Novel Adventure: Design a Board Game
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Novel Adventure: Design a Board Game

Grade 3English20 days
In this project, 3rd-grade students design a board game that captures the key elements, themes, and lessons of a novel they have read. Students will identify and summarize the key elements of a novel, design a board game that accurately reflects the events, characters, and themes of the novel, and explain how the game mechanics and rules connect to the novel's content and lessons. Throughout the project, students create character cards, a plot point path, and theme tokens, culminating in a complete rulebook for their game.
Novel ElementsBoard Game DesignCharacter RepresentationPlot IntegrationThematic RepresentationGame MechanicsRulebook Clarity
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Inquiry Framework

Question Framework

Driving Question

The overarching question that guides the entire project.How can we design a board game that effectively captures the key elements, themes, and lessons of a novel we have read?

Essential Questions

Supporting questions that break down major concepts.
  • How does understanding the characters, plot, and setting help you design your game?
  • How can you use the key events from the story to create challenges and rewards in your game?
  • How do the rules of your game reflect the themes and lessons of the novel?
  • How can different game mechanics be used to represent different aspects of the novel?

Standards & Learning Goals

Learning Goals

By the end of this project, students will be able to:
  • Students will be able to identify and summarize the key elements of a novel, including characters, plot, setting, and themes.
  • Students will be able to design a board game that accurately reflects the events, characters, and themes of the novel.
  • Students will be able to explain how the game mechanics and rules connect to the novel's content and lessons.
  • Students will be able to collaborate with peers to create a cohesive and engaging board game.

Common Core Standards

RI.3.1
Primary
Ask and answer questions to demonstrate understanding of a text, referring explicitly to the text as the basis for the answersReason: Students will need to demonstrate their understanding of the novel to design the game.
RI.3.4
Secondary
Determine the meaning of general academic and domain-specific words and phrases in a text relevant to a grade 3 topic or subject areaReason: Students may need to define words related to the novel to incorporate them accurately into the game.
RI.3.5
Supporting
Use text features and search tools (e.g., key words, sidebars, hyperlinks) to locate information relevant to a given topic efficiently.Reason: Students may use text features to review and locate key information for their game design.
RI.3.7
Secondary
Use information gained from illustrations (e.g., maps, photographs) and the words in a text to demonstrate understanding of the text (e.g., where, when, why, and how key events occur)Reason: Students will use information to demonstrate understanding of the text.
RI.3.9
Supporting
Compare and contrast the most important points and key details presented in two texts on the same topicReason: If students use multiple texts to inform their game, they will need to compare and contrast the information.

Entry Events

Events that will be used to introduce the project to students

Novel Escape Room

The classroom becomes an escape room themed around the novel. Students must solve puzzles and challenges related to the book's content to 'escape.' This immersive experience encourages close reading and collaborative problem-solving, generating ideas for game elements.
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Portfolio Activities

Portfolio Activities

These activities progressively build towards your learning goals, with each submission contributing to the student's final portfolio.
Activity 1

Character Cards & Event Cards

Students create a set of character cards, each detailing a character's traits, motivations, and role in the event. These cards will later be used as game pieces in their board game. Event cards: Create cards that describe real historical events, scientific discoveries, or biographical details. A player might draw an "event card" that advances the game's narrative while providing a bite-sized piece of information.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Choose four main characters from the event.
2. For each character, list three key traits or characteristics.
3. Describe the character's role in the event.
4. Design a visual representation (drawing or image) for each character.
5. Create a list describing the real historical events, scientific discoveries, or biographical details
6. Design question cards referencing their event: provide materials needed to answer the questions- passages, resources, images, etc.

Final Product

What students will submit as the final product of the activityA set of four character cards, each with character traits, motivations, role, and a visual representation. A set of 10-15 event cards with materials needed to answer the questions.

Alignment

How this activity aligns with the learning objectives & standardsAligns with RI.3.1 (understanding characters) and RI.3.7 (understanding how characters relate to key events).
Activity 2

Event Point Path

Students identify the main events of the nonfiction novel and create a sequential path representing the plot. This path will serve as the game board's structure, guiding players through the story's key moments.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Identify the beginning, middle, and end of the story.
2. List 5-7 key events that occur within the middle of the story.
3. Create a visual path that represents the sequence of these events.
4. Write a short description of what happens at each point on the path.

Final Product

What students will submit as the final product of the activityA visual representation of the story's plot, showing key events in sequential order with brief descriptions.

Alignment

How this activity aligns with the learning objectives & standardsAligns with RI.3.1 (understanding the plot) and RI.3.7 (understanding when key events occur).
Activity 3

Theme Tokens

Students explore the overarching themes of the event and design tokens representing these themes. These tokens can be collected or used as part of the game mechanics to deepen players' understanding of the novel's central messages.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Identify 2-3 main themes of the novel (e.g., friendship, courage, perseverance).
2. For each theme, find a quote or passage from the book that supports it. Use text features if needed (RI.3.5).
3. Create a symbol or image that represents each theme.
4. Design a token for each theme, incorporating the symbol or image.

Final Product

What students will submit as the final product of the activityA set of theme tokens, each representing a key theme from the novel, along with supporting quotes.

Alignment

How this activity aligns with the learning objectives & standardsAligns with RI.3.1 (understanding the themes) and RI.3.4 (understanding theme-related vocabulary).
Activity 4

Rulebook Relay

Students develop a clear and concise rulebook for their board game, ensuring that the rules reflect the novel's plot, characters, and themes. This activity emphasizes clear communication and logical thinking.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Brainstorm a set of rules that use the character cards, plot point path, and theme tokens.
2. Write out the game's objective (how to win).
3. Write step-by-step instructions on how to play the game.
4. Include clear explanations of how to use each game component (character cards, plot path, tokens).
5. Test the rules with classmates and revise for clarity.

Final Product

What students will submit as the final product of the activityA complete rulebook for the board game, including the game's objective, step-by-step instructions, and explanations of game components.

Alignment

How this activity aligns with the learning objectives & standardsIntegrates RI.3.1 (understanding all elements of the novel) and focuses on clear, explanatory writing.
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Rubric & Reflection

Portfolio Rubric

Grading criteria for assessing the overall project portfolio

Board Game Design Rubric: Novel Adaptation

Category 1

Understanding of Novel Elements

This category assesses the student's comprehension of the novel's plot, characters, setting, and themes, and how accurately these elements are represented in the game.
Criterion 1

Character Representation

Accuracy and depth of character portrayal in the game components (Character Connection Cards).

Exemplary
4 Points

Character cards demonstrate a sophisticated understanding of character traits, motivations, and roles. Visual representations are highly creative and insightful, enhancing the understanding of each character's significance in the novel.

Proficient
3 Points

Character cards accurately represent the characters' traits, motivations, and roles in the story. Visual representations are appropriate and contribute to the understanding of the characters.

Developing
2 Points

Character cards show an emerging understanding of the characters, but some traits or motivations may be unclear or partially inaccurate. Visual representations are basic and may not fully capture the character's essence.

Beginning
1 Points

Character cards show limited understanding of the characters. Key traits and motivations are missing or inaccurate. Visual representations are minimal or irrelevant.

Criterion 2

Plot Integration

How well the game board (Plot Point Path) integrates the key events and sequence of the novel's plot.

Exemplary
4 Points

The plot point path innovatively captures the novel's narrative structure, with events sequenced logically and descriptions providing rich context. The path design enhances the player's understanding of the story's progression and conflicts.

Proficient
3 Points

The plot point path accurately represents the novel's key events in sequential order, with clear descriptions of each event. The path effectively guides players through the main storyline.

Developing
2 Points

The plot point path includes some of the novel's key events, but the sequence may be unclear or incomplete. Descriptions may lack detail or accuracy, making it difficult to follow the plot's progression.

Beginning
1 Points

The plot point path demonstrates a limited understanding of the novel's plot. Key events are missing, and the sequence is illogical. Descriptions are minimal or inaccurate.

Criterion 3

Thematic Representation

Effectiveness of the theme tokens in representing and reinforcing the novel's central themes.

Exemplary
4 Points

Theme tokens powerfully represent the novel's central themes, with insightful quotes and evocative symbols. The token design enhances the player's understanding of the novel's deeper meaning and moral lessons.

Proficient
3 Points

Theme tokens accurately represent the novel's key themes, with supporting quotes and appropriate symbols. The tokens effectively convey the novel's central messages.

Developing
2 Points

Theme tokens touch upon some of the novel's themes, but the connection may be superficial or unclear. Quotes may be weakly related, and symbols may be generic or confusing.

Beginning
1 Points

Theme tokens show a limited understanding of the novel's themes. The tokens are irrelevant or do not connect to the story's central messages.

Category 2

Game Design and Mechanics

This category evaluates the creativity, coherence, and playability of the board game, and how well the game mechanics align with the novel's content.
Criterion 1

Rulebook Clarity

Clarity, completeness, and organization of the game's rulebook (Rulebook Relay).

Exemplary
4 Points

The rulebook is exceptionally clear, concise, and well-organized, providing step-by-step instructions and detailed explanations of all game components. The rules are innovative and enhance the player's engagement with the novel's content.

Proficient
3 Points

The rulebook is clear, complete, and well-organized, providing step-by-step instructions and explanations of the game components. The rules are easy to understand and follow.

Developing
2 Points

The rulebook is partially clear, but some instructions may be confusing or incomplete. Explanations of game components may be lacking, making it difficult to fully understand the game.

Beginning
1 Points

The rulebook is unclear, incomplete, and disorganized, making it difficult to understand how to play the game. Instructions are missing or confusing.

Criterion 2

Game Mechanics & Novel Connection

How well the game mechanics utilize the character cards, plot point path, and theme tokens to create an engaging and educational game experience directly related to the novel.

Exemplary
4 Points

The game mechanics ingeniously integrate the character cards, plot point path, and theme tokens to create a highly engaging and educational game experience that deepens the player's understanding of the novel.

Proficient
3 Points

The game mechanics effectively utilize the character cards, plot point path, and theme tokens to create an engaging and educational game experience that is directly related to the novel.

Developing
2 Points

The game mechanics somewhat utilize the character cards, plot point path, and theme tokens, but the connection to the novel may be weak or superficial. The game may not be fully engaging or educational.

Beginning
1 Points

The game mechanics show limited integration of the character cards, plot point path, and theme tokens. The game lacks a clear connection to the novel and is not engaging or educational.

Criterion 3

Overall Game Design

Assessment of how well all elements of the game design work together.

Exemplary
4 Points

The game design is exceptionally cohesive, creative, and engaging, demonstrating a deep understanding of the novel and innovative game mechanics. The game is highly playable and enjoyable.

Proficient
3 Points

The game design is cohesive, creative, and engaging, demonstrating a good understanding of the novel and effective game mechanics. The game is playable and enjoyable.

Developing
2 Points

The game design is partially cohesive, but some elements may be disjointed or unclear. The game demonstrates a basic understanding of the novel, but the game mechanics may be underdeveloped. The game may be less engaging or playable.

Beginning
1 Points

The game design is disjointed and lacks cohesion. The game demonstrates a limited understanding of the novel, and the game mechanics are poorly developed. The game is not engaging or playable.

Reflection Prompts

End-of-project reflection questions to get students to think about their learning
Question 1

How does your board game design reflect your understanding of the novel's key events and characters?

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Question 2

What was the most challenging aspect of designing a board game based on a novel, and how did you overcome it?

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Question 3

To what extent do you think your game effectively teaches others about the novel?

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Question 4

If you could improve one aspect of your game to better represent the novel, what would it be and why?

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