Discover today's world, tomorrow's world and new technologies while having fun with up to four on word clues! The quest enhances children's knowledge about digitization, introducing association to achieve memory retention and application in real life.
Concepts cards (printables + scissors
8-12 years old, in the classroom or at home, wit adult support, work alone
Enhancing awareness in digitization: by learning more about new technologies and the digital world. The game introduces in playful way concepts and definitions from the digital sector. Playing associations, students stay tuned with basic digital components and their interrelation.
Be quick: be the first to answer to win. The competitive element in the game prepares children to perform in a dynamic environment.
Associate ideas: combine clues to find the hidden concept. Associative and logical thinking is developed in a series of clues disclosed to children.
Game narrative: Be the first to find a concept using iteratively more precise clues.
Role of the teacher and game organisation: We will call the children, players, and the adult in charge or child-elected, referee.
Installation: Shuffle the concept cards pack and place it in the middle of the players.
Place the points, 1 point and 5 points, in the middle of the players.
The referee is responsible to keep track of the concepts' cards and points.
The first player giving the correct answer gets between 1 and 5 points according to the following conditions:
concept found upon clue 1: 4 points
concept found upon clue 2: 3 points
concept found upon clue 3: 2 points
concept found upon clue 4: 1 point
If the challenge is successful the player gets 1 more point.
Any player can at anytime, ask the referee to make a change of its points.
The first player who reaches 15 points, wins the game.
The player who discovers the concept tries to accomplish one of the two following challenges:
spell correctly the concept in a matter of
quote the last two concepts (can only be done when the third round has been played)
If the player fails to succeed in the challenge, no other attempts are allowed.
Since after the first round of the game, its rules will be obvious to everyone, the second round will take a different format. The teacher divides the children into groups of 4-5 and distributes different roles (for example, an architect, a dog owner, a taxi driver, a transport manager etc.) using cards or slips of paper to every kid within the group. The cards should be kept secretive. No one should know who is who. One of them will receive the role of a saboteur. Each role will also have a different mission to achieve in outlining a perfect city. These could be the missions stated in Round 1. The participants (citizens), other than the saboteur, win if they manage to complete their missions during the game, and the saboteur wins if he/she manages to manipulate their peers without their knowledge to achieve his goal.
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Topic 1 - Awareness about digitization
To go further about learning facts and terms about the digital world you may wish to go to other Unplugged quests, among which: Memory, etc.
In addition, do not hesitate to consult a research material of OECD about education in the digital age for healthy and happy children: https://www.oecd.org/education/education-in-the-digital-age-1209166a-en.htm
Topic 2 - Competitivity and quick response
Topic 3 - Associative thinking
To read more about the benefits of developing associative thinking and creativity in students, refer to https://www.psychologytoday.com/us/blog/prime-your-gray-cells/201802/study-reveals-thought-processes-foster-creativity To develop further associative thinking you may wish to refer to other Unplugged games, among which: Brainstorming, Fantasy out there