
Technology • 45 • 25 students • Created with AI following Aligned with Australian Curriculum (F-10)
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This is lesson 3 of 5 in the unit "Coding Through Board Games". Lesson Title: Designing Our Own Game Lesson Description: Introduce students to elements of game design. Brainstorm ideas for their own board game, focusing on objectives, rules, and components. Success Criteria: Students create a concept outline for their board game. Differentiation: Provide templates with prompts for those needing extra support. Extension: Advanced learners can start sketching layouts. Dyslexia-friendly: Use graphic organizers to enhance understanding.
In this third lesson of the unit, students begin turning their board-game ideas into a clear concept. They practise identifying what players need to do (objective), how they decide what happens (rules), and what items are included (components).
0–5 min · Hook (Game on a Post-it). Teacher shows a simple “mini game” example card (objective + one rule + one component) and asks, “What is the goal and what helps players decide what happens?” Students turn and talk, then share one idea with the class.
5–15 min · Direct teach (Game Design Basics). Teacher displays and explains the three parts: Objective (What is the winner trying to do?), Rules (How do we play?), Components (What do we use?). Students repeat the sentence frames: “The objective is…”, “A rule is…”, “We need…”
15–25 min · Brainstorm in pairs (Concept ideas). Teacher gives each pair a “Big Questions” prompt sheet and models how to accept all ideas first, then choose one. Students brainstorm 3–4 ideas and record them in the organiser: objective, rules (3), components (3).
25–35 min · Create concept outline (Dyslexia-friendly). Teacher demonstrates the organiser using images and colour-coding: Objective box, Rules box with picture prompts, Components box. Students complete their own concept outline. Teacher circulates, supports wording with sentence starters, and checks they have at least 3 rules.
35–42 min · Compare and improve (Gallery whisper). Teacher explains: “Listen for: Does it have a clear goal, 3 rules, and components?” Students visit one partner group and give one kind suggestion using a stem: “Have you tried…?” / “Maybe add…”.
42–45 min · Exit check (Show and Tell). Teacher calls a few students to quickly present their concept (30 seconds) while others hold up their organiser. Students submit a quick teacher checklist tick for objective, rules, components.
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