
Design a Social-Emotional Learning Game for Young Learners
Inquiry Framework
Question Framework
Driving Question
The overarching question that guides the entire project.How can we as game developers create an engaging and educational game that not only teaches essential social-emotional skills, such as confidence and humility, to early elementary students, but also incorporates narrative structures and cultural understanding to foster personal growth?Essential Questions
Supporting questions that break down major concepts.- What essential social-emotional competencies are important for students to learn at an early age?
- How can we define and set personal goals for emotional growth and development?
- In what ways is confidence beneficial in learning and interpersonal interactions, and how can it sometimes be counterproductive?
- What role does humility play in teamwork and learning from others?
- How do narrative structures, such as character and setting, help in understanding and creating stories?
- What are the cultural norms that influence how we express emotions and interact in society?
Standards & Learning Goals
Learning Goals
By the end of this project, students will be able to:- Students will design a game that integrates social-emotional competencies aimed at kindergarten and 1st-grade learners.
- Students will define and articulate key concepts of confidence and humility with concrete examples.
- Students will identify and apply narrative structures such as character, setting, and events in their game design.
- Students will explore different cultural norms and how they impact emotional expression and social interaction.
- Students will set personal growth goals related to social-emotional learning and evaluate their own progress.
- Students will engage in class discussions to practice active listening and share their ideas openly.
- Students will write game narratives experimenting with phonetic spelling and a range of vocabulary.
Social Emotional Learning Standards
Common Core Standards - Writing
Common Core Standards - Reading
Social Studies Standards
English Language Arts Standards
Entry Events
Events that will be used to introduce the project to studentsKindergarten Game-Expo Challenge
Students walk into a classroom transformed into a mini-expo with different game stations. Each station represents a unique social-emotional competency challenge, sparking curiosity about how games can teach these skills. Students are invited to explore the stations and then brainstorm how they might create their own game to teach kindergarteners these concepts.'Inside Out' Movie Experience
Kick off the project by screening a short segment of the movie 'Inside Out,' highlighting the emotions portrayed. Students then participate in a discussion on how emotions can influence decisions and learn about the idea of creating their own emotion-driven games.Portfolio Activities
Portfolio Activities
These activities progressively build towards your learning goals, with each submission contributing to the student's final portfolio.Emotional Explorer: Creating Character Profiles
In this activity, students will start by understanding and defining key social-emotional competencies such as confidence and humility. They will explore these concepts first in a group setting and then individually by creating character profiles as part of their game development. This will help students see how emotions and traits influence character development in narratives.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA character profile sheet with visual representation and descriptions of emotional traits.Alignment
How this activity aligns with the learning objectives & standardsAligns with SE3 (Confidence) and SE5 (Humility) by defining and illustrating these competencies.Narrative Navigator: Building the Game World
Students will use their understanding of narrative structures to develop the setting and events of their game. They'll delve into how characters interact within the setting and with each other. This enhances comprehension of story components and their application.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA storyboard or a digital sketch of the game world, featuring developed settings and event sequences.Alignment
How this activity aligns with the learning objectives & standardsAligns with R1.2 (Narrative structures) and SE1 (Goal setting).Cultural Connections: Weaving Societal Norms into Play
Students will explore cultural norms related to emotion expression and social customs. By incorporating these themes into their game, they learn about diversity and the role culture plays in shaping interactions.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA culturally-enriched game scenario and description reflecting diverse norms.Alignment
How this activity aligns with the learning objectives & standardsAligns with C1 (Cultural norms) and SE2 (Strategic goals).Game Developer's Workshop: Prototyping and Testing
In this final stage, students will build a simple prototype of their game and involve peers for testing and feedback. Incorporating peer input is crucial for refining the game design and ensuring it meets educational goals.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA refined game prototype incorporating narrative, cultural, and emotional elements for young learners.Alignment
How this activity aligns with the learning objectives & standardsAligns with SE4 (Confidence evaluation), W1.1 (Narrative writing), and D1 (Class discussion).Rubric & Reflection
Portfolio Rubric
Grading criteria for assessing the overall project portfolioSocial-Emotional Game Development
Social-Emotional Competencies
Evaluation of understanding and application of confidence and humility within character development and overall game design.Confidence Understanding
The ability to define and illustrate confidence through character traits and behaviors in the game.
Exemplary
4 PointsDemonstrates a thorough understanding of confidence by integrating complex character traits and behaviors. Provides multiple, concrete examples in the game narrative.
Proficient
3 PointsShows a clear understanding of confidence with appropriate character traits and examples. The game narrative contains clear illustrations.
Developing
2 PointsDisplays some understanding of confidence with basic character traits and limited examples. The game narrative shows simple illustrations.
Beginning
1 PointsShows minimal understanding of confidence with few character traits and examples. The game narrative lacks detail.
Humility Application
The ability to define and apply humility through character interactions and narrative scenarios.
Exemplary
4 PointsEffectively applies humility through diverse interactions in the game. Provides clear, comprehensive narrative scenarios.
Proficient
3 PointsAppropriately applies humility in game interactions. Narrative scenarios are clear and adequate.
Developing
2 PointsApplies humility inconsistently in the game. Narrative scenarios are basic and lack depth.
Beginning
1 PointsStruggles to apply humility in the game with minimal narrative support.
Narrative Structures
Assessment of the student's ability to use and integrate narrative structures such as character, setting, and events in their game.Character Development
Creation and depth of characters in the game, including integration of social-emotional traits.
Exemplary
4 PointsCreates detailed and multidimensional characters with well-integrated social-emotional traits.
Proficient
3 PointsDevelops complete characters with integrated social-emotional traits.
Developing
2 PointsCreates characters with some social-emotional traits but lacks depth.
Beginning
1 PointsDevelops simplistic characters lacking clear social-emotional traits.
Setting and Events
Design and integration of setting and major game events to enhance narrative and gameplay.
Exemplary
4 PointsDesigns an intricate setting with engaging and interconnected events that enhance the narrative.
Proficient
3 PointsDesigns a clear setting with well-defined events that support the narrative.
Developing
2 PointsCreates a basic setting with loosely connected events.
Beginning
1 PointsDesigns an underdeveloped setting with unrelated events.
Cultural Awareness
Evaluation of the inclusion and representation of cultural norms and diversity in the game development process.Cultural Integration
Evidence of research, inclusion, and accurate representation of cultural norms in the game.
Exemplary
4 PointsIncorporates rich and diverse cultural elements with accurate and sensitive representation throughout the game.
Proficient
3 PointsIncludes accurate cultural elements with adequate representation in the game.
Developing
2 PointsIntegrates some cultural elements but lacks accuracy or depth.
Beginning
1 PointsIncludes minimal cultural elements with limited representation.
Collaboration and Presentation
Assessment of students' collaboration during game development and presentation of the final product.Collaborative Effort
Participation in group activities and integration of peer feedback in the game development.
Exemplary
4 PointsShows leadership and active participation in collaborative tasks. Successfully integrates peer feedback to enhance the final game.
Proficient
3 PointsParticipates actively in group tasks and incorporates most peer feedback.
Developing
2 PointsParticipates minimally in group tasks. Feedback integration is limited.
Beginning
1 PointsShows low participation in group tasks with no integration of feedback.
Presentation Quality
Effectiveness in presenting the game, highlighting key learning objectives and design elements.
Exemplary
4 PointsPresents the game clearly with confident communication of key objectives and elements, engaging the audience throughout.
Proficient
3 PointsEffectively presents the game, communicating objectives and elements clearly.
Developing
2 PointsPresents the game with unclear communication of objectives and elements.
Beginning
1 PointsStruggles to present the game and communicate its objectives and elements.