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Educational Card Design. Advantages, Limitations, Examples, & Options. Strengths of Card Games. Compact Playable anywhere Mastered quickly Played quickly Good for reinforcing facts, classification, simple relationships. Limitations of Card Games. Can’t be used for higher level objectives

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Educational card design l.jpg

Educational Card Design

Advantages, Limitations, Examples, & Options


Strengths of card games l.jpg
Strengths of Card Games

  • Compact

  • Playable anywhere

  • Mastered quickly

  • Played quickly

  • Good for reinforcing facts, classification, simple relationships


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Limitations of Card Games

  • Can’t be used for higher level objectives

  • If not designed carefully, could be played for fun without learning

  • Producing more than one deck takes careful planning (use of database or page layout program) and tedious assembly


Example krill l.jpg
Example: Krill

  • Used to teach ocean food chains

  • Simple relationships: what it eats, and what eats it


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The Algebra Game

  • Rummy-like game in which combinations of equations and their graphs are matched and discarded.

http://www.mathstudio.com/product.htm


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Mental Disorder

Educational satire of the mental health profession.

Players “diagnose” each other.

http://www.mentaldisorder.com/


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Problems & Programmers

http://www.ics.uci.edu/~andre/research/publications.html#ICSE2003-2


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Compost Gin

http://www.stanslaughter.com/compost/cpstgin.html


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Planetaire

  • Rummy-like game that can also be played like solitaire.

http://www.homestargames.com/product.htm


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Nanofictionary

  • Players combine and recombine Settings, Characters, Problems and Resolutions to create the best story they can, while other players mix things up with wacky Action cards.

http://www.wunderland.com/LooneyLabs/Nanofictionary/Index.html


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Example: Triangle

  • Object: to put down triads of cards that represent sides and angles of triangles


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Native American Rummy

  • Each card represents an historically important Native American.


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Categories of Card Games

  • Bridge/Whist

  • Poker/Rummy

  • Happy Families/Snap

  • Patience Solitaire


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Bridge/Whist

  • Emphasis on winning tricks

  • Suits have relative strengths

  • Sometimes involves pairs as partners

  • Sometimes involves bidding

  • It’s not easy to create educational games in this format!


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Poker/Rummy

  • Emphasis on building a pattern of cards and discarding them

  • Patterns can be based on suits or ranks or both (e.g., three of a kind, flush, straight)

  • Applicable to wide range of content involving categories and ranking within categories


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Happy Families/Snap

  • Mostly children’s games

  • Simple relationships (e.g. greater than)

  • Sometimes involves element of speed

  • Typical educational use: drilling simple relationships


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Patience/Solitaire

  • Players start with a pattern of cards and work to an end state with a different pattern

  • Could be used educationally to represent complex interrelationships among elements



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Educational Card Design

Advantages, Limitations, Examples, & Options


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