Astronomyths Team Members: Sarah Parker, Keir Roopnarine and
Transcription
Astronomyths Team Members: Sarah Parker, Keir Roopnarine and
Title: Astronomyths Team Members: Sarah Parker, Keir Roopnarine and Rebecca Somach 1. Version Number: Version 1.3 2. Vision Statement: 2.1 Logline Astronomyths is an educational game that focuses on teaching students in grades five through eight Greek mythology through an intrinsic learning model. 2.2 Gameplay Synopsis Astronomyths is a board game that is designed to introduce Greek mythology through storytelling and exploration. The game tries to connect the legends of the Greeks with an everyday element that most people are familiar with. In this iteration, we have used the constellations related to Greek mythology. The game has several unique features that separate it from other games in its category. Unlike other board games that are related to Greek Mythology, this game is heavily content driven. Many other Mythology board games borrow the names of the characters or items but do not necessarily relate them to the stories they came from. Astronomyths focuses on educating the player on the myths themselves. Many other games also focus on fighting styles or conquest. Our game instead focuses on discovery as the main method of engagement while the player takes on the role of a hero, similar to the myths that they learn about through gameplay. The main game mechanic is exploration, which we employ to generate the excitement of discovery. The game centers around collecting “artifacts,” which are elements of a myth, and linking them to form a full narrative. Since the game focuses so heavily on an accurate representation of the world of Ancient Greece, Astronomyths’ game design attempted to create a world that is as similar as possible to the world of the myths. The map of the board is geographically accurate. To reflect the importance of ports, travel and the ocean in ancient Greece, Astronomyths incorporates ocean travel. A mechanic was created to simulate the risks that any explorer might encounter when they explore the ocean. In addition to the world of the myths of ancient Greece, Astronomyths ties the players back to the modern day with the inclusion of the sky scoring system. This system is also a way for players to recognize how the people and stories of the past are still influencing how we view the world today. Astronomyths uses these different aspects of mythology and astronomy as intrinsic educational elements to bring the world of Greek myths to a younger generation. 3. Needs Assessment: 3.1 Context Astronomyths was designed to complement an English Literature class or to be used in conjunction with an after school literacy program. 3.2 Target Audience Astronomyths’ audience is ten to thirteen years old (Grades 5 to 8). In determining our target audience, we connected Astronomyths with the desired learning outcomes for the Common Core State Standards, starting at grade five. For example, one of the standards under “Crafting and Structure” details that a grade six student can be expected to know how to “analyze how a particular sentence, chapter, scene, or stanza fits into the overall structure of a text and contributes to the development of the theme, setting, or plot.” (English Language Arts Standards, 2015). In the development of Astronomyths’ narrative-building gameplay, we aimed to meet this standard. Another such example is the Common Core Standard for writing at grade six. This standard states that grade six students should “write narratives to develop real or imagined experiences or events using effective technique, relevant descriptive details, and well-structured event sequences.” We believe that building the narrative of our Greek heroes helps students at this age begin to think of and develop their own narratives, which will carry into their narrative writing for academic purposes. This relationship between the learning goals of the target learner audience and the Common Core State Standards, and thus the relationship between the learning goals and our game, will be explained in more detail in section 3.3. 3.3 Learning Goals Astronomyths is designed as a cooperative game, as opposed to competitive or collaborative. That is, players may form alliances or act in ways that neither hinder nor help other members of the group (Peppler et al., 2013). While we appreciate the benefits of a fully collaborative game, we determined that the rules as written could be easily adapted to “house rules” that allowed for teams and other types of collaboration. This provides flexibility for the use of the game in informal and formal settings, based on the needs of the educator and the students. The learning goals for Astronomyths are based on the Common Core State Standards of reading, writing and literacy for grades five through eight. We focus on creativity and narration, rather than argumentative skills and organization. In addition to the previously stated standards of grade five literacies in section 3.2, grade six goals for students include being able to “engage and orient the reader by establishing a context and introducing a narrator and/or characters”, as well as “organize an event sequence that unfolds naturally and logically,” (English Language Arts Standards, 2015). Grades seven through nine continue to build on these standards, a majority requiring students to “draw evidence from literary or informational texts to support analysis, reflection, and research” (English Language Arts Standards, 2015). In many ways, Astronomyths aims to achieve this through an instructionist approach (Kafai, 2006). Some of the elements of the game that can be identified as utilizing instructionist techniques are the dependence on content and graphical representation. Specifically, we are teaching the actual stories of classic Greek Mythology (content) and we employ symbols such as temples to guide gameplay (graphical representations). However, Astronomyths is meant to be a component of a constructivist teaching style. In constructivism, students are able to create their own material and construct their own relationships (Kafai, 2006). While creating new material and relationships is not a mechanic within the board game itself, these are important components of constructing one’s own written narrative. We believe that building the narrative of each Greek myth provides a scaffold for the creation of a student’s own story. In this perspective, each artifact in Astronomyths is an item that “fits into the overall structure of a text and contributes to the development of the theme, setting, or plot,” (English Language Standards, 2015). To accomplish the goal of “returning the stars to the sky,” players must first collect artifacts. They must then examine these artifacts and others to determine which belong to the same story, and how they fit together to form a complete narrative. Once the complete story is collected, a student must then identify the appropriate temple to receive the constellation associated with the narrative (see section 5.0), receiving either ten or fifteen points, depending on the story they have completed. The game design employs Owston et al’s factors of engagement and motivation (2009). Players experience a narrative context through mythical stories, the game incorporates fantasy elements such as the Olympian Gods and mythical “artifacts” and players must make choices such as direction of travel, whether to keep, discard or trade artifacts and so on. A key factor that is potentially missing is the personalization of game activities. However, when coupled with informal learning or classroom activities, writing a personal narrative as part of the learning activity provides this last element. In summary, the learning is intrinsic as the content is an integral part of the game, and because the building of a narrative occurs through developing context and situating each artifact within the plot. Piecing together narratives serves as scaffolding for developing original narratives, evolving the zone of proximal development (Vygotsky, 1967). 3.4. Problem Statement The main problem that Astronomyths seeks to address is the lack of student engagement in reading and writing. According to Owston et al. (2009), using games in the classroom has been associated with literacy development by providing relevant and interesting material. It has also been noted that activities such as board game play develops positive attitudes toward literacy and creates “avid readers,” (Owston et al., 2009, p. 979). Astronomyths employs this evidence by providing an engaging and literature-rich game that can be used in the classroom. Though other games exist that can be used both formally and informally, most are 1) not created with specific learning goals in mind, but are meant as general entertainment, such as Stargo (https://boardgamegeek.com/boardgame/24391/stargo) or Top Trumps - Greek Mythology (http://smile.amazon.com/dp/B00GTM5U12) 2) designed for a younger audience and 3) focus on vocabulary, not narrative development or storytelling (see section 3.5). Astronomyths was designed specifically to be incorporated into current curriculum and to assist educators and students in meeting Common Core State Standards. For more on the shortcomings of current literacy games, please see section 3.5. Though a large, immersive environment may be more conducive to meeting these goals, a board game provides a self contained environment, for more easily controlled interactions (Peppler et al., 2013). This allows educators more control over small group interactions and an affordance of the board game is that rules can be changed to suit the needs of the class or activity (Peppler et al, 2013). Because Astronomyths is a game that employs multiple narratives, it can be used in conjunction with theatrical role playing and similar exercises to create immersive environments. This is meant to incorporate the concepts of pretend play and fantasy play, though not reality role play (Lillard et al, 2013; Zuckerman, 2006). For example, if an educator would like to extend the game environment, Astronomyths can also paired with creative pursuits such as creating and performing short dramatic skits that illustrate the Greek myths. 3.5 Other Literacy Games In a Google Search for “literacy games” and “literacy board games,” the results are overwhelming, as is the search for games that use Greek mythology or constellations. Some top selling games in the literacy category are Bananagrams, Scrabble, Scattergories and Story Cubes. Bananagrams (http://www.bananagrams.com/games/bananagrams) is a game that focuses on spelling or vocabulary. The game is meant for ages seven years and over and is played by using individual letter tiles to create your own crossword, with as many words as possible. In this way it is similar to Scrabble, (http://www.hasbro.com/scrabble/en_US/shop/details.cfm?R=FA04DD51-5056-9047F5CD-53F87A967AC6:en_US), the difference being that Scrabble users take turns to add words to the crossword, which is used by all players. Scrabble is also meant for players aged eight and over. Both of these games are excellent exercises for development of vocabulary and spelling skills and can be incorporated into educational programs. However, they do not reach any of the narrative or storytelling goals that have been set by the Common Core State Standards. Scattergories (http://amzn.com/B00000IWEP) is a word game which also requires a practiced vocabulary. In this game, you are required to come up with a list of words, each in a different category. The catch is that all words should begin with the same letter. This exercise does not seek to teach vocabulary directly, but having an advanced vocabulary is beneficial to winning. The last game on our list is Story Cubes (https://www.storycubes.com/), which is the most similar to Astronomyths. This game uses dice with different images. After rolling nine of these dice, you must build a story based on the images produced. Unlike Astronomyths, Story Cubes is a collaborative game, not a cooperative one. However, the game does not include the exploration or discovery elements of Astronomyths. The above games are already marketed nationally in the United States or globally, and so their scalability is not in question. However, we have determined that Astronomyths is equally scalable and can also meet a competitive price point if produced on a large scale. Astronomyths also related more directly to Common Core State Standards than any of the above, having been specifically with these standards in mind. 4. Platform & System: 4.1 Platform Astronomyths is a board game, which employs a dynamic board; that is, some parts of the board change over the course of the game. We chose this method as we thought it would be a more affordable and accessible option for schools and informal programs that lacked the infrastructure to properly utilize computers or digital games. Game design for Version 1.3 was also limited by the skill level of the designers. It is the hope of the designers that future versions can be more complex or detailed and may even include a digital component for expansion packs. 5. Gameplay: 5.1 Overview Astronomyths’ core gameplay revolves around exploration, collection, choice and negotiation. The player has agency in deciding the direction of exploration as well as the items they collect or discard. The Greek mythology and astronomy content are used to create a narrative and a scoring system that make the game engaging and facilitate the achievement of Common Core State Standards. Astronomyths is focused on the narratives of Greek myths. These myths unfold in several ways. One is the use of ‘artifacts.’ Each artifact is an item that played a main or important role in the myth. These artifacts have descriptions that together to create a full story. Collecting artifacts that belong to the same myth is a key goal of the game. Each artifact is also connected to a Greek god, completing another link to the Astronomyths’ storyline as well forming associations between mythical adventures and the gods involved. Artifacts are also connected to the constellations, which are the point counters used during play. A player has three ways to interact with each myth: through the artifacts themselves, through the temples and gods associated with them and through the constellations connected to them. The board is designed as a map of Ancient Greece, so that players must travel to simulate the adventure and exploration that comes with the themes of many Greek myths. A board was chosen to encourage exploration as opposed to a card game or indistinct playing field, to give the player a sense of direction and goals. The map also serves to educate the players on Greek geography, to have them become more familiar with the landscape and locations that the myths take place in. It also features seas, which provides both an accurate representation of traveling Greece and creates an element of risk and reward for travel. Astronomyths was also designed to have players cooperatively interact with one another, through a trading mechanic that allows for discussion of artifacts and associated mythological narratives. This not only adds an element of player interaction but it changes how players want to think about the way that they are moving around the board and interact with the game environment. 5.2 Gameplay Description Astronomyths begins with players selecting their own heroes and starting at Mount Olympus. The player then rolls their dice to move. Movement was designed to have players continually moving forward, so the players have a choice of path but they cannot double back on the same turn. If a player lands on a space with an artifact, they can choose to pick it up; in this case, the artifact is replaced by another, randomly chosen artifact. When a player picks up an artifact, they must read the description of the artifact to the other players. This emphasizes the importance of the artifact in the grand scheme of the myths that they are trying to collect. It also encourages interaction and ensures that players are piecing together each artifact’s description to form a story. If a player is in the ocean when they start their turn, they must make one of two choices: discard an artifact or roll more than a 2. After discarding an artifact, the player can roll the dice and move forward. If they choose to roll instead and receive greater than a 2, they can roll a second time and move forward. However, if they roll a 2 or less, they may not move on that turn. This is meant to simulate the time and danger inherent in traveling the seas. To provide motivation for making discard and collection decision, the player has a carry limit of five artifacts. If a player has all the artifacts necessary for a constellation, they must go to the correct temple on their turn and trade in the artifacts for points on the star map. The player then places the star markers on the sky, indicating that they have completed that constellation. The play continues until players have over 30 star points. They must then race back to Mount Olympus to win the game. 5.3 Scoring/ Winning Conditions The goal of the game is to have players put missing constellations back into the sky. To simulate this in the board game, there is a map of these constellations. This map is used solely to count score. Each constellation on the map is filled in my individual markers that represent stars, once the artifacts have been given to the correct god. All constellations are worth the same amount of points except for two which require more artifacts to trade in. The sky is an accurate representation of the constellations and serves to reinforce the mythology present in the modern day. The winning condition of Astronomyths is to have players trade in several myths and reach a minimum point threshold. Once they have done so, they must return to Mount Olympus to win the game. The player can accomplish this minimum point threshold in several ways. Since some of the artifacts have larger point values, the player must take into account this as a strategy while playing. The player can choose to gather many smaller myths at once or wait to gather larger ones. This gives the player more agency as they interact with the board through exploration and with other players through trading. 5.4 Alternate Rules Astronomyths is designed so that an educator can alter the rules of play to suit the class. This includes the educator acting as a Greek god him/herself or making artifact trading a secretive instead of an open process. As players gain more experience, rules can be changed to make it harder to score, such as requiring all artifacts of a myth for the constellation reward, instead of a majority or having a higher score requirement. 6. Story: 6.1 Synopsis Displeased at your hubris and your lack of knowledge, the Olympian Gods have darkened the night skies! The stars, symbols of the stories of old, have disappeared leaving a blank canvas… and despair! Be the new heroes of Greece and follow in the footsteps of those who came before you. To restore the stars you must present the Gods with evidence you have learned their stories and their ways. 6.2 Backstory, narrative devices and subplots Astronomyths is a game about stories. The “story” of Astronomyths itself (see 6.1) is little more than a premise to engage students in the hunt for “artifacts” which are then used to create narratives as the game unfolds. In this way, it is a game of sub-plots. Each story is revealed through the discovery of an artifact and the collecting and trading of these artifacts. Many of the Greek Myths are considered obscure or irrelevant to present day living. In an attempt to connect the content of the game (the myths) with a relevant and common aspect of modern life, we chose to use constellations as our starting point; thus “the Gods have darkened the skies.” This gives us the opportunity to tell the story behind several well known constellations. The specific myths that are used in Astronomyths have been given the following titles (associated constellations are underlined): 1. The Romance of Perseus and Andromeda 2. Cassiopeia’s Hubris 3. Birth of Pegasus (Death of Medusa) 4. Lernean Hydra 5. Nemean Lion (Leo) 6. The Golden Apples of Hesperides (Draco) 7. The Golden Fleece (Carina and Columba) 8. Apollo’s Cup (Crater) 9. Orion, the Hunter 10. Escape by Sea (Pisces) 11. Charioteer (Auriga) 12. The Wedding and the Crown (Corona Borealis) As each artifact is discovered, a new part of one the above stories is told, and players must connect this story element with others as they are revealed during exploration of the board. 7. Gameworld: Astronomyths has not created its own world, rather, it has borrowed an old one. We use a map of Ancient Greece and include several major cities from the mythologies and from historical Greek tales such as Athens, Sparta, Troy, Thebes, Argos. We have also included the major seas that lie between the islands and mainland of Greece: Aegan Sea, Black Sea, Mediterranean Sea, and Sea of Crete. The Temples of the Gods are placed in historically accurate places, that is, places that we are aware of temples to them existing. The exception to this is the temple of Aphrodite, which was moved to do board design considerations. Travel across the map is also fairly accurate as most of it occurs across the seas, which is a common mode of transport for Greece at this time. The game does not employ seasons or day/night, only turns. We do acknowledge the difficulty of travel by sea with a handicap for those who begin a turn at sea. Please refer to documentation and section 5 for more details. References English Language Arts Standards http://www.corestandards.org/ (n.d.). Retrieved May 5, 2015, from Kafai, Y. B. (2006). Playing and making games for learning: Instructionist and constructionist perspectives for game studies. Games and Culture, 1(2), 36-40. Lillard, A. S., Lerner, M. D., Hopkins, E. J., Dore, R. A., Smith, E. D., & Palmquist, C. M. (2013). The impact of pretend play on children's development: A review of the evidence. Psychological Bulletin, 139, 1–34. Owston, R., Wideman, H., Ronda, N. S., & Brown, C. (2009). Computer game development as a literacy activity. Computers & Education, 53(3), 977-989. Peppler, K., Danish, J. A., & Phelps, D. (2013). Collaborative Gaming Teaching Children About Complex Systems and Collective Behavior. Simulation & Gaming, 44(5), 683-705. Vygotsky, L. S. (1967). Play and its role in the mental development of the child. Journal of Russian and East European Psychology, 5(3), 6-18. Zuckerman, O. (2006). Historical overview and classification of traditional and digital learning objects. Unpublished paper. Cambridge, MA: MIT Media Laboratory. Documentation Rubber Chicken Games Rubber Chicken (RC) Games is the official team name. There are rumors that the title came from the delirious thoughts of the team members coupled with bouts of sugar consumption. The world may never know. Brainstorming and Ideation RC Games initially created the concept behind Astronomyths through a discussion about our respective passions in both gaming and education. Members of the group had extensive knowledge of Greek mythology as well as knowledge of game mechanics from experience in playing and creating board games. Through initial research, RC Games found the need for a game that taught both the concept of Greek myths and constellations in a fun and engaging way. Board Game vs. Videogame RC Games chose to construct a board game for several reasons. First, the team members had extensive experience playing a variety of board games. Second, handmaking a game utilized the team’s strengths of design, creativity, branding, and storytelling. Aside from the team having little programming experience, the traditional board game format also lent itself well to the themes of Greek mythology and constellations. The old-school feel of the format felt more true-to-form to literature-based conversations and historic experiences. The Board The board went through many iterations. Since the myths within the game are based in ancient Greek locations, the team chose to use a map of ancient Greece for the playing space. At first, there were issues with the size of the board and the playability of the landmasses and ocean spaces. Initial versions of the map were developed keeping the chit spacings in mind. The above picture shows a prototype board, upon which temple locations, spaces, and oceans were being mapped out. The team originally chose a six-space distance between all temples and landmarks before realizing that this distance between points of interest would increase the time of gameplay. A closer look at the geographic locations of the myths used in-game highlighted that only major locations of the map were used. The team was able to disregard myths that did not have associated constellations, and so the map was able to shrink significantly. Focusing the play area was helpful in terms of guiding space placement and minimizing confusing gameplay. After spacing was considered, a new 1:1 ratio draft of the map was created to figure out the dimensions needed for the physical board. A draft of the map was created in Adobe Illustrator that featured just the temples. Above each temple, the symbol of each god was placed. After creating this map, the team soon realized that color-coding each of the temples would facilitate game play and make it easier to read the board state “at a glance.” The team then playtested with this map to determine the appropriate and realistic spacing between each of the temples. Above is the rough version of the map used to playtest. Each of the dots is considered a space. Edits to the map, including the relocation of temples and incorporation of ocean spaces on the map, were made mid-playtest. The incorporation of Mt. Olympus as the starting area was decided after using Athens failed due to physical token spacing issues. Playtesting was useful to determine situations that required changes to the map, such as players getting stuck. Some players found themselves on land masses with little reward, while others became stuck on ocean spaces for extended periods of time. Other times, players would loop around and around pog spaces, breaking the game by gathering way more awards than other players. Initially, to solve this problem, RC Games discussed creating directional spaces. However, this created more confusion when determining what to do with forks in certain paths that could be multi-directional. The agreed upon solution was to create several dead ends and strategically join paths in ways that would encourage varied traversal paths and eliminate the game-breaking loops. Above is the finalized version of the map. Here, color-coding and finalized board spacing are demonstrated. Muted colors and map-like elements including color burns, shadows, and symbols were used to create the appearance of an ancient map. A logo was placed in the corner for branding and identification. The team used a blank 18’’x18’’ 4-fold board and applied the paper map to the top. The assembly of the physical board used Scotch Super 77 glue to attach the board image, printed in halves on 11x16 paper, to the folding board. Scoring Mat Adding one more element of intrinsic learning to our educational game, the scoring system is based in the constellations that the player is “restoring to the sky.” We chose to use a magnet sheet and small magnets so that players could build the constellations that they restored to keep score. The team discussed later versions of this scoring system potentially including some sort of color-coding. Constellation Magnets Tiny magnets were used to mark the position of stars on the scoring chart in a easy-to-understand manner. Game Bits Dice Minimalist aluminum dice were used to match the aesthetic of the silver constellation scoring mat. Player Tokens Pre-existing 3D models for the Greek busts were found online at http://www.thingiverse.com Outside 3D printed resources were utilized for printing player pieces. Statues were printed using a MakerBot Replicator 2 and MakerBot Replicator 2X using PLA and ABS at a 0.1mm resolution. The models were scaled to be 50 mm tall for uniformity. Artifacts Wooden pogs, commonly referred to as chits, were chosen to represent the artifacts for their physical appeal and collectability. Initially, the board was to feature chits embedded within the physical board, but after playtesting and discussion, the difficulty of picking up and replacing pogs in this manner was noted, and the team decided to simply place pogs on the designated pog-spaces of the board. In earlier iterations of the board, pogs were placed face-down, with the blank side facing up, so that the location of artifacts was unknown. This was done to encourage players to explore, as well as to mimic real-life wandering and chance events, as if the characters randomly stumbled across artifacts on their travels. After playtesting, however, the team agreed that placing pogs face-up actually created more engaging game play and added to player’s engagement by giving agency, direction, and strategy to each turn. When placed face-down, players were indeed exploring, but it was mainly of the “stumbling in the dark” variety. This change in turn introduced a new element to gameplay, namely the trading aspect of the game. The edges of the pogs are color-coded to correspond to the various temples found on the board. Since some elements of Greek myths have dual purposes and can be found in multiple storylines, these multi-faceted artifacts are represented with dual-color bands. For example, in the image above, Andromeda displays two colors on its border, indicating that it can be redeemed as part of Apollo or Poseidon’s quests. The pogs were made by affixing pre-cut 1.5’’ Avery printable circle labels to 1.5’’ wooden circles with beveled edges. In order to fit more information on the board, keep the design visually clear, and retain the geography and places of interests of the map of ancient Greece, pog spaces were designated using circular text, for both land and sea areas. Game Play Initially, we wanted to explore the idea of making a card-driven game. However, we chose to avoid this design space in order to reduce the game’s complexity in terms of both its creation and its rules. We also wished to create an easier-entry game that was accessible to a wider range of potential students and players. In terms of board design, we decided to start all of the players at a single space for balance. By giving every player a common starting point, we overcame having to determine if certain starting positions were more or less advantageous. Additionally, this gave the players greater choice of how to path through the game, since they had the option to choose from easier or harder quests. Finally, we originally considered having a certain number of “action points” per turn that players could spend on various actions; however, for the sake of keeping the game understandable for a wider range of students and players, we ultimately removed this system. Overall, by reducing the complexity of the game and simplifying the components, we hoped to create a relatively easy-to-learn game where players could focus more on learning the myths than learning how to play.