TIME TO DESIGN

Learning Intention:

 

To design an activity to help keep every body active, using findings from our research into strategies to improve participation.

Discussion:

 

We've found out a lot of information about participation rates. We've seen some strategies that are used to keep people active. We have looked at how activities are designed. It is now time for us to design some activities of our own.

But first let's get some inspiration by having a look at what Sid & Nate came up with after they asked some kids how they would like to change the game of ice hockey.

Design Brief:

 

Before we begin to design our activity we need to create a design brief that will guide our design process.  

 

Many sports use a framework to assist their design of games or activities. One example is New Zealand Rugby’s FABS.

 

 

 

 

 

 

 

 

 

 

 

Fun- enjoying the whole rugby experience.

Achievement- getting better at rugby, getting fitter, growing as a person, getting better as a team.

 

Belonging- feeling like you are part of a team, experiencing cultural and gender belonging, being in the right age group.

Safety- feeling psychologically, emotionally and physically safe, and knowing how and where to seek help if not feeling safe.

New Zealand Rugby use the FABS framework to design training activities allowing people to improve while achieving success, and also to make the game appropriate to the age and skill levels of participants. 

 

Let’s create our own framework to design our activity!

 

Remember: The overall objective is to design an activity to help keep everybody active. 

 

1. What age group is our activity aimed at? This might be Primary or Secondary school age, young     adults, middle aged, or Seniors (50+) 

 

2. Are we targeting males, females or everyone?

 

3. What are we trying to achieve with our activity? 

 

 Let’s answer that by deciding on the 3-5 objectives for the activity. You can use information you have gathered from the Insights tool, or other information in the video clips on the website or from your own independent research.

What are our goals for participants in our activity. 

(Require 3 Minimum) 

  1. ___________________________________________________ 

 

  2.  ___________________________________________________ 

  3.  ___________________________________________________ 

 

Optional Additional goals/challenges or rules to add to the activity. 

  1. ___________________________________________________ 

  2.  ___________________________________________________ 

 

Special Challenge: 

One unique thing about Rugby, Touch and Rugby League is that a ball cannot be passed forward. With your group, design an activity that requires the use of a rugby ball, or an activity that requires passing backwards.

Let's get designing:

 

The first step is to think about what type of game you would like to design. Remember we looked at six types of games in the Move Well resources. These were:

 

  • Challenge games

  • Target games

  • Striking and fielding games

  • Net/wall games

  • Cooperative games

  • Invasion games

To jog your memory click on the BIG image and scroll through a brief description of each type of game. Then make your choice as to what type of game you would like to design.

Game design example, template and skills list:

 

To make it a little easier we have provided an example of a game design and a template to help you frame your own design.

 

We have also provided a list of the skills each of the types of games can develop. You can use the lists to choose the skills that your own game develops. 

Game design example

Game design skills

Game design template