to produce
overall outcomes in complex systems.
Playing, modifying existing rules, and designing new games are methods to teach systems
thinking experientially. Part of the engagement of games includes the persistence required to
find solutions to meaningful problems. Game-based learning proponents note the potential
games have in bolstering a childs creativity, innovative thinking, and problem solving abilities
all of which are 21st century skills. The Moveable Game Jam model was specifically designed
as a low cost format that could boost these 21st century skills as much as possible in a one-off
event.
3
Sande Chen
On any given weekend, there is a game jam happening somewhere in the world. Professionals
and students alike converge on these game jam sites to further their skills, to foster community,
and to experiment with game design. These game jams may focus on a social cause or a
specific technology. The developers may want to explore a theme and use a word or some
starting point to spark creativity. No matter the direction, the goal of the participants is to create
a playable game within the constraints in a relatively short period of time.
The earliest known game jam, dubbed the 0th Indie Game Jam, was founded by Chris Hecker
and Sean Barrett in March 2002. Intent on encouraging innovation and experimentation
within the game industry, they invited a select crowd of well-known designers and
programmers to develop games for a specialized engine. Indie Game Jam, which continued in
subsequent years, tended to focus on technology-driven constraints. Participants worked on
their own, on multiple projects, or in a team.
The following month, in April 2002, Ludum Dare (from the Latin To give a game), the first
virtual game jam, was launched. The idea for it had grown organically from the Internet forum
of the same name. Ludum Dare, which now has solo and team tracks, challenges participants to
create a game based on a theme rather than conforming to a technological constraint. Themes
are suggested and voted on by the Ludum Dare community. Its community also determines
which games are the winners, according to various judging standards. Though source code is
required to be uploaded, participants retain all rights to their games. In more recent years,
participants have broadcast livestreams on Twitch or created a time-lapse video of their game
development progress during the event.
These early examples from 2002 were informal affairs. Nordic Game Jam, which would later
grow to be one of the largest single-site game jams in the world, began in 2006 as a
collaboration between the Denmark chapter of the International Game Developers Association
(IGDA), IT University of Copenhagen, and local game companies. The organizers there
emphasized the spirit of collaboration and sometimes would not release the theme until teams
were formed. Once given the theme and restrictions, teams had just 48 hours to complete a
working prototype. Participants of all skill levels were encouraged to come, stressing the
educational aspect of the game jam.
Inspired by Indie Game Jam, Ludum Dare, and Nordic Game Jam, Global Game Jam (GGJ)
holds the Guinness World Record for the largest game jam in the world. Founded by Susan
Gold, Ian Schreiber, and Gorm Lai in 2008, GGJ is a multi-site game jam with many of the
same characteristics of its predecessors. Participants may work alone, though teams are more
common, to create a game based on a theme and optional diversifiers. In 2017, over 36,000
participants in 702 sites in 95 countries attended, making over 7000 games in one weekend.
The games, all available for play on the GGJ site, range from tabletop games to virtual reality,
Kinect games, handhelds and tablets, console games, and traditional PC games.
Its clear why educators often recommend that aspiring game developers attend game jams. Not
only do the events foster creativity, collaboration, and community, but they also instill the fast
prototyping and iterative design culture found in many game companies. Participants learn
the lessons of failing early in order to perfect a game. They must work with teammates within
a time constraint and are exposed to a diverse set of skills and personalities. They come face to
face with production realities, which force them to decide which game features remain or must
go. There may not be any monetary gain from game jams, but the entire experience of
completing a game and learning from others may be priceless.
PART II
Based on the above agenda, a Moveable Game Jam event should go for about six hours. The
event has three essential components: an introductory section, an open design time, and a share
out. The theme partner presentation offers an ideal way to bring a theme to the event, but is not
necessary if you would like to run a shorter three- to four-hour event.
Introductory Section: This component starts with a welcome and introduction of staff, but the
majority of the time is spent in a game design activity. That activity serves two purposes, first
to act as an icebreaker, and second to introduce students to principles and terminology in game
design. Staff and students should be able to refer back to concepts and terms introduced in this
activity throughout the event.
As part of the introductory activity make sure students are familiar with the 5 parts of a
game, or sometimes called the 5 principles of game design:
Be sure to ask students what they already know about these terms or see what educated
guesses they may have before giving the answers away.
Open Design Time: The meat of the event. Students choose stations to attend to build designs
of their choice. Student agency is important here, which means both allowing students choice
of where to go, and what to do at each station. No two student creations should look alike- this
is a chance for a student to create something new and original with staff guidance and support.
The main portion of this book describes activities to be used in this portion of the game jam.
Share Out Event: Facilitators, volunteers, and (if available) parents will spend the final 30
minutes checking out the students game designs in some kind of share out format. This
allows everyone a chance to both share their design with others, and to get personalized
feedback from other peers, staff, and parents.
5
Picture Talk, You are the Game, Hack Tic Tac Toe
This section describes three activities that are used with the whole group in the beginning of
the game jam section. These activities all have been thoroughly tested in the game jam model
and work well for this format. In particular, each of these activities has the following features: 1)
introduces students to the 5 principle of game design, 2) works well for any sized group of any
age, 3) is material-light, making it easy to do in any given space, and easy to clean up and
transition to the main activity section, 4) allows structured creativity in a short period of time,
and 5) fits in a 45 min period including time for a few groups to present their designs.
Whenever possible, we linked to outside documents needed for the activity to keep this guide as
concise as possible. We either linked to those documents original locations, or when necessary
we placed the documents in this openly shared Google Drive Folder
(https://drive.google.com/drive/folders/0B9kunZCntE5HeXZ0SkgxLTBWMU0).
PICTURE TALK
DESCRIPTION
A light, fun and very engaging introduction to games and game modding through group
play
SET-UP
Activity
(Originally developed by Kevin Miklasz and Alex Fleming specifically for Moveable Game Jams)
DESCRIPTION
A structured game design activity that allows students to design their own analog game,
played with their own body, by shaping the core elements of the game.
Allows ample space for each student game to be original and different from the rest,
without being too open-ended.
SET-UP
Scrap paper
Pencils, for writing down rules
Chart paper or whiteboard, with the following prewritten
SPACE: this room
GOAL: Get the most points
COMPONENTS: Hands, Feet, Paper
MECHANICS: Walking, Throwing, Guessing
RULES: ??
Activity
DESCRIPTION
A quick modding activity around a classic game, that is highly structured around the 5
parts of a game
A special note- this activity works equally well with Rock, Paper, Scissors, and then does
not require the scratch paper and pens/pencils
SET-UP
Incorporating Playtesting
Playtesting is a crucial component to the events. We have tried many formats of encouraging
playtesting in our events, and no method has proven best. Sometimes playtesting is baked into
the station itself, sometimes playtesting has occurred outside the stations in a designated
playtesting space. Playtesting should always be done by the students creating the game, but
can also be done by other students at their station, other students at a different station, or by the
facilitators running the event or station. Playtesting can also be formalized or be done very
informal. Deciding between these concerns depends on the activities being used and the layout
of the physical space. But one thing that should always occur is that the facilitators should
reiterate a heavy emphasis on playtesting to students throughout the event.
Number of Stations
Its also worth noting that the activities themselves are meant to be very modular, and that any
given game jam could use any four activities, and that any given classroom or afterschool
setting could also incorporate these activities too. In this guide, the activities are grouped by
theme and so work well in these pairings for themed events. It has been noted that for a game
jam, it works well to give students sufficient choice to specialize in their interest, and 4 stations
really provide that best. Two or three stations dont really provide enough choice, and more
than four really creates greater staffing needs without necessarily addition benefits to student
agency. If you cannot run four stations, only running one station, especially with a smaller
group of students, is recommended.
Facilitation Tips
When creating and leading an activity make sure that you have both an easy entry point for a
student to engage in your activity with little to no previous experience, and more challenging
options for those who have some experience or who move through the content more quickly. It
can be difficult for young people to come up with ideas for activities that are too open ended, so
make sure to refine your activity so that the creative decisions are focused, for example, creating
a scratch game from the ground up can be intimidating to those who do not come to the event
with an idea in mind, but remixing an existing game by modifying one or two specific
mechanics is much more doable.
Whenever possible, try to take advantage of peer learning and peer leadership. Those who speed
through an activity can help explain what to do for those who are having trouble getting
started.
When leading an activity, make sure to stay engaged with each student as they are moving
through the activity, dont simply show them how to use a tool and expect them to fly
completely on their own. Students can benefit from guidance applied in small doses along the
way to being able to create their finished product. Check in periodically as they move through
the steps of the activity. Ask questions that connect the activity the 5 principles of game design
covered in the intro activity at the start of the day like What are the components of your
game? and What mechanics does your game have?
Sharing Out Student Work
Weve run several different share out formats. We typically choose the format based on the
layout of the space, the age group of students, the number of attendees, and the types of
activities used. Here are some of the formats used:
Group presentations: Students that want to present their games can do so in front of the entire
group. This format works best when your physical space has a stage that is viewable by all
participants, and when your participants are not shy presenters. This also works best with small
events- with larger events, you wont have the time to get to every student and some will feel left
out with this format.
Gallery Walk: The event organizers lead the entire group around from station to station. The
facilitators at each station describe what their station was about, and 1-3 students present their
work. Typically the facilitators will specifically reach out to students with particularly
interesting projects asking them to share, but like the first format will not give every student the
chance to share their work. This is also nice because it lets everyone see the work of every
station. This is probably the most flexible format that can work with most group sizes and age
groups and has been used the most by us as a result, though it cant work in every physical
space. It works especially well with stations that have one group-made game.
Science Fair: In this format, each student has the option to either a) stand by a station and
present their prototype or b) walk around and see other students prototypes. Facilitators and
parents also act as walkers. This format is scalable to any number of attendees, and works best
with stations that feature individual work. It also works well with younger students, who are
more likely to have parents show up and to want to show parents their individual work. This
also works best in places where all stations are in one open space, and its easy to walk between
stations. The biggest plus to this format is that every student who wants to share their work can
do so. A warning though: this is definitely the most chaotic share out format, but works great
when done well (there is such a thing as productive chaos).
Group discussion: Here, the event organizers prepare a few reflection questions to pose to the
group as a whole, and have students answer questions in a group discussion. This can work
with any number of attendees of any age and any station types, and works in most physical
spaces. The main issue is that it is probably the least engaging share out format and gives
students very little chance to showcase their actual work, and so we have mostly reserved this
one if none of the other share out formats are feasible, or if we run short on time.
PART III
This section describes nine activities that introduce different aspects of the game design process, in contrast to the later sections
that teach the game design process in reference to a specific social or civic issue. This section features good approachable
activities that allow practice of different specific elements of game design, or ones that act as good introductory activities to new
tools.
The first three activities (Remixing Fluxx, Classic Characters Makeovers and Its the Remix) are described in a generic way
in this book, but are easily adaptable to focus on different topics or themes, including the themes used in this years G4C Student
Challenge or any theme you might want to come up with. In other words, a thematic element can be added quite easily to these
highly flexible activities.
The next three activities (Games Based on Movies, PixelPress and iPads, and Sonic Scavenger Hunt and Monster Mashup)
offer an introduction to the beginning aspect of the game design process, idea formation and prototyping. These activities
focusing either on diving deeply into one specific aspect of games design (like level design with PixelPress with Ipads or audio
with Sonic Scavengers), or focusing in a broad way on developing game concepts into mechanics (like in Games Based on
Movies).
The final three activities (Mod a Classic Video Game: Pong, Modding Musical Chairs, and BrickBreaker) are all focused on
modding, or changing up, existing games. By starting with a well-formed game, student are able to learn about games as
systems, and how changing one element requires rebalancing other elements to keep the game well structured. This focuses
more on the later stages of the game design process: improving an existing design through iteration.
7
Theme-able Activities
(Originally developed by AJ Webster & Christy Durham; Presented by Matthew Farber & Kevin
Miklasz)
AGE
Elementary/Middle School
GOAL(S)
Kids redesign a version of the card game Fluxx, based around a specific theme
SET-UP
WARM-UP
Introduce Fluxx, and have 4 students play a round of the game, while everyone else
watches. (15 min)
Break game into 5 components, following what happened in the intro activity. (5-10 min)
Goal Match your keepers to a goal card
Components The cards in the deck
Space Hands of cards and play area
Rules Draw 3, play 1. Plus new rules added by the components
Mechanics Drawing and playing cards
Students begin redesigning their game as a group. They should start with designing the
Components or Nouns. Then can work on the Rules, or Verbs.
Explain that for this activity, the Mechanics, Space, Goal, and base rules will stay the same.
It is their job to redesign the game by Changing the components (i.e. cards) in the deck.
This can involve adding new rules, and will definitely involve adding new goal and keeper
cards (though the way to win stays the same).
You can encourage students to subdivide tasks. For example, each group may want a
producer who keeps track of all the changes being made on a sheet, and writer who
writes names on the cards and writes out the rules and an artist who makes the
drawings on the cards. All team members should be encouraged to brainstorm together, at
least in the beginning of the period. Towards the end, they might focus more on their
individual roles.
The selection of themes is a pretty adaptable part of the lesson. You can constrain or leave
open the selection of topics as much as you wish. For example, the themes can be as
specific as something we covered in biology in the last week or more general like Based
around some book that you have recently read to having no constraints at all. Id
recommend supplying a theme, as having students make a choice about the theme can
often consume an overly large period of time, and potentially not add that much to the
experience.
If you offer no constraints, you may want to offer a few example themes, or have a poorly
constructed deck made to illustrate the idea, but done poorly so that students feel inspired
to make their own idea rather than copy yours. For example, maybe you make a theme of
colors, with the keeper cards being sets of complimentary colors. Heres another example
of a not so simple one, done on the theme of Hamlet.
Authors Note: The biggest takeaway was how big a deck has to be to be playable- in an
hour, a group of 5 students working on the same deck theme made about 30 cards, which
was a relatively productive hour. They tried playtesting the game, but simply had too few
cards to play. Online research revealed that the developers of the game recommend about
100 card in a set (with certain ratios of card types). After the second group made cards for
another hour, on the same theme as the first group, we then had enough cards for a
playable game (or at least for one that wasnt too broken due to too few cards). Having
both groups contribute to one game idea worked well.
Overall, this station had a very nice and direct link to themes, and it can accommodate
many different kind of themes (as the game itself was made in exactly that way). For a
theme-aligned station, you can simply select the theme ahead of time, and then have the
students work on making one combined deck for that theme. In our experience a group of
15 or so students can make a full 100 card deck in about an hour.
If time allows, let groups playtest each others game and offer feedback.
Question prompts:
What makes these keepers similar or different?
How can you sort them into groups?
I see you have used this keeper in one goal- are there any other cards it is also related
to, so that it can fit into two goals?
What are some major disasters in your theme?
What are key moments, emotions, and/or events in your theme?
How can those be turned into a new rule?
8
Theme-able Activities
AGE
Elementary/Middle/High School
GOAL(S)
Give an existing classic video game character a makeover as your own new character.
Understand video game characters
SET-UP
WARM-UP
Warm-up (5 min)
Discuss some of the groups favorite game characters and what they like about them.
How can that inform the kind of characters learners want to create?
MAIN ACTIVITY
Theme-able Activities
(Developed by Mouse)
AGE
GOALS
Play and remix a simple arcade style game in Scratch to transform it into a new variation.
Practice modifying games
Increase Scratch expertise
SET-UP
WARM-UP
MAIN ACTIVITY
AGE
Middle/High School
GOAL(S)
1. Create original games inspired by your favorite movies, and challenge yourself to
transform classic movie plots into a fun, playable game of your own design!
2. Experimentation with the game design process via the constraint of adapting an existing
narrative.
3. Exploration of games inspired by movies and games created as a type of movie
merchandise.
SET-UP
MAIN ACTIVITY
AGE
Elementary/Middle
GOAL(S)
SET-UP
WARM-UP
MAIN ACTIVITY
AGE
Elementary/Middle/High School
GOAL(S)
SET-UP
A portable music studio, equipped with percussion toys which includes specific tech &
applications. 4-6 iPads (or Android Tablets) with sound sampling & sequencing
applications using Yellofier Electrified (https://itunes.apple.com/us/app/yellofier-
electrified/id916258097?mt=8). The interface is set up with a recorder page, a 16 slot grid
as each 1 bar division leading to a step sequencing page, as well as an effects section that
beg to be explored since their buttons are cool colorful shapes that allow you to create visual
patterns with rhythmic looping results. The pages are clearly laid out, & the Yellofier
Electrified application is also cross platform. Werkbench
(https://itunes.apple.com/us/app/werkbench/id522262614?mt=8) can also be used to
illustrate a DJ style interface, as that app is setup as 2 decks (A & B) with slider that fade
each deck volume up or down (each deck also has up to 4 decks that can be chained
together to form longer patterns.
Small instruments/utensils: anything that can make recognisable sounds by pressing,
squeezing, swiping, hitting, tapping &/or hovering (such as DIY Pocket theremin
(http://www.popsci.com/diy/article/2008-04/build-pocket-theremin-cheap) using Photo
Cell etc.)
Childrens audio books (the ones with the strip of images down the side that make sounds
when pressed), percussion toys such as: rainstick, egg shaker, animal shaker, bells, pieces of
metal that can be scraped or struck together, claves, sandpaper/wood to scrap, childrens
wood blocks, mbira finger piano, childrens musical toys (DJ, piano, computer, phone etc).
uthors Note: I also encourage the use of amplified personal sound making electronics
such as Teenage Engineering Pocket Operators
(https://www.teenageengineering.com/products/po), DIY photo-synths (see link
above), & Korg Little Bits (https://littlebits.cc/kits/synth-kit) modular synth kits. You
plug in the device of your choice into a small bluetooth speaker so you can record into
an iPad directly from the speaker to get a strong amplified signal.
A handout that lists the specific sound objects for teams to physically find & record into
the Yellofier app.
A handout that details the audio processes theyve experienced (sampling, sequencing,
effect processing etc) & where they can find the songs they made online to listen to &
share with their social networks, embed on websites etc.
Very cool Bob Moog Synthesis Terminology (http://moogfoundation.org/learning-
synthesis/synthesis-fundamentals/) Placards at the station table explaining scientific
process such as: Harmonics, Filters, Oscillators, ASDR (Attack, Sustain, Decay, Release)
etc.
WARM-UP (5 min)
Students are officially deemed Tone Scientists of Planet Earth (insert your geographic
area here) by SpazeCraft One, then work in teams to find/create sounds, sample &
sequence then create a mix collaboratively, a monster mash-up with the other teams.
Tone Scientist Groups will have to physically look & listen around the space to find ways
to make the type of sounds listed in their scavenger item check list
(https://drive.google.com/file/d/0B_y9iN_9Xu4iQ3Zsd01LQmNoY0k/view?
usp=sharing). We will record/Play a live jam/mash up with all groups findings in the
Master Monster Mash MIX.
To make this competitive, points can be tallied for all sounds collected within the time
limit given, team with the most points wins & gets to be the 1st team to Master the mix
(they can tell other teams to lower their sound/samples in the 1st jam so that other sounds
are more prominent in the mix at different times & make decisions like that)
MAIN ACTIVITY
AGE
Middle/High School
GOAL(S)
SET-UP
WARM-UP
MAIN ACTIVITY
AGE
Elementary/Middle/High School
GOAL(S)
SET-UP
Chairs
Constraint Cards (make them yourself, see description below for examples)
Playtesting feedback forms
WARM-UP
MAIN ACTIVITY
Brainstorming and prototyping (20 min)
Each group is given their constraint card (each aligned to a part of a game space,
mechanics, rules, goals, components, challenge) and given time to start
brainstorming.
Groups do NOT have to use it. It is just a place to start for inspiration. Sample
constraints:
Make it collaborative (change the rules)
No chairs (change the space)
Incorporate ball (change the components)
Incorporate handkerchiefs (change the components)
Everyone stays seated (change the mechanics)
Not everyone walks at the same time (change the rules)
Teams should start brainstorming immediately and should be playtesting within
their group or with facilitators after 5 minutes .
Facilitators should rotate to help groups.
Group Playtesting (25 min)
Model playtesting process with the big group.
Have the feedback lead ask for one glow, grow, question, idea
Distribute one playtest feedback form per team. This is how the feedback lead should
record feedback from playtesters.
15
AGE
Middle/High School
GOAL(S)
SET-UP
3-4 labtops for initial group play (can be done on one big screen as a group)
sticky notes
markers/colored pencils
paper
scissors
filming setup
Camera connected to computer with stop-motion software installed
Filming screen
WARM-UP
MAIN ACTIVITY
Climate Change was a theme in the 2016-17 G4C Student Challenge, with materials and
expertise provided by the National Oceanic and Atmospheric Administration (NOAA).
Certified NOAA educators attended the Moveable Game Jam in 2016 to inspire students
research, and provide feedback on their game concepts. Here is the prompt for student game
making:
Scientists have been documenting clear signs of a warming planet: the highest amounts of
greenhouse gases in our atmosphere, the highest global surface and sea surface temperatures on
record, extremes rain and snow amounts, and rising sea levels. Every city is experiencing
unique impacts of climate change.
Research how your city will be affected by climate change in the next 20-30 years, and make a
game that teaches citizens how to prepare for our climate future.
For more info on this theme, visit the student challenge page at
www.gamesforchange.org/studentchallenge/nyc/climate-change/.
16
(Developed by Mouse)
AGE
Middle/High School
GOAL(S)
Students create a Twine game that puts them in the position of the Mayor of NYC in the
year 2060. Much of New York is under water and the player is presented with a time
machine to try and reduce or stop the effects of climate change by changing the past.
Students are introduced to twine and the template from which to start their game and
encouraged to find a challenge that the player will overcome.
SET-UP
Computers/Laptops
http://twinery.org/2/
WARM-UP
MAIN ACTIVITY
Show students how to view the back end of the Twine game and how to make a link. (5
min)
Students edit the link and add another lose condition branch to the existing structure and
share their edits. (5 min)
Review the rules of time travel (cant touch anyone, cant cause physical harm) and
discuss possible directions the game could go. What can we do? (5 min)
Students rename their games. (2 min)
Students continue to edit the existing exposition and add in new nodes to create two
paths, one that leads to success and prevents climate change and one path that is unable to
stop it. (20 min)
Students save games and can share them via philome.la (http://philome.la/) or another
service. (8 min)
Some examples of previous student-produced GAMES: (https://drive.google.com/open?
id=0B9kunZCntE5HVmQ4OXR3dksyUFE)
17
AGE
Middle/High School
GOAL(S)
Explore how obstacles and power-ups function within games as a polar bear dashes to find
retreating ice floes.
Practice reading script to identify how the system of a particular game works.
Add personality and improve game quality by modifying the games script to include
your own obstacle or power-up
SET-UP
iPad
7 laptops, power cables, and adaptors
Polar Dash game on thumb drive
Sticky notes
Chart paper
Markers
1. Frame this stations activity: adding obstacles and/or power-ups to a game inspired by
retreating ice floes resulting in difficulties for polar bears due to climate change
What are some examples of obstacles in a game? Power-ups? What do they have in
common? How are they different?
Ask students to jot down on sticky notes an obstacle and a power-up for our polar
bear (These can be real or fictional.) then ask participants to share out and add to chart
paper or wall.
MAIN ACTIVITY
AGE
Middle/High School
GOAL(S)
Students must use the Makey Makey circuit board to create a game that teaches its players
about the environmental cost of daily habits and consumer behaviors, and motivates its
players to collaborate in a real-world game space to lower their carbon footprint.
Students will apply an understanding of circuitry and conductivity, game design, and how
actions and products have a cost on the environment.
SET-UP
1 Computer per group of 2-4 students with internet access, and with the following Scratch
project pulled up: https://scratch.mit.edu/projects/135500597/
1 Makey Makey Classic (https://shop.makeymakey.com/products/makey-makey-kit?
variant=219582674) kit per group linked to computer.
1 Game Design Worksheet per group: tinyurl.com/GlobalKidsMGJgamedesign
1 C02 Emissions Handout per group: http://tinyurl.com/c02emissionshandout
This workshop best follows a workshop on everyday green behaviors like
recycling. Facilitators should incorporate this additional content as well.
Conductive materials including any of the following: potatoes, apples, tin foil, paper clips,
batteries, metal wires, canned foods, and any foods listed on CO2 Emissions Handout.
Crafting materials including any of the following: tape, construction paper, scissors, glue,
popsicle sticks, sponges, legos.
MAIN ACTIVITY
Have one student hold one end of an alligator clip that is attached to Earth. Explain that
Earth is like one end of the circle. The other end of the circle is going to be one of the
arrow plates and when this button is pushed, something will happen in the Scratch project
shown. Now we have two ends of the circle. In order for the circuit to be closed, they need
to touch one another! Ask the students to high five and see what happens in the scratch
game (make sure you have already clicked the green flag to start the project). (5 min)
Processing Questions- tech:
What is a circuit?
What is the beginning of the circuit? (key, such as the arrow)
Then end of the circuit? (Earth)
What was in between? (Conductive materials like humans!)
Processing Questions- design:
How did you have to interact or collaborate with one another?
Where was the game space? (Both IN the computer, and OUTSIDE in the
world.)
Elicit that the computer or Scratch game can be used to track or measure what we do
in an in-person game. You all are going to design a game where the players discover
how to be a part of the solution by interacting with real world materials. (2 min)
Show students what each plate on the circuit board will do and explain that this game
is designed to teach its player about behaviors that will either help or hurt the
environment. Their challenge as game designers is to connect the buttons resulting
in tree with items that represent helpful behaviors, and to connect the buttons
resulting in smog and trash with items that represent hurtful behaviors. Refer to the
diagrams on page 2 of the Game Design Worksheet.
(http://tinyurl.com/GlobalKidsMGJgamedesign) (5 min)
Show students a setup where Earth is attached to a tuna can, a tree button is connected
to a paper cut out of a recycling bin (attached with tin foil), and a trash button is
connected to a paper cut out of a trash can (attached with tin foil). Demonstrate the if
the player puts the tuna can (a recyclable material) into the trash, it is not a good
behavior for the climate and results in a trash can on the Scratch project, but if the
player places it in the recycling paper, this is a behavior that is good for the
environment and results in a tree in the Scratch project. (2 min)
Point out all the craft and conductive materials and explain which materials materials
are conductive meaning that the energy of the circuit can travel through them. Tell
students to use the reference materials and the worksheet to figure out how they want
the game player to interact with the materials to learn about what is good or bad for
the environment. Show them how to use the planning sheet provided to think about
which materials can represent which outcome in the Scratch game. Provide students
with the CO2 Emissions Handout (http://makeymakey.com/how-to/classic/), or other
reference materials and encourage them to consider everyday green behaviors and
materials. (30 min)
19
AGE
Middle/High School
GOAL(S)
Architect a game that will allow the student to learn how html/css/javascript can be
imported via scripts and then manipulated to work together to form a polished
game/product.
This is a variation of the popular snake game utilizing html/css/javascript. As the snake
goes around the game canvas, it will eat up the remaining food, growing larger and larger.
SET-UP
1. Computers/Laptops
2. Project assets: https://github.com/CoderDojoNYC/SnakesAreSpreading
(https://github.com/CoderDojoNYC/SnakesAreSpreading)
3. News article: https://insideclimatenews.org/news/01032016/venomous-snakes-climate-
change-northern-us-canada
Grab a sheet of paper and write instructions for a couple different elements that will make
up the core of the game.
Score what will each piece of food be worth? 1 point? 10 points?
Controls how will the user control their snake? Does left mean left? Up mean down?
Challenge the student to design a unique game experience for their user.
Design what will the game colors look like? (optional: explain what a color palette
is)
Having these things written down on a physical piece of paper is a great exercise making
the student and or team thats designing the game agree on some foundational blocks.
This plan can also be referenced and leaned upon should the student get stuck.
MAIN ACTIVITY
AGE
Middle/High School
GOAL(S)
Drawing from stories told by the Associated Press, students will identify some of the
challenges faced by Syrians entering the US as asylum seekers, and will hack a game in
Scratch in order to improve the games impact and promote understanding.
Students explore the lived realities of immigration policy and public perception, as
experienced by a refugee youth Syria who has recently moved to New York City.
SET-UP
Set up laptops with internet access, logged in to a student account on scratch, with the
Journey of a Syrian Refugee (https://scratch.mit.edu/projects/142124761/) game page pulled
up
Ahmeds Story Handout
(https://docs.google.com/document/d/1utd0BcjTkHoGxYVabBh_lxL3MzNbO9qbJa1AfZu
for each group
Hack It! Handout
(https://docs.google.com/document/d/1m6aSsuPSkw_nk_OUgyuF6WUOf6yIB7z9RsXEa
for each group
Syrian Refugee Experience Info Sheets
(https://docs.google.com/document/d/1TSBCFS_AQk3aEUDqApHFl0rIl5LxBJzhioipwgK
for each group
Student logins for Scratch
WARM-UP (10 min)
1. Ask students what they have heard of the Syrian people and the events taking place in their
homeland, or in their migration process. Elicit their ideas and then explain that there are
many people trying to seek new homes because of a war in Syria over leadership and social
control over the country. It has become dangerous to live there, so people are leaving their
homes and risking their lives to travel to new countries. Explain that once they settle, they
have new challenges awaiting them and have to work hard to cope.
2. Pass out the handouts of Ahmeds narrative and have students read each section allowed.
MAIN ACTIVITY
Introduction (5 min)
Have students gather around one computer. Explain that they will hack a game about
Ahmed- Journey of a Syrian Immigrant designed like Flappy Birds.
Ask if anybody can define playtest to try out a game and see what happens- and
have a student volunteer try the game.
After the playtest, have students identify the 5 elements of this game: (if this has been
covered earlier in the events warmup)
Goal: Avoid obstacles that represent stressors in an immigration story. Stressors
are shown on six different game levels (immigration, housing, transportation,
education, discrimination, and mental/physical health).
Mechanics: Click space to move up and down to navigate obstacles
Components: scenery, obstacles, avatar, coping ability points
Space: NYC streets, apartment buildings, outside & inside a school
Rules: if your avatar hits the obstacle, then the players loses Coping Ability
points (i.e., health). When Coping Ability reaches zero, the game cuts to a game
over screen with the player saying I need to manage my stress better.
Conversely, when all levels are passed, the game cuts to a win screen, with the
player sprite thanking the player for helping him acclimate to his new life in
New York.
Debrief (5 min)
Ask students if they saw anything in the game from Ahmeds story?
Ask students what types of obstacles there where, and do they think these relate
to real life stressors that might impact immigrants? Do any of these remind you
of stressors in your life (like a test, homework, being hungry, etc)? Explain that
our ability to cope or handle stressful events or obstacles can be different for
different people; and when we have a lot of stressors all at once, its even harder!
Ask them to look at the Visuals side of the Ahmed hand out, and ask they
could imagine adding any of those images or symbols into the game to make
the game more interesting.
Hacking Intro (5 min)
After the playtest, explain that their task is to (a) use the narrative provided to
them and (b) hack the game to make sure it is meaningful, challenging, and fun,
so that people will actually play it and learn about these important stories. Note
to students that the images in the Narrative Handout may reflect obstacles in the
game!
Demonstrate that students can change the game in a few ways. Show them the
stage, sprites, costumes and scripts areas. Tell them they can hack the
IMAGES they see for the obstacles by filling in a blank costume or they can
hack the SPEED or FREQUENCY of the obstacles. Show them where the
drawing tools are and where the scripts can be found.
Pass out the Hack It! Handout and tell student to choose a hack option to try out,
depending on their level of familiarity with Scratch. The given options include:
Add a new Obstacle using the drawing tool.
Change the velocity or frequency of obstacles.
Change the size of obstacles.
Create a power up that, when touched, changes any of the above.
Remind them that it is important to click the green flag to playtest their hack.
Student Hack Session (25 min)
Students click the Remix button and use the Hack It! Handout to hack the
game.
21
AGE
Middle/High School
GOAL(S)
1. An exploration of theme and core mechanics, through the lens of immigrant stories.
2. Participants explore the relationship between mechanics, content and theme by moddinthe
game StoryWeavers.
3. Participants will mod the game in two ways, first by modding the mechanics of the game,
then by modding the content in an effort to align the game with the theme of immigrant
voices.
SET-UP
MAIN ACTIVITY
AGE
Middle/High School
GOAL(S)
SET-UP
WARM-UP
MAIN ACTIVITY
AGE
Middle/High School/Adult
GOAL(S)
Students design their own breakout set, with a distinct immigrant voices theme embed
into their puzzle choices.
SET-UP
WARM-UP
MAIN ACTIVITY
AGE
Middle/High School
GOAL(S)
Design a map of the current room youre in utilizing a given base style guide of elements
and/or designing your own HTML/CSS elements. The student at a minimum should have
both a starting and ending point (think treasure map!)
Have the students become comfortable using an open source library in their code. The
amazing font-awesome library is a great piece of software with excellent documentation.
Activity prompt: Immigrants by definition are new to the area they are now living in. At
the end of the session, well have your fellow students use the map you built (acting as
immigrants to the room) to navigate the room to a specific place.
SET-UP
Computers/Laptops
Mozilla Thimble
Load the Font Awesome Icon Website (http://fontawesome.io/icons/) for Reference in
another tab
Use the index.html page provided in https://github.com/CoderDojoNYC/RoomMap
MAIN ACTIVITY
Sara Cornish
Sara is the Senior Director of Programs and Strategy at Games for Change (G4C), the leading
organization advocating games for social impact and learning, where she develops new
partnership-driven projects and leads on G4Cs youth and learning programs. In 2015, Sara
developed and launched the first G4C Student Challenge with the NYC Department of
Education, which has since expanded to three other cities. She curated the Games for Learning
Summit in 2016, and helped establish the first Games for Learning Working Group. Prior to
G4C worked at United Nations Global Pulse and FCB Health. She has run games at the annual
Come Out & Play festival and plays ultimate frisbee. Sara has a MFA in Design for Social
Innovation from the School of Visual Arts and a BA from Vassar College in Urban Studies.
Matthew Farber
Alex Fleming
Alex Flemings first game he made was a variation on space invaders he built on his TI-86 in
school. Alex is a game design educator and currently is a Learning Design Coordinator at
Mouse in New York City. In 2014 he updated Mouses Serious Game Design course which
now is the official curriculum of the 2017 Games for Change Student Challenge. Alex has
served as a judge for the National STEM Video Game Challenge and organized youth game
jams around New York City and Chicago as one of the founding members of the Movable
Game Jam Initiative. He has a B.A. in Sociology and Acting from Brandeis University. To
learn more about Mouse visit www.mouse.org.
Kevin Miklasz
Kevin Miklasz, Ph.D., entered education as a trained scientist- he has a PhD in Biology from
Stanford University. Both during and after his graduate studies, he has spent his time gaining a
smattering of diverse experiences in education: designing science curriculum, teaching after-
school science programs, designing science games, running a cooking as science blog,
designing online learning platforms, running professional development for teachers and
professional engineers, and analyzing educational assessment data. Kevin is currently the
Director of Data and Assessment at BrainPOP where he is designing and analyzing new,
playful and meaningful assessments on BrainPOPs website. Kevin is also one of the founding
members of the Moveable Game Jam Initiative, and has participated in all of the 16 Moveable
Game Jams run in NYC to date. To learn more about Kevin, please visit
kmiklasz.blogspot.com.
Acknowledgements
Many people contributed to this collection of game jam curricula over the last three years. This
list of acknowledgements is at best a brief one.
We first have to thank The Hive Digital Learning Fund in the The New York Community
Trust. We are in general deeply indebted to the Hive Learning Network NYC for spawning the
initial format for these events, and the collaborative spirit that made a multi-organizational
effort like this possible. In 2016, Games for Change received a grant to continue the Moveable
Game Jams for a second year and integrate the initiative into the 2nd annual G4C Student
Challenge, a student game design program that invites middle and high school students to
create digital games about issues impacting their communities.
We also want to thank all the students and parents that brought their energy, enthusiasm, and
valuable weekend time to participate in these events. Most of the Moveable Game Jams were
centered in New York City, but they also took place in Chicago, Albany, Los Angeles and San
Francisco.
We also need to thank the numerous organizations that contributed to the Moveable Game Jam
Initiative in 2016, whether by helping run events, write curriculum, run stations, or refine the
curriculum guide. Whether or not your names appear next to curriculum here, all of your efforts
were instrumental at supporting to where we got today. Wed like to thank all the organizations
that participated this most recent iteration of the Moveable Game Jams this past year by
running stations or hosting events: Mouse, Museum of the Moving Image, Global Kids,
CoderDojo NYC, SpazeCraft, Institute of Play, Brooklyn Community College Partnership,
BrainPOP and the Jefferson Market branch of the New York Public Library. We also want to
thank the theme partners for this past years activities: Current by General Electric for the
Future Communities theme, NOAA for the Climate Change theme, and National Endowment
for the Humanities for the Immigrant Stories and Local Stories and Immigrant Voices theme.
Wed also like to thank all of the organizations that helped pave the way for the current iteration
of the Moveable Game Jams by running events and contributing curriculum in 2014-2015,
listed in the order in which they joined: Iridescent, Institute of Play, MOUSE, Global Kids,
Museum of the Moving Image, Eyebeam, Exposure Camp, Brooklyn Community College
Partnership, Brantford Games Network, CoderDojo NYC, Albany Public Library, SpazeCraft,
Black Girls Code, Groundswell, Blue1647, Important Little Games, Hyde Park Art Center, Plug
In Studio, CodeCreate, and Game Changer Chicago.
Wed also like to call out a few people who were particularly instrumental in shaping this
resource into what it is today. Leah Gilliam, who originally suggested the game jam format,
and for being a continual support and advocate for the event and curriculum guide throughout
the first two years. Don Miller, who helped make the first event (and many others after it) a huge
success. Rafi Santo and Dixie Ching offered valuable insight on the structure and execution of
the game jams throughout the process. Juan Rubio and Brendon Trombley for helping bring
the Moveable Game Jam model to other educators by running workshops with the editors at
both the Digital Media and Learning Conference and the Games Learning and Society
conference.
About the ETC Press
ETC Press is a publishing imprint with a twist. We publish books, but were also interested in
the participatory future of content creation across multiple media. We are an academic, open
source, multimedia, publishing imprint affiliated with the Entertainment Technology Center
(ETC) at Carnegie Mellon University (CMU) and in partnership with Lulu.com. ETC Press
has an affiliation with the Institute for the Future of the Book and MediaCommons, sharing in
the exploration of the evolution of discourse. ETC Press also has an agreement with the
Association for Computing Machinery (ACM) to place ETC Press publications in the ACM
Digital Library, and another with Feedbooks to place ETC Press texts in their e-reading
platform. Also, ETC Press publications will be in Booktrope and in the ThoughtMesh.
ETC Press publications will focus on issues revolving around entertainment technologies as
they are applied across a variety of fields. We are looking to develop a range of texts and media
that are innovative and insightful. We are interested in creating projects with Sophie and with
In Media Res, and we will accept submissions and publish work in a variety of media (textual,
electronic, digital, etc.), and we work with The Game Crafter to produce tabletop games.
Authors publishing with ETC Press retain ownership of their intellectual property. ETC Press
publishes a version of the text with author permission and ETC Press publications will be
released under one of two Creative Commons licenses:
Every text is available for free download, and we price our titles as inexpensively as possible,
because we want people to have access to them. Were most interested in the sharing and
spreading of ideas.