Documente Academic
Documente Profesional
Documente Cultură
GAME
COMPILATION
BOOKLET
ABOUT THE PROJECT
The main aim of the project was to assist the hosting organization DRONI
to explore ways and methodologies to empower young people from
Tbilisi in order to increase their creativity and entrepreneurial attitude
by creating projects/events/activities on the topic in educational
facilities and in the Droni centre. During the service the volunteer
promoted youth entrepreneurship among high school and university
students.
One of the bigger parts of the EVS project was an initiative called
“Bizlab”. A group of volunteers was engaged to develop new
educational games that develop vital entrepreneurial skills among
young people. Activities of “Bizlab” took place from December to June
and consisted of several stages:
In the manual you will find game outlines and some of the created
materials for the games. If you wish to get access to the full additional
materials or hold a “Bizlab” series in your institution, please contact the
team.
1
ABOUT THE PEOPLE BEHIND
PAVEL VASSILJEV
I am passionate about backpacking, cooking, escape rooms and board games. I love
to plan faraway trips on a budget and bring them to life discovering new places and
ways of living. Whenever I miss traveling I travel with food, cooking dishes from
different world cuisines gives me lots of happiness especially when they turn out tasty.
I love playing any kind of games but my recent passion is getting out of escape rooms
always trying to hit the record and I also enjoy playing various board games during
my spare time.
In “Bizlab” I have been behind delivering initial training on the topic of game-based
learning and being the critic of the designed games at the first stage. It was a great
experience having all this time to develop games and design materials for them. I truly
enjoyed receiving feedback from players and coming back to the drawing board
changing and twisting game elements. I hope our “Bizlab” games will find many
players.
Contact: pavel@shokkin.org
AVTANDIL VARDIASHVILI
I am the active person and enjoy various kinds of things - I like playing
football , cycling and especially hiking and trekking . I also love travelling
around the world ,exploring new cultures, places and discovering unique
things around us. One of my passion is playing games - it can be video
game or board game, or the one that will teach you something new and
important.
Contact: avtandilvardiashvili@gmail.com
2
GAMES
OUTLINES
During the project,we have developed and
tested games based on 5 crucial skills
needed for young entrepreneurs:
-Communication;
-Creative thinking;
-Planning;
-Problem solving and decision-making;
-Financial literacy.
3
GAME 1 : "THE DNA EXPERIMENT"
Game Topic: Communication
Game Name: The “DNA” Experiment
Session duration: 90 minutes
Target Group: young people 16-24
Group size: 12-18 (if a group is bigger, have two parallel “experiments” going on)
Location: indoor
Materials needed: tape; construction bricks (Lego); large material cover (to act as
wall); flipchart with rules; 6 A4 sheets; 2 pens; mouth masks; 2 small covers; 2
flipcharts with communication barriers & effective communication.
Learning Outcomes:
1. To introduce young people to the concept of effective communication;
2. To let young people experience various communication situations and reflect
on own actions;
3. To open a discussion on the topic of effective communication and
communication barriers being verbal and non-verbal;
1. Prepare the room for the game making three large rectangles with tape
separated by a large cover. Mark them as Sector A (architects), Sector B
(translators), Sector C (builder). Place a table and equal amount of chairs in each
sector. Place a laptop in Sector B with a countdown timer in front of the 5 chairs;
You are a group of scientists from all over the world that initiated an experiment
with a radioactive DNA structure to see if you can duplicate it and make the
biggest step to end all the known diseases to humanity.
The experiment involves you working in 3 sectors (A,B,C) without being able to
leave them.
• Your task is to recreate the exact DNA structure in sectors A & C.
• You have to carefully follow instructions for each team.
• No outside equipment can be used
• You have 10 minutes for making a common strategy
• You will have only 30 minutes to fulfill your task
• If the DNA structures in sectors A & C will have more than 4 differences – you
will be contaminated.
4
GAME 1 : "THE DNA EXPERIMENT"
4. Give the role of each group based on written cards;
5. After answering questions if occurred give the whole group 10 minutes for
strategy preparation;
6. Start the game with the countdown timer for 25 minutes and as facilitators
observe, not interfering unless the rules are broken;
8. Ask the group to form a circle and lead the debriefing process.
Debriefing Questions:
1. How did you feel during the process of the game, what were the highlights?
(for each group)
2. How did your strategy meet up the reality when you were actually
constructing?
3. What were the challenges of the game? (write down the list)
4. What could help you to better overcome these challenges?
5. What kind of similar challenges you met in your life?
6. How did you overcome them?
7. What can help you to be more effective in communication with others?
Additional materials/comments:
After the debriefing present a flipchart with communication barriers and the
process of effective communication.
5
GAME 2: "CREATHON"
Game Topic: Creative Thinking
Session duration: 90 minutes
Target Group: young people 16-24
Group size: 12-16
Location: indoor
Materials Needed: a lot of plasticine (clay), color rectangles, markers,
printouts, pens per team, paper tape, handouts, flipchart with definition of
creativity and innovation.
Learning Outcomes:
1. To introduce the process of creative thinking;
2. To show various methods for creative thinking;
3. Do open a discussion of enabling and blocking factors for creative thinking;
1. Once the participants come into the room give them one colored paper
rectangle and ask to write their name on it (red, yellow, green, blue).
2. Once the participants are all inside the room ask them to take seats at
tables with the same color as their papers, that is how the teams are formed.
3. Once the teams are formed read out the intro story:
“You are a team of experts from all over the world and have been chosen to
participate in this creative hackathon to find best product idea that can
change lives of young people. Your task is to create a product that would be
useful, realistic and cheap to make. Now you can turn the card A (description
of task of the hackathon) which is on your table and start working on
creating the product according to the working paper first. You have 20
minutes;
6
GAME 2: "CREATHON"
Then distribute the prototype resources and presentation sheet for each team
and give them final 15 minutes to create the designs;
6. Once the 15 minutes are done ask participants to present the products in 1
minute each;
Debriefing Questions:
Additional materials/comments:
CARD A CARD B
Task card Hat card
DEFINITIONS
7
GAME 3: "CONSTRUCTORIA"
Game Topic: Planning, Management
Session duration: 90 minutes
Target Group: young people 16-24
Group size: 15-18
Location: indoor
Materials Needed: Tape,Paper,Markers,Spagetthi,Straws,Rope,Pencils,
Marshmallow,Linears,Scissors,Clay.
Learning Outcomes:
1. To introduce the importance of task assessment and planning;
2. To give practical experience of complex prioritizing situations
3. To reflect on own attitude towards planning and identify steps of
improvement
2. Participants are introduced to the story and the rules of the game;
3. Participants receive the first task list and are given 3 minutes to prioritize
own task completion;
4. Once 3 minutes are up each team’s facilitator starts naming tasks and
participants have to complete them. Overall participants have 12 minutes to
fulfill as many tasks as possible;
5. Once time is up, facilitators calculate the amount of points and announce
the starting capital of each team;
6. Participants are then given the menu card where they identify, which of the
materials they would like to buy on the market and how many of them. Allow
up to 10 minutes for preparing budgets;
7. Once time is up participants are introduced to the market and see the
materials sold. Participants visit the shop one after another starting with the
“poorest” team. Participants can purchase only 2 items at a time. Allow up to
15 minutes for the market activities;
8
GAME 3: "CONSTRUCTORIA"
8. Once the time is up provide participants with 15 minutes to build their
prototypes at their work stations. Once the prototypes are build ask
participants to calculate their desired material vs reality ratio and present the
prototype.
Story:
You are three architecture bureaus from your city. The city hall is planning to
invest into creating a big water park in your city and they announced a
tender for the best offer. The trick of this tender is that they are searching for
a bureau with the best planning and action skills. Thus, they decided to put
you to the pressure test. One company will win the tender, while others will
be left without this big project.
Game Rules:
• Your task will consist of several activities, consisting of various levels. You
will receive information from the facilitators in a gradual manner;
• You can use only the given equipment to you;
• If any of the rules are broken your points will be deducted.
Debriefing Questions:
Additional materials/comments:
9
GAME 4: "THE GRANT RACE"
Game Topic: Problem Solving & Decision-making
Session duration: 90 minutes
Target Group: Young people aged 16-24
Group size: 12-30
Location: indoor
Materials Needed: laminated resource cards, laminated menu cards, trade
deal service.
Learning Outcomes:
2. Participants are introduced to the story and the rules of the game;
4. The trading starts once the state office announces it and lasts the whole
game (with occasional government grants given by the state office if the
trade is not going so well)
5. The game finishes once 3 neighboring villages turn into cities or the time
runs out. In that case the most advanced city wins.
6. Once the game is finished announce the winners giving either a city card or
the prosperous region card and start the debriefing.
Story:
Each table represents a village of our beautiful country. The government has
set a goal to modernize villages and regions to create prosperous cities. Sadly
there is not enough funding to turn all villages into cities so it has been
decided that a grant race will happen. To avoid nepotism and bribing the
state disables immediate neighbors to trade with one another.
10
GAME 4: "THE GRANT RACE"
Game Rules:
Debriefing Questions:
1. How did you feel during the process of the game, what where the
highlights?
2. What was your strategy? How did you create it?
3. How did your strategy meet up the reality when you were actually trading
and negotiating with others for the resources?
4. How did you adapt during the game?
5. What could help you to better overcome these challenges?
6. What steps do you usually make to overcome challenges and solve
problems?
7. When you are in a position of negotiations and making decisions for others
how do you feel?
11
GAME 5: "START-UP LIFE"
Game Topic: Financial Literacy
Session duration: 120 minutes
Target Group: young people 16-24
Group size: 12-30 (should be possible to divide in 2 or 3 per team)
Location: indoors, 1 spacious room or 2, 3 smaller rooms
Materials Needed: cards, printouts, pens, dice (4-8 dice), 4 decks of cards, 2
laptops, 4 water bottles, 2 balls.
Learning Outcomes:
Each pair (trio) are friends who decided to become business partners and
dream to open your own business. You heard that in 4 weeks there will be a
start-up event and the business idea with the biggest amount of starting
capital will be chosen to be consulted and mentored by the biggest
entrepreneurs. You look at personal accounting sheets and find out that you
have only 500 shokkels each, which is not enough. You have 4 working
weeks to gather as much starting capital as possible. Each week here equals
15 minutes. After each working week comes a 5 minute weekend to meet at
home and plan the next week.
12
GAME 5: "START-UP LIFE"
5. After 7 minutes are finished start the 1st round. Where participants have
the possibility to go to various stations and earn capital;
6. Once the 15 minutes are out ask each group to pick an event card and
announce the stock market changes;
7. After 5 minutes are finished start the 2nd round and repeat the same for
the 3rd and 4th round;
8. After the 4th round is finished ask the groups to return and calculate their
final numbers and decide what they do with their current shares;
9. Once the groups give their financial reports one facilitator starts a
debriefing, while second one calculates and checks the reports;
10. After the debriefing announce the final calculations and congratulate the
winner.
Debriefing Questions:
Additional materials/comments:
13
The project "Do It Your Way" was funded
with the support of the Erasmus+ programme
of the European Commission and the Estonian
National Agency Noorteagentuur.This game
compilation booklet reflects the views only of
the authors and the Commission cannot be
held responsible for any use which may be
made of the information contained therein.
Content: Design:
Pavel Vassiljev
Avtandil Vardiashvili Avtandil Vardiashvili
ET.SHOKKIN.ORG WWW.SHOKKIN.ORG
WWW.DRONI.ORG