LEARNING by PLAYING

Natural Disaster Games

Young children usually learn best by 'doing' something rather than just 'listening' to someone talk about it.
So, we have made two types of games

  1. Natural Disaster Card Games
  2. A Natural Disaster Board Game

so that young children can learn in a fun way what they should do in a natural disaster.

NOTE: You may download word document or pdf file of this page (including the cards) & the Board Game here

Learning_about_Natural_Disasters_by_Playing.doc
Learning_about_Natural_Disasters_by_Playing.pdf
Natural_Disasters_Board_Game.doc
Natural_Disasters_Board_Game.pdf


1. Natural Disaster Card Games

Objective: To know how to act when a natural disaster occurs

Materials: cards (pages 3-6)

Time: around 20 minutes

Level: from elementary school age upwards

Preparation:

1.       Make a set of cards having two colors (sample on the next page). One color is for the natural disaster situations (situation cards) and the other color is for the actions to be taken when the disaster happens (action cards).

2.      The players familiarize themselves with the matched cards.

3.      Before starting a game, the players decide who goes first (for example, by playing the rsp (rock-scissors-paper) game.

Now you are ready to begin! You may use the cards in a variety of ways. Here are some games which can be played using ther cards.

Memory Game

Procedure:

1.       Put all cards face down with those having the same color together.

2.       The first player takes one card from the situation cards, then one from the action cards.

3.       If they donft match, the player has to put back the cards in the original place. Then itfs the turn of the next player.

4.       If they match, the player gets the cards and has another chance to find matching cards.

5.       The players continue until they have matched all the cards.

6.       The player who gets the most number of cards is the winner.

Karuta

The cards may also be used to play a game based on a traditional Japanese game called gkarutah.

Procedure:

1.       One person holds the situation cards. The action cards are placed face up.

2.       The person holding the situation cards reads the situation, and the players have to touch the action card that matches the situation as fast as they can. The fastest player gets the card.

3.       If the player makes a mistake, he / she cannot join the next turn.

4.       If two or more players touch the card at the same time, they decide whofs taking the card by rsp game.

5.       The player who gets the most number of card wins.

Old Maid

Procedure:

1.       Make an extra card (joker) in addition to the cards given on pages 3-6.  

2.       Divide cards among the players.

3.       The first player takes one card from the player on his/her left side. (Players should hide their cards from others.)

4.       If they match, the player reads and puts cards away. Other players have to listen

5.       Players continue until they have matched all cards.

6.       The player who can match all cards first is the winner.

7.  The player who gets the joker card loses and can choose between gtruthh or gorderh. Choosing gtruthh means he/she has to answer gtruthfullyh questions that other players may ask; choosing gorderh means other players can ask him/her to do anything.

Note:@The player who makes a mistake in matching will be skipped. In other words, the player who is supposed to take his/her card takes the card of the player to his/her right. On the next turn, the order goes back to normal.

Variation

Change the content (or the language) of the cards to adapt to the local situation.

Sample




Game Cards

                           

When your body is buried in an avalanchec

                           

cmove as if swimming with your head above the water.

 

                           

 

When you hear the sound of thunderc

     

 

cdonft go under a tree.

 

  

People who live around an active volcanoc

 

cshould check the evacuation route using the gvolcano maph.

 

When the room is filled with smoke because of firec

ccover your mouth and nose with a handkerchief and escape immediately.

 

When theres a firec

cstay low and escape.

 

 

When evacuating from a volcanic eruptionc

 

 

 

cwear helmets, masks and goggles.

 

When evacuating from a floodc

 

 

 

ctie yourselves together with a rope while escaping.

 

 

When an earthquake occurs and you are at schoolc

 

 

 

chide under a table or desk.

 

 

When an earthquake happens while cookingc

 

 

 

cturn off the gas.

 

 

When a tsunami occursc.

 

 

 

cdon't use your car to escape.

 

When wind becomes stronger because of typhoonc

 

 

 

cdon't put breakable things outside.

 

 

When escaping from a tsunamic

 

 

 

cdonft go near concrete buildings, walls, embankments, etc.

 

 

When tsunami occursc

 

 

 

 

cgo to a high place.

 

 

When a tornado happensc

 

 

cescape to the basement or go to the 1st floor and lie face down.

 

When there's a landslide and escape is not possiblec

 

 

 

ccurl into a tight ball and protect your head.

 

 

When an intense storm occursc

 

 

...do not drive.

 

 

 



2. Natural Disasters Board Game
  by YUMESAKURA, FUKIAI HS, KOBE, JAPAN

 

Game objective: To reach the goal position

Materials: game board (page 9), dice, markers, stop watch, Quiz Answers and Recommended Response Booklet (page 10)

Time: 20-30 minutes

Age level: 12 years old or older

Recommended number of players: four or six players plus a booklet reader

Preparation:

1.       Make the game board by making a larger copy of the one given on page 9. A sample is given on the next page.

2.      Players decide who will go first by rsp (rock-scissors-paper) game.

Procedure:

1.       Players put their markers on the start position.

2.       The first player rolls the dice, then moves his/her marker according to the number.

3.       If the marker lands on a space with a dotted line,

4.       If the marker lands on a space with a bold line,

5.       The players take turns rolling the dice until one of them gets to the goal position. Should the players decide to stop before anyone can finish, the player who gets to the farthest position is the winner.

SAMPLE