Extension activities
Creating a game to teach others
about the Leatherback turtle
Explain to students that they are going to work in
their groups to create a game to teach other students about the
Leatherback turtle.
Decide whether students are going to create this game:
- in English, outside Indonesian lesson time - to
present the issues to other students who are not learning Indonesian.
(In which case they are gaining the information from the Indonesian
text, but expressing their ideas through the game format in English)
OR
- in Indonesian, using some class time from other
disciplines - perhaps to share with other students of Indonesian OR
- in Indonesian, only in Indonesian class time. (Be
prepared for the time that will be taken to create the game.)
Working from their 'Positive and negative sheet'
(in Word or PDF) and
have students work in small groups to go through the learning object
collecting examples of situations or actions that have positive,
negative or interesting (but neutral) effects on the orangutan
population in Indonesia. Explain to students that this will give them
the information they need to create good, bad or neutral points in their
game. For example, positive points may lead to players getting an extra
turn, moving ahead some spaces or gaining extra points or 'lives'.
List with students some different types of board
games, then bring a selection of these into the classroom to support
students in designing their own games. Students may be able to invent a
non-board game, so try not to restrict their ideas too much.
Brainstorm the parameters or criteria for a successful
game. For example:
- How much of the game must be in Indonesian?
- Any Indonesian must be accurate and as easy as
possible. How can this be achieved?
- What should the players learn about the orangutan
by playing the game? Are you going to set a minimum number of
information points?
- How many people should be able to play?
- What instructions / rules are needed for playing
the game? Will the instructions be in English or Indonesian?
- What is the time frame a) for the draft plan and b)
for the finished game?
- What materials can be used?
You will need to support students in writing their
chance cards / clues in simple Indonesian. For example, a negative
occurrence might be simply 'Ada nelayan 'longline'' (There is a longline
fisherman). This
language of playing games sheet (in
Word or
PDF)
will support students in their writing.
It is a good idea for students to draw up a rough
draft or plan of their game and cards, then play it themselves to
identify any problems.
The final games can be played within the class, then
shared with other Indonesian classes.
Print this page
|