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Course: 4th ESO Students: 28 Timing: 1 Quarter

Subject / as: Economy

Contents: Learning Standards: Key Competences:


The Economy and its impact on the lives of 1.3. Become aware of the basic principles of Social
citizens. economics to apply in basic economic relations Initiative and entrepreneur
The scarcity, the choice and the allocation of with the conditions of resources and needs. Linguistics
resources. The opportunity cost.

Interests of the students: Money, friends, leisure, influencers, going out

Narrative:
Students are grouped into 7 groups of 4, to create “Base Groups”. These groups will be formed by the teacher according to different criteria
so that they are heterogeneous.

"THE COLONY" - A gamification inspired by theboard game Catan. The class will have a large board similar to the Catan board, made up of
hexagons, each with a different “resource”. These hexagons in turn will have different numbers that this resource provides to different teams
based on a series of requirements.
The winning team will be the one with the highest score at the end of the quarter, being the "masters of the colony"

Scheme:

What are the different levels in the Gamification?


The teams do not advance by levels per se but they will be able to build a series of things depending on the resources they have. These constructions will
give more points to each team, increasing their chances of being "the masters of the colony."
How do players progress through the narrative?

The score is taken directly from the Catan game:


 Town: 1 point
 City: 2 points
 Longest road: 2 points
 Grand knight: 2 points
Depending on the timing, a temporary space equivalent to 10% of the total class hours will be dedicated to you to gamification. In this period, each team
will be able to carry out a series of actions to advance their team in the game. BASED ON THE TEAM'S PERFORMANCE IN CLASS DURING THE
WEEK THEY WILL BE ABLE TO DO MORE OR LESS ACTIONS:
 Roll dice: In each “round” each team rolls the dice a specified number of times to see what resources each team wins. These resources accumulate,
can be stolen, can be traded, and can be used for building.
 Exchange of goods: Teams will be able to negotiate with other teams to exchange resources. Although they will be able to plot agreements even
out of class, the goods are not exchanged until the “round” moment in which time is dedicated to the “game”.
 Build: Teams can build roads to expand their populations and towns and / or cities at vertices that are at least two sides apart from another town or
city. Villages adjacent to a hex provide 1 of that hex's resource. Cities provide 2. Towns and cities must be built connected to a team highway. The
team with the longest road gets 2 points.
 Buy development cards: Development cards give certain privileges to teams that have them. Each team can use the cards on the "round" day that
we dedicate to the game. Cards:
 Change the number of a die
 Random draw a card from other teams (they can be resources or development cards)
 Build 2 roads
 Monopolize a resource (all teams must deliver that resource to the player who plays the card
 … .etc
How to players see their progress? (What do they receive? Is there a Leaderboard?)
There is a physical board that shows the buildings of each team. In addition, there is a public record that shows how many cards each team has (both
resources such as development cards)
What marks the end of the game?
The end of the term To keep students hooked for a whole term, different surprise mechanics are added, so that the “game” is played each time More
complex Examples of surprise mechanics:
 Taxes (must be paid in resources)
 Catastrophes (buildings are lost)
 Temporary (no resource of one type is generated)

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