As mentioned earlier, Oiko’s story is conveyed to children through illustrations as well as short rhyming sentences in the book. The text that is distributed accordingly next to the illustrations in the storybook is provided below:
‘In a universe not far away, there was a young prince who loved to play. His favorite of all the things in the world to do, was catching planets while he flew His planets were plenty and all in good shape- placed next to each other in a blue sky scrape. Oiko, loved to swim and water his plants, running around with his short red pants. but one day pollution came along and things started to go wrong: the sun wouldn’t shine, oiko’s world was no longer divine. the fish had nowhere to swim, the birds in the forest wouldn’t sing Oiko thought of the three techno galaxy trainers and gave them a call! The trainers were famous for their coaching skills, helping young boys and girls to make water, energy and tree fills… Lets meet the trainers, before we play, and coach with them along the way.’
Archive for February, 2008
oiko | the green prince
Posted in concepts, iterations, my games, narrative on February 27, 2008 | Leave a Comment »
rules \ how to play oiko!!
Posted in Uncategorized on February 19, 2008 | Leave a Comment »
(all rules are illustrated within oiko’s storybook)
The object of the game is to be the first player to get rid off all your
planet cards by completing all of your tasks. A typical round of Oiko
would involve the following steps:
a) Play begins by shuffling and dealing five planet cards to
each player in the beginning of the game.
b) Players also get two galaxy master cards each, in the
beginning of the game.
c) They can use those to coach along with any trainer they
select along the course of the game.
d) The younger player goes first and spins the spinner.
e) Once the spinner lands on a trainer, players have to play a
planet card that matches that trainer in order to restore it.
f ) For them to restore the planet on the card they have to
leave the playing area along with the rest of the players and move
to the room where that trainer gadget is installed.
g) Upon arriving to the destined area where the gadget is,
players place the planet card on top of the matrix screen.
h) They start playing the challenge by turning the trainer on.
Once that happens a smiling face will appear on the trainer’s matrix
screen
i) Next, they have to turn the time knob to the indicated
position. There are three levels of time, easy (5 min), medium (3min)
and hard (1min). Those levels are indicated each time on the card as
shown below.
j) Time starts counting and children have to act out what is
written at the bottom of the card as fast as possible.
k) If the player successfully performs the challenge within the
time limit that is set up by the time knob, a shape will blink on the
gadget’s matrix screen and it will match the holes that are on the
planet card. i.e. turn the knob to task wash your hands, perform the
activity by washing your hands and turn of the tap before you run
out of time
l) The player can shout ‘ Oiko’s planet is restored’ and return
to the playing area where the restored planet card is placed face
up. As the game progresses, players fill the playing area with Oiko’s
restored planet cards.
m) If players don’t fulfill the challenge on time, a sad face will
appear on the trainer’s screen.
n) In case players don’t have a card to play, they have two
options. They can either play one of their galaxy master card that
will allow them to coach with any trainer they want, or draw a card
from the face down pile.
o) When players is left with only one card they have to shout
‘planet one’, so that other players know that they are almost ready to
close the round.
p) The first player to play all his planet cards wins the round.
figure
3.1.4.1.8. Score
Once players have finished a round of Oiko, they can trace their
‘environmental’ score by filling in the maps that are found at the
back of the book. Those are divided in three categories colored
analogously to the other game components as yellow, for the
amount of energy the players have saved, blue for the amount
of water that players have saved and green for the trees that
have been saved. As depicted below, the maps constitute of a
background image of a topic related to energy, water or trees. In
the front layer of that image is a map of circles that are the same
as the shapes that appear on the cards while the game is in play.
Children fill in with crayons these shapes. The above activity is
designed to help children summarize their learning experience and
better understand how their actions during the game helped the
environment. Furthermore these maps enforce motivation for kids
to play Oiko again in order to complete them.
simple- web Oiko? iteration 4
Posted in Uncategorized on February 19, 2008 | Leave a Comment »
here is an idea for a web version of oiko- what if i abandoned the board game and booklet ideas and i just keep the gadgets.
play goes as following
step1_ play gadget, gadget gives you code on matrix
step2_go online and reveal what that code hides-
narrative, you are restoring pieces of a damaged ecology, for every code [...]
simple simple oiko_iteration3
Posted in Uncategorized on February 19, 2008 | Leave a Comment »
less is more- Mies van der Rohe
5 steps to play Oiko (can i make them three?)
1. get gadgets
2. select gadget – select level :play
3. oiko code appears on the matrix- yay : select a ‘brick’ piece that has that code on it
(bricks can be : restored energy, water, soil, creatures, humans, mountains [...]
OIKO-circuit – switch
Posted in Uncategorized on February 19, 2008 | Leave a Comment »
sketches for gadgets
Posted in Uncategorized on February 19, 2008 | Leave a Comment »
books for early graders_ using in content &visuals
Posted in Uncategorized on February 19, 2008 | Leave a Comment »
pictures of game play
Posted in Uncategorized on February 14, 2008 | Leave a Comment »
first set- players M(e) and Y(ou) play out a simple set of four puzzles that they unlock by placing their humans M,Y . After placing a human they can also make a move.
second set- player Y places a waste obstacle (brown) on player M. player M uses creature cloud -from puzzle cloud- to surpass it.
matrix diagram for switch
Posted in Uncategorized on February 10, 2008 | Leave a Comment »
matrix code (its working!!!)
Posted in my games on February 10, 2008 | Leave a Comment »
int dataIn = 2; ‘ Bits are shifted out this pin # to 7219.
int load = 3; ‘ Tells 7219 to transfer data to LEDs.
int clock = 4; ‘ Data valid on rising edge of this clock pin.
int maxInUse = 1; //this variable will set how many MAX7219’s you’ll use
int e = 0; // just [...]