Oscar Orjuela Pardo's profile

Instructional Design / Game Design

Instructional Design

In 2019, I embarked on an initiative focused on creating educational experiences for Spanish speakers learning English as a second language. Our goal was to craft a teaching approach inspired by Montessori's ideas on experimentation and discovery, while also incorporating principles akin to chaos theory, encouraging learners to navigate the path of getting lost before receiving explicit explanations.
Taking this into account we designed a bunch of activities, adapting the Bloom's rose to the method we designed, prioritizing the 4 skills we need to develop in students, having an approach from a different perspective.
-Coherence
-Being resourceful
-Undertand and being understood
-Grammarcompetence

Fleshing it out
We designed a couple of workshops prototyping games and experiences to spark learning
this is an example of how it went,fromconcept to end

LEARNING OBJECTIVES:
● Student should be closer to talk about past events, breaking moments and
game changers.
● Differentiating 3 basic structures and use them confidently. (Past simple,
Present perfect, Past Perfect)
Thes sessions followed this squema
STRUCTURE

1 Arrival around 6:15- 6:30 , (Guests have been asked to arrive at 6:15,) We encourage to “early birds” to watch
the intro vocab-video after a short welcome. (5mins) - (Oscar and Jenna)
2. Check-in activity (10 mins) (Jenna) . Materials to make a catapult already displayed on the table.
3. Discussion about the experience(5 mins)
    
4. Explanation about what we want inside the session (Oscar and Jenna) (10 mins)
5. Play GO TAILOR -A Table Game Prototype to teach some english grammar
Rules and Game mechanics
“GO TAILOR” Card Game Explanation - first part (Jenna and Oscar) (30 mins)
a. Introduce them to the metaphor: Using words as clothes. We always wear the same kind of clothes but they are different from person to person. If we are going to dress a different person, we have to modify the clothes.
b. Explain the game
- The game goal is getting the most points by arranging cards in different conditions. If you join them in the right way you sum the points each card indicates.
- Game universe:
You are a magic tailor who is in charge of dressing the royal families, some centuries back in
time.
There are 3 different reigns you are providing clothing to
1. The progeny of the old kings that are not in force anymore (Past simple-Red surface)
2. The last reign that has been overthrown time ago (Past perfect-Green surface)
3. The reign that took over after the “breakthrough battle) (Present Perfect-Blue surface)
- Game mechanics
Each of the 4 players gets 10 cards . They separate 1 of them, which they want to preserve for
the future, when everybody has chosen a card, the rest of the cards rotate to the player at the
left.
It happens again and again until one of the players Yells “Go Tailor”, Then he places the cards
on the surface that he thinks they suit, in the correct order. He gets the point if it is correct
- Explain MAIN Cards
1. Label: Should be always placed at the beginning (from now) - (Represents the subject)
2. Royal Shirt: Always comes 2nd Represents an Auxiliar already tailored for royalty (Did,
Have, Had) Has a different color regarding and must match the reign color
3. Action pants: Comes after the Shirt- Is raw (Verb in Infinitive form) Always needs a
modifier
4. Garnish complement: Ornamentation that you add always at the end of it
(complement) it can be whatever you want as long as it makes sense.
c. Students play the game up to this point , just trying to understand the game mechanics.
d. Further explanation about the game
- Modifiers:
All the clothing sets need to the modified by placing a card over it
There are 3 cards that act as Modifiers:
1. Magic Needle: Modifies the action cards, then you can turn the verb into past or
participle as needed
2. Clasp pin: Acts over the Royal Shirt (Auxiliar) and turn it inside-out, making it negative
3. Reignant jewel: Modifies the Blue royal Shirt (Have), and makes it a “Has”. which the
player can take to make lots of points by building a phrase using third person
Session end with students  writing a story using the sructures learnt from the game
Instructional Design / Game Design
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Instructional Design / Game Design

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