Fast Hands
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Frederice: Fast Hands
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1.Rules of the game
Fast Hands The aim of this game is the enhancement of the eye-hand-coordination. It depends on speed and skilfulness.
Rules The game can be played by two or more players. It is also suitable for groups. The aim of the game is to get most cards. The cards are placed subsurface on a pile in the middle of the table and turned around one by one. The teammates have to imitate the hand positions as fast as possible with their own hands. The first who gets the position right gets the card. The player with the most cards in the end is the winner.
Alternative for groups A group leader shows the cards one by one to the groups who then imitate the hand position.
2.GBL Design Questions
Target group:
- The game fast hands is developed especially for 5 or six year old pre school kids. The aim is to coordinate hands and eyes. In this age kognitive devellopment enables kids to solve the reqirements of the game.So the learning objective is achieveble to 5 or six year old kids.The level of activation has to be optimal to get a flow in a game(csikszentmihalyi and bateson).
Situation:
- The game can be played at the table with 2 or more persons but also in classrooms with the whole class or free anywhere you want.You can rise the amount of cards or take bigger cards if it is needed.
This game is free.
Duration:
- The game is supposed to last ca. 20 minuts.
Learning objective:
- The competence challenged by the game is how to put your hands in the right position in a short time. You have to distinguish your left hand from the right one, the front and the back of the hand and you have to use different fingers. It is based on learning theory of kognitivism. Rules can be changed very easy. You can use just the right hand or the left to rise challenge. You can alter the Things you can win with the game.So this game is very variable.
Motivational aspects:
- The motivation of the game is to get faster and more precise in laying down hands in the previous positions. To be faster than the others and to collect more cards as in the turn before. Social aspects can be a motivation, too. You can build a group with your friends for example and .This are the same 5 aspects that are include in Spitzers items(Social interaction, Challenges, Fun, Choice and Action)to learn in a game.
Game design aspects:
- The game is a communicative action game. Arguments about who was the fastes or what position is the right one are part of the game. Situations in which you have to laugh about your own failures or about group members failures are included. Only player who can regulate their emotions will suceed in the end.
Integration of ludic aspects:
- Social interaction and training coordination of hand and eye are the basic things you can learn in the game. Rules can be adapted or changed in various ways. It is very easy to learn. Learning and playing are balanced.
Ergonomic aspects:
- Children nowadays are usualy playing computer games or watching TV. Computer games are trainig coordination of hand and eye in another way than this game. Movements of the hands are stereotipic in computergames. Many children are not trained in using hands in different ways. this will cause difficulties in learning of writing.
- the game is leaned on Maria Montessoris pedagogik that is concentrated on manual activities.
- Multimediause in nowadays childhood causes that visual learning from pictures is the most used way of learnig today. Fast Hands is a simple game rules are easy to grasp and it is intrigue enough to capture the players attention.
Distribution and repurposing:
- This game can be made very simple by anyone who likes to have it. You just need a camera and a second person to produce your own game. Or you print a online version. The methode of distribution from teacher to teacher is already approved.
3.Fotos
--Frederice Klinge 09:05, 2 July 2009 (UTC)
