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The Game of WildLife

This floor based game is designed for the upper key stage 2 audience but can be played by anyone. Designed with safety features, educational content and fun in mind. 

This game was designed to be used in an educational environment. I incorporated the following aspects of England's 2013 Department of Education Key Stage 2 Science National Curriculum:​

  • Exploring the world around you including the higher level of studying and raising questions about the local environment - all the native, non-native and invasive species used in this game are found in the UK

  • Identifying and naming a variety of common animals including amphibians, reptiles, birds and mammals - all the species cards have the image and the name of the species characters

  • Exploring examples of human impact (both positive and negative) on environments - the domestic cat is included with a 'Go to the Vet' card to use during an attack and 'Go Home' card to use in response to an environmental event, showing how pets and human intervention skew the game of life as well as 8 introduced species

  • Identifying and naming a variety of common animals that are carnivores, herbivores and omnivores - this is shown in the three player interactions, attack, defend and escape 

  • Recognise that environments can change and that this can sometimes pose dangers to living things - this is shown through the Wheel of Destiny aspect of the game 

  • Exploring how variation in offspring over time can make animals more or less able to survive - this is also included in the Wheel of Destiny under Baby Boom

 

There is some artistic licence in the game (for instance a Gull and a Muntjack Deer would normally have no quarrel) but to try and make it as realistic as possible I used the GB Non-Native Species Secretariat, The Wildlife Trust and The RSPB websites to research the species and interactions between them. I took care to include four different species of native, non-native and invasive species covering birds, mammals, reptile and amphibians as player characters. 

 

I chose a round playing board, the central goal and the colour scheme to show that all species are trying to occupy the best habitat, and this causes competition. I added the Wheel of Destiny to show that environmental events, disease and reproduction effect all species, sometimes not in the way you think. When the Baby Boom hits all players must take two steps forward, this increases the level of competition. I decided to have an alarm to signal for when the wheel was to be spun for dramatic effect and mayhem aka fun.

I designed the game to be played in pairs. Not only does this facilitate teamwork but also has health and safety in mind, the player moving is not holding onto or wearing anything to identify them, reducing hazard potential.

This game was inspired by a talk by Jenn Sandiford of the Cornwall Wildlife Trust who is in charge of the Your Shore Beach Rangers project and a visit to the Cornwall Seal Sanctuary. Jenn highlighted the joy of children learning about the environment and showed us how educating and enthusing children can have an impact on their well-being as well as creating a lasting affinity with nature. The Cornwall Seal Sanctuary do not have a huge interpretation and signage budget, but I read more of the signage there and learned more, because they had turned their signage into an information treasure hunt, a game.

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