Whenever we play games, we're likely to wonder "What would make this game even more fun?"
Deep down, it's the rules that make a game what it is. We have rules so players will know how to play the game fairly, of course; but the best reason we have them is to define the players' challenges — what each player will be trying to do to win. Our efforts to meet the game's challenges are what make games fun.
Whenever you think about the effects that the rules have on a game, you're thinking about game theory.
"Mazes offer a choice of paths, some with many entrances and exits. Dead-ends and cul-de-sacs present riddles to be solved. Mazes challenge the choice-making part of ourselves."
— from Walking A Sacred Path; Rediscovering the Labyrinth as a Spiritual Tool by Dr. Lauren, Riverhead Books, New York, 1995.
Maze designers exercise thinking and fine-motor
skills used in math and reading as well as in drawing. And it's
just plain FUN!!
Following is a lesson Mr. Delahunt gives to 10-year-olds — 4th graders — because this group has shown the greatest enthusiasm for it. The lesson could be taught to students of nearly any age.
Materials: pencil, eraser, white-out, and 8 1/2 x 11 unlined white paper
Qualities to include in your maze:
Consider these recommendations
too:
1. Make the outside edge of the maze the shape of something interesting;
e.g., an animal, state map, rocket, etc. But whatever the shape,
draw an outline so a player can't sneak out of or into any place
you don't want them to!
2 . Make your maze on a computer. Most graphic software will
work fine. Select a line drawing tool, and place one line at
a time. In "Kid Pix" you might add stamped pictures
in the spaces you create.
3. Make up any special rules you think will improve your maze,
and write them out so clearly and completely that each player
will know exactly what new opportunities or challenges you are
adding to the game.
Copyright
© 1996-
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