Education projects

Games & Gamification / A PRACTICAL COURSE

Design a game.
Make it work in play.

Turn an idea into a playable game. Design the mechanics, build a prototype, test it with others and improve it through feedback.

A game design workbench: a board, cards, tokens and a route from idea to playtest.
Make real design choicesBuild & playtestFinish with a playable prototype

YOUR COURSE PROJECT

01

A playable prototype

A board game, card game, quest or role-playing scenario with a clear beginning, choices and an ending.

02

Rules others can use

A concise ruleset and the components or scenario needed to put the game into play.

03

A tested second version

Playtest notes, specific changes and a clear explanation of why you made them.

THE IDEA

From understanding play
to designing an experience.

What makes a decision interesting? Why does one rule create cooperation and another create competition? How can a game help someone learn?

Bring a game idea, a learning goal or a shared experience you want to create. You will turn it into rules and decisions, build a small version and watch other people play it. Their choices become the evidence for your next design decision.

Gamification extends the same questions into learning, teamwork and other activities: what do people do, why does it matter, and what feedback helps them move forward?

THE PROGRAMME

An idea becomes a game
when someone can play it.

A seven-part learning sequence, from the first experiment to a game others can understand and run.

  1. 01

    What makes a game?

    Goals, rules, constraints, meaningful choices and feedback. Make a small prototype and let someone else play it.

  2. 02

    Find the right format

    Explore board games, card games, quests, role-playing and social games. Pitch an idea that can become a playable experience.

  3. 03

    Build the first version

    Define the players, the goal and the basic turn. Use simple components to build a version that can be tested.

  4. 04

    Make decisions matter

    Shape the core loop. Work with resources, uncertainty, information, roles and negotiation to give choices consequences.

  5. 05

    Design the player experience

    Connect mechanics with emotion, story and participation. Establish clear boundaries for role-playing and social experiences.

  6. 06

    Test, balance, rewrite

    Watch a new group play. Find confusing rules, long waits and dominant strategies; improve the game and test it again.

  7. 07

    Share a game that works

    Prepare the components, concise rules and a short introduction. Run the game for others and explain what changed through testing.

A LESSON IN ACTION

Build. Watch.
Improve.

The working rhythm is practical: make a small game, let someone else try it and use what happens to decide what to change.

01 / BUILD

Make one decision playable

Choose a goal, a constraint and an action. Use paper, cards, tokens or a short scenario to make the choice happen.

02 / OBSERVE

Let the players show you

Notice where they hesitate, negotiate, take a risk or wait. Write down what actually happened.

03 / ITERATE

Change a rule for a reason

Choose one problem, revise the game and test again. Explain which change improved the experience and why.

DESIGN WITH A PURPOSE

A mechanic changes
what people do.

Negotiation

Trade, shared resources and promises create space for bargaining and decisions about trust.

Hidden information

Different perspectives make players ask questions, interpret signals and act with incomplete knowledge.

Feedback & iteration

Visible consequences give players something to learn from — and designers something to improve.

Mechanics are chosen for the experience they create. What players actually do during a test matters more than what the designer intended.

WHAT YOU MAKE

Something people
can actually play.

A playable prototype

  • A clear goal, player actions and an ending.
  • Components or a scenario that support the game.
  • Rules another group can follow.
  • Changes based on observed play and feedback.

A repeatable design process

  • Connect a learning goal or intended experience with mechanics.
  • Build a small version before expanding the idea.
  • Observe a playtest and ask useful questions.
  • Explain a design choice and revise it when the evidence changes.

DESIGNED FROM PRACTICE

Meet the designer
behind the course.

Alexander Fridman

Game systems designer, educator and facilitator with a background in physics. His work brings together playable systems, hands-on learning and shared experiences.

Background & experience →

PRACTICAL QUESTIONS

Before you begin.

What will I make?

A playable game prototype, a concise ruleset and a record of changes made after playtesting. The project can take the form of a board game, card game, quest or role-playing scenario.

Do I need to write code?

The course uses simple prototypes: paper, cards, tokens and scenarios. Programming is not required to explore the design process.

How does this connect to gamification?

You start from the experience or learning goal you want to create, then choose mechanics that support it. The course applies that design process to games and to activities such as learning and teamwork.

BRING THE COURSE TO YOUR GROUP

What would you
like to create?

Request the programme directly from its author. Tell me who will take part and what you want them to learn; we can discuss the scope and format for your group.

Request the programme

Include your group size, learning goals and preferred dates.

ANOTHER EDUCATION PROJECT

Ways of Knowing

Investigate one mystery through different ways of knowing. Compare explanations, test claims and build a conclusion you can defend.

Explore the course →