8th Grade
Project
4 weeks
1-pager
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Identify & Define the Problem or Opportunity
Identify & Define the Problem or Opportunity
Students will launch their Literary-to-Game Design project by exploring how readers and players experience tabletop games, conducting real user observations and interviews, and defining the core design problem they will address when transforming Kentucky Bluegrass Award Books into interactive RPG experiences.
Days 1 - 3
No activities have been added to this phase yet.
Research & Gather Insights
Research & Gather Insights
Students will deepen their understanding of player needs by analyzing interview and observation data from Phase 1, identifying patterns in user behavior, and translating those insights into a user feedback summary and a visual user experience map to guide future RPG design decisions.
Days 4 - 6
No activities have been added to this phase yet.
Develop Ideas & Plan
Develop Ideas & Plan
Students will analyze user research from earlier phases to define priority player needs, create detailed player personas, and establish clear design criteria that guide the development of their Kentucky Bluegrass Award Book–inspired tabletop RPGs.
Days 7 - 9
No activities have been added to this phase yet.
Create & Test Prototype(s)
Create & Test Prototype(s)
Students will build low-fidelity prototypes of their tabletop RPGs, conduct structured peer usability tests, analyze feedback, and determine targeted revisions grounded in human-centered design and their established design criteria.
Days 10 - 12
No activities have been added to this phase yet.
Improve & Refine
Improve & Refine
Students will analyze usability data from their tabletop RPG prototypes, refine narrative and mechanics based on peer and community feedback, and produce an improved version of their game along with a formal usability revision report demonstrating iterative, human-centered design.
Days 13 - 14
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Launch & Share
Launch & Share
Students will finalize and publicly release their tabletop RPG prototypes, conduct an accessibility and usability gate review, and demonstrate readiness for community playtesting by ensuring clarity, inclusivity, and alignment between literary themes and game mechanics.
Days 15 - 16
No activities have been added to this phase yet.
Evaluate & Iterate
Evaluate & Iterate
Students will systematically evaluate how real users interact with their tabletop RPGs after launch, analyze feedback for patterns, and create a focused refinement plan that strengthens narrative alignment, rule clarity, and player engagement before final reflection and exhibition preparation.
Days 17 - 18
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Reflect on Competency Growth
Reflect on Competency Growth
Students will analyze their growth as human-centered designers and storytellers by examining evidence from their tabletop RPG project, connecting their work to BCPS competencies, and articulating how their literary analysis and iterative design process evolved from initial concept to final exhibition.
Days 19 - 20
No activities have been added to this phase yet.
Identify & Define the Problem or Opportunity
Days 1–3
Day 1
Day 2
Day 3
Research & Gather Insights
Days 4–6
Day 4
Day 5
Day 6
Develop Ideas & Plan
Days 7–9
Day 7
Day 8
Day 9
Create & Test Prototype(s)
Days 10–12
Day 10
Day 11
Day 12
Improve & Refine
Days 13–14
Day 13
Day 14
Launch & Share
Days 15–16
Day 15
Day 16
Evaluate & Iterate
Days 17–18
Day 17
Day 18
Reflect on Competency Growth
Days 19–20
Day 19
Day 20
May 2026
Mon
Tue
Wed
Thu
Fri
11
Day 1
Identify & Define the Problem or Opportunity
12
Day 2
13
Day 3
14
Day 4
Research & Gather Insights
15
Day 5
18
Day 6
19
Day 7
Develop Ideas & Plan
20
Day 8
21
Day 9
22
Day 10
Create & Test Prototype(s)
25
Day 11
26
Day 12
27
Day 13
Improve & Refine
28
Day 14
29
Day 15
Launch & Share
June 2026
Mon
Tue
Wed
Thu
Fri
1
Day 16
2
Day 17
Evaluate & Iterate
3
Day 18
4
Day 19
Reflect on Competency Growth
5
Day 20