Designing games develops many
other valuable skills, such as writing
in a clear and concise way. Games
have rules and objectives, and students must describe the narrative and
rules succinctly, just like commercial
board games, which usually print the
rules on the back of the box.
This type of project also requires
students to develop planning and organization skills. They must choose
whether their games will be completely contained within a PowerPoint
file, or whether they will include game
boards, scorecards, dice, and game
pieces. If an external game board is required, students will need to paste images of the game board on slides with
directions to print those slides before
the game begins.
Leveling Up the Games
Over a three-year period, we taught
game design to students in grades
10–12 in a science classroom at
Clarkston High School in Clarkston,
Michigan, USA. The course, Environmental Chemistry, was based on the
American Chemical Society’s Chemistry in the Community curriculum (
often called ChemCom). Over the course
of the school year, students created
games during two of the seven units
in the course. The units lasted approximately one month each, and we
created games for a unit on the earth’s
resources and the periodic table as
well as a unit on the atmosphere and
gas laws. We made improvements to
the implementation of the project each
year. Here’s a list of lesson tips and lessons learned to help you implement
PowerPoint games to teach content:
Many students love everything about video games, so teach- ing them to use technology
to design their own games around
content is an assignment that can offer built-in engagement. The problem,
however, is that teachers often don’t
have the time or expertise to teach
computer programming, let alone
content and process skills. On top of
that, installing game design software
can create friction between the teaching staff and technology department.
That’s where Microsoft PowerPoint
comes in. Did you know you can help
your students create—from scratch or
from a template—a video game using
PowerPoint?
Although PowerPoint is not a true
programming platform, there are
elements of computational thinking
in the design of a homemade Power-
Point game. Linking a story to ques-
tions, creating and debugging mul-
tiple and nonlinear paths of the slides,
and creating a logical flow to a game
(checkpoints, increased difficulty,
etc.) are all tasks that are complex,
open ended, and ambiguous, and
that require persistence, especially
in the debugging process.
A game design project also meets
the ISTE Standards for Students.
After all, the game itself is a creative
endeavor where groups of students
build artifacts that demonstrate con-
tent knowledge in a novel format
(Standard 1). This is especially true
when designing a game using a plat-
form that has limitations, such as
PowerPoint. The same justifications
for computational thinking are simi-
lar to Standard 4 (critical thinking,
problem solving, decision making).
In most games, players must achieve
a goal by correctly answering a series
of multiple-choice questions. Each
choice is an action button that sends
players to a slide indicating whether
their answer was correct or incorrect.
Action buttons send the players to a
predetermined
slide rather
than the next
slide in the
deck. There-
fore, the novel
use of PowerPoint
(learning about
and applying the
action button fea-
ture) and trouble-
shooting aspects
of the game design
project align with
Standard 6 (tech-
nology operations
and concepts).
LEARNINGconnections
Science 26 Professional Development 30 Multidisciplinary 34 Apps 36 Tip 37
Powering Up Homemade PowerPoint Games