Game Design as Interdisciplinary Skill-Building (Maha Ahmed)
Our blog series for the Game Changer Chicago Design Lab’s summer workshop, the “Hexacago Health Academy,” continues with Maha Ahmed who is a youth facilitator and an undergraduate at the University of Chicago majoring in Sociology and Public Policy .
We hear it all the time: “I suck at math;” “I’m no good at science;” “Numbers are not my thing.” The list of discouraged feelings surrounding STEM field—science, technology, engineering, and math—goes on and on. Yet in a world of increasingly blurring lines between different professional practices and academic disciplines, hating math and underperforming in science does not mean what it used to.
Through Hexacago Health Academy (HHA), high school youth participants are not only exploring the sometimes-abstract science that comes with understanding complex health issues like disease transmission and viral counts; they are also discussing the social conditions that create patterns in the populations whom these health issues disproportionately affect and why. All of this culminates in them unearthing their inner creative powers in order to tell stories they come to realize needs to be told about their own communities. Game design itself is about telling some sort of story, in a sense engaging at once the literary and poetic parts of one’s mind in addition to the technical and practical.
Additionally, while the primary focus of HHA is to promote the STEM-based learning methods that many youth despise, what these young game designers are perhaps unintentionally discovering and using along the way are the critical thinking skills necessary in almost every academic discipline. In educational game design, art meets storytelling meets research meets sociological awareness.
As a youth facilitator, my role is to lead my group of youth in critical gameplay, ensure that they are learning and thinking about health topics they are exposed to, and making sure my group is working toward creating our own educational health science-based board game. After every board game I play with the youth in my group, we discuss the mechanics and ethics and goals that made the game exciting or competitive, as well as what makes other games excruciatingly boring—as we move toward creating our own games, these discussions are important in pushing them to make an end product of which they are proud.
The game design workshops the youth attend every Tuesday and Thursday also lead them to see games as avenues for critically addressing different ethics and values. For example, in this past Tuesday’s workshop we discussed the ways in which certain board game styles can encourage the use of agency, such as in Clue, or try to make a point about the repetition and constraints of everyday life and inevitably lead to a specific destiny in their end goal, such as in the Game of Life.
Even beyond the scope of the HHA program, these discussions are important as youth pursue their dreams of becoming doctors, lawyers, accountants, graphic designers, and police officers. At Hexacago Health Academy, the interdisciplinary skills and knowledge program participants receive will not only enrich their modes of thought, but also give them the skills needed for their desired professions and disciplines.
The ways-of-seeing-the-world that they encounter during a game design session or during the post-information session (“information session”) policy or social issue debate that arise spontaneously amongst the youth and their facilitators are developmentally crucial for a group of teenagers looking to enter adult life and make their mark; in my role as a facilitator I have noticed that the skills, resources, professionals, and educational tools they are exposed to during their time HHA are already starting to become a part of shaping how they go about making that mark.




