Skip to content
Exploring Our Past: From Stone Age Ireland to Ancient Civilizations · 3rd Year · Games and Pastimes Through Time · Summer Term

Designing a Game for the Future

Students apply their understanding of historical games to design a new game that reflects modern values or technologies.

NCCA Curriculum SpecificationsNCCA: Primary - Continuity and change over time

About This Topic

In Designing a Game for the Future, students use their knowledge of historical games from Stone Age Ireland to ancient civilizations to create new games that blend past elements with modern values or technologies. They focus on rules that promote physical activity and teamwork, explain connections to historical pastimes, and justify objectives for positive impacts like sustainability or inclusivity. This aligns with NCCA standards on continuity and change over time, helping students recognize how games evolve while retaining core purposes such as social bonding and skill-building.

The topic develops creativity, critical thinking, and historical analysis in a practical way. Students compare ancient games like hurling precursors or Roman board games with today's sports, identifying patterns of adaptation. Justification tasks strengthen reasoning skills, as they defend choices based on intended effects on players' health, cooperation, or environmental awareness.

Active learning excels in this topic because hands-on prototyping and peer playtesting turn design into an iterative, collaborative process. Students test rules in real play, gather feedback, and refine ideas, which makes historical connections tangible and boosts engagement through immediate trial and error.

Key Questions

  1. Design a game that encourages both physical activity and teamwork.
  2. Explain how your game incorporates elements from historical games.
  3. Justify the rules and objectives of your game based on its intended impact.

Learning Objectives

  • Design a novel game incorporating rules that promote physical activity and teamwork, drawing inspiration from historical games.
  • Analyze the evolution of games from Stone Age Ireland to ancient civilizations, identifying continuities and changes over time.
  • Explain the connection between specific elements of their designed game and historical games studied.
  • Justify the rules and objectives of their new game, relating them to modern values such as inclusivity or sustainability.

Before You Start

Games and Pastimes in Stone Age Ireland

Why: Students need foundational knowledge of early Irish games to draw inspiration for their new designs.

Games of Ancient Civilizations

Why: Understanding games from civilizations like Rome or Egypt provides a broader historical context for game evolution.

Key Vocabulary

Continuity and ChangeContinuity refers to elements that remain the same over time, while change refers to how things transform or evolve.
Historical EmulationThe act of designing something new by imitating or drawing inspiration from historical examples or practices.
Game MechanicsThe rules, systems, and processes that govern how a game is played and how players interact with it.
Modern ValuesEthical principles and beliefs that are considered important in contemporary society, such as fairness, equality, and environmental responsibility.

Watch Out for These Misconceptions

Common MisconceptionModern games have nothing in common with historical ones.

What to Teach Instead

Many games share elements like physical challenges or strategy from ancient times. Group comparisons of rules reveal continuities, and active prototyping helps students blend them intentionally, correcting the idea through visible adaptations.

Common MisconceptionGame design is just about fun, not structured rules or impacts.

What to Teach Instead

Effective games need clear rules tied to objectives like teamwork. Playtesting in pairs shows chaotic play without structure, guiding students to justify designs for specific benefits, building rigorous thinking.

Common MisconceptionTeamwork happens automatically in group-designed games.

What to Teach Instead

Explicit rules for cooperation must be built in. Peer feedback during testing highlights issues like dominant players, prompting revisions that embed teamwork, as students experience and discuss dynamics firsthand.

Active Learning Ideas

See all activities

Real-World Connections

  • Game designers at companies like Nintendo or EA Sports research historical games and play patterns to innovate new gaming experiences that appeal to current audiences while incorporating familiar elements.
  • Museum educators develop interactive exhibits and activities that connect historical artifacts and pastimes, like ancient ball games or early board games, to modern sports and leisure activities to engage visitors.

Assessment Ideas

Peer Assessment

Students present their game designs to a small group. Peers use a checklist to evaluate: Does the game clearly encourage physical activity? Is teamwork a key component? Are at least two historical game elements identified and explained? Peers provide one suggestion for improvement.

Quick Check

Provide students with a template asking them to list three rules for their new game. For each rule, they must write one sentence explaining how it promotes physical activity or teamwork, and one sentence connecting it to a historical game element they studied.

Discussion Prompt

Facilitate a class discussion using the prompt: 'How can designing a new game help us understand the changes and continuities in how people have played and socialized throughout history?' Encourage students to share examples from their game designs.

Frequently Asked Questions

How do I connect historical games to modern designs?
Start with a class timeline of games from Stone Age taunts to Viking pastimes, noting shared traits like competition. Provide prompt cards with historical elements for students to adapt, such as 'add teamwork like ancient Irish games.' This scaffolds links while sparking creativity in prototypes.
What low-cost materials work for game prototyping?
Use recyclables like cardboard boxes for boards, bottle caps for pieces, string for goals, and tape for markings. Outdoor elements such as cones or chalk add physicality. These keep costs under €20 per class and encourage resourceful design mirroring historical ingenuity.
How can students justify their game rules effectively?
Teach a simple framework: state the rule, link to history or modern value, predict impact. Model with examples like 'team passes from hurling promote cooperation.' Use peer gallery walks for practice, where feedback refines arguments before presentations.
How does active learning help in game design lessons?
Active methods like prototyping and playtesting let students experience failures and successes directly, far beyond worksheets. Iterating rules based on real play builds ownership and deepens historical insight through trial. Collaborative testing fosters communication skills, making abstract continuity and change concrete and memorable for 3rd years.

Planning templates for Exploring Our Past: From Stone Age Ireland to Ancient Civilizations