Looney Labs Educators Mailing list Archive

Re: [Edu] Thesis Research - Redesigning games to facilitate inclusion

  • From"Magi D. Shepley" <magid@xxxxxxxxxxxxxx>
  • DateMon, 09 Oct 2006 18:01:04 -0400
Hi, Lisa.
I have done a lot with games. People who aren't familiar with my classroom think we're always either eating, off-campus or playing, because my method of instruction is very different! ;) We play Uno (and the kids have to count up the cards to keep score) to use our math skills, logic, and social skills. We play Monopoly for math skills, community skills, logic and social skills. We have Scrabble, Othello, Dominos, and other board games in the room. We just played BLURT for the first time on Friday, and we've played Fluxx and Nanofictionary (adapted that last one... we haven't been able to play a full game of that yet!). Blurt is a game where somebody reads a definition, and your team has to "blurt" out the answer. Whoever gets it first, gets to move their piece on the board. There are junior and adult versions in the same box. We also do MadLibs, Yahtzee, Bingo, and there are several games I've designed or redesigned for my students. Among those is a not-yet-complete version of Fluxx based on various Life Skills tasks. I need to finish that. I have made cue sheets for playing Yahtzee and Uno with picture cues on them, and I have a very old set of questions that matches the colors on the Trivial Pursuit board so we can play 'Life Skills Trivial Pursuit'. That lets my kids play the game with their parents or peers, but still have a chance at answering questions. I keep meaning to redo those cards, too... so they look a little more like Trivial Pursuit cards. Another project that I've worked on with a parent/friend of mine is compiling a list of resources for kids who use augmentative communication (voice output or other) to increase literacy and social skills. We have a huge number of games on the list, including an adaptation that Carol Townsend came up with for Nanofictionary that makes a more grown-up version of the popular game Guess Who (which lots of kids with communication problems play, to increase attention to detail and asking questions). We've played it several times, and the kids really liked it... I've adapted it for other activites, also... its really just a version of 20 questions. We play 21 questions in my class, though... kids against teachers. If the kids can guess the answer before we hit 21, they get a point. Otherwise, I get the point. The last time we played seriously, whoever lost had to leave the tip when we out for lunch (which we do about once a month to practice the skills involved)... the kids had to leave the tip, and I was so proud of the 3 of them that remembered and left the money! ;)

Magi

Lisa Timman wrote:

I am a graduate student at the University of Cincinnati's College of Design, Architecture, Art, and Planning. As a part of my thesis research, I am looking for ways to use my background in Graphic Design/Visual Communication to facilitate social inclusion for children with disabilities.

I am investigating how to redesign an established board game (e.g. Candyland/Chutes and Ladders) that will facilitate inclusion in the family setting among parents and siblings . As an alternative to redesigning a board game, I am also open to opportunities for designing visual devices that can help facilitate play, such as helping a child to initiate play, join play circles, etc.

I would love to hear your feedback on my topic and any issues you have encountered as a teacher or parent in facilitating play and social inclusion for children with disabilities. Either in engaging in board game play with children with disabilities, or observing such play, what issues have you perceived? Or, what things have you observed that has prohibited children with disabilities from engaging in play with typical peers – either being included or initiating play?

Also, if you are aware of any resources or existing studies in this area, this would be very helpful!

I look forward to hearing your comments!

Sincerely,
Lisa Timman

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