Data Adventures

Game Maker · Lesson 4

Lesson 4: Data Carnival

Students play each other's games and give data-informed feedback to refine their designs in a fast-paced, collaborative final Game Maker lesson.

Class time

about 44 minutes

Lesson

Lesson 4 of 5

Adventure

Game Maker

Student Objectives

I can…

  • I can use what I know about how design choices influence data results to give feedback to other teams' game designs.
  • I can apply my learning that games generate data through scoring systems.
  • I can make design decisions that affect fairness and game outcomes.
  • I can use procedural writing to communicate game rules and scoring methods.
  • I can collaborate with teammates to build on shared ideas.
  • I can apply the engineering design process to create a playable game.

At a Glance

Total: about 44 minutes
Section Time Slides What happens
Launch — connect to SEL and Data Habits of Mind 5 min 2–7 Introduce the lesson and begin with an SEL check-in: what kind of emotions could you feel while playing a game, and what are healthy ways to manage big emotions? Describe the lesson flow, review classroom agreements, and connect to the Data Habit of Mind: communication.
Welcome, Driving Question & Objectives 3 min Welcome Back 4-word challenge. Students think individually about the game they designed last class and describe it in four words, then share those words with their teammates.
Refine Game Design and Start Building 10 (or 20) min Groups review their game designs from the day before and start to build. You can run the 10-minute timer twice if students are still engaged. It may help to preview slide 24 before the second building chunk so students also address creating the rules/instructions and scorecards while others keep building.
Complete Game setup: needs 3 things 2 min Remind teams they need three things for others to play: clear instructions, a blank scoresheet that players fill in as they play, and the setup and materials.
Game time! 10–12 min Students play each other's games. Pair up games so teams can give and get feedback and generate scoring data. Set a 5-minute timer for the first team to play, call stop for a quick class reflection on round 1, then set another 5 minutes and swap games.
Accessibility check 4 min Groups use feedback from other teams and complete an accessibility check for inclusive design that broadens to other types of players. If time allows, have groups discuss the scenario they address (e.g. poor vision) and ideas for game changes and fairness for all players.
Reflect on Feedback and improve design 10 min Teams reflect on feedback from other teams, consider change ideas that surfaced during the accessibility check, and make changes to their game.

Materials & Prep

Print

  • Student Handout · 1 per student
    Print double-sided.

Gather

  • Group Handout — Game Design packet
    Completed packet for each group, carried over from Lesson 3.
  • Markers, colored pencils, or crayons
  • Various game-building materials
  • Cardstock or chipboard
    For game instructions and building.
  • Tape, scissors, glue
  • Optional supports
    Glue guns, pause cards, sentence starters, and visual / bilingual vocabulary cards.

Digital

  • Internet access and a computer with projector
    To show the slides.

Before You Teach

  • Set up classroom space for game building and testing.
  • Plan areas for group work and game building. Students will need their game designs from the prior lesson and should sit in the same groups to continue building and testing in teams.
  • Plan where students can access materials and supplies.
  • Decide how students will get and put away materials (for example, groups take turns or assign a group material manager).

A note on this lesson

Data Carnival is the final Game Maker lesson, and it’s where the games students designed come to life for peer testing. Students play each other’s games and give data-informed feedback for changes. This lesson is intentionally fast-paced and collaborative.

Not all games will be “finished” by the end — and that’s okay. The goal is to get students thinking like game designers and to have working prototypes ready for peer testing at the carnival.

What to watch for

  • Building time is flexible. The refine-and-build block can run the 10-minute timer twice if students are still engaged and need an extra chunk to keep building.
  • The “3 things” gate. Before game time, every team needs clear instructions, a blank scoresheet, and the setup and materials — without these, other groups can’t play and generate scoring data.
  • Big emotions during play. The SEL check-in at launch is there for a reason; competitive play can stir strong feelings, so revisit healthy ways to manage them as needed.
  • Accessibility and fairness. Use the accessibility check to broaden whom the game works for, and tie feedback back to fairness and game outcomes.

After class

Optionally photograph works-in-progress for documentation. Note any pacing or comfort issues to share with the project team.