Stage One: The pupils will be asked to list as many types of game as
they can remember. They will then be asked to categorise the games into
categories such as: Educational, mechanical, electronic, chance, card, board
etc…..They will be shown how to produce a rich picture - main theme in the
centre, categories arranged around the theme, extension words on the outer
boundary. Printing style books will be used to help the pupils formulate a
style for the centre word. |
L.
Key words identified and categorised
C.
Emphasis placed on the role of educational toys and the role they play in
educating young children.
N.
Pupils will count the number of games in each category and work out the most
popular.
ICT.
Use of spreadsheet software to create categories and rank in alphabetic
order.
HWK.
Pupils to complete the rich picture. |
Ask
relatives the types of games they find the most interesting and
entertaining. Record the results and present using ICT. |
Lettering style books. Colours and drawing equipment.
Example games / pictures of games. |
Stage Two: The pupils will be given a design problem. A local ‘game’
company has found that its sales are falling as many of the games it
manufactures are traditional. A recent survey has found that electronic
games that involve a degree of skill are likely to be popular. The problem
will be discussed and the pupils will highlight the main aspects of the
problem |
L.
Discussion of the design problem and identify key aspects.
N.
Pupils to set out the problem and brief using traditional drawing techniques
relying on the accurate drawing of guidelines and layout.
C.
Pupils encouraged to discuss the problem and brief and to compare each
others work. The importance of listening to the views of others will be
emphasised.
ICT.
Use of word processing / DTP software in the production of the problem and
brief. |
Discuss the problem and brief with
parents/relatives and make changes if necessary. |
Lettering style books. Colours and drawing
equipment.
Example games / pictures of games. |