Cross-curricular project · cycle 3 (ages 9–11) · CM1 · CM1-CM2 · CM2

Make, play, pass it on

The cooperative game B@O made by pupils at the FabLab: they make the whole game, play it up to expert level, then lend it to families. They become the ambassadors of online safety at home.

Béziers Ville school district 12 weeks sessions of 45 min max
12weeks
45 minmax per session
4copies of the game
½class at the FabLab
26pupils (adaptable)

1 Why this project?

Cycle 3 pupils are already online, often alone. Families say they feel helpless, and schools rarely have a concrete resource to open up the conversation at home. The answer: a project in three verbs.

Make

Pupils make 4 complete copies of the game at the FabLab: tiles, cards, figurines, gauge, storage. Every object is a maths, language or science problem.

Play

In class, up to level 3 “expert”: every action must be justified aloud to “Bao the referee”. Oral argument becomes a game mechanic.

Pass on

Pupils become mediators: a game evening run by them, instructions written by them, the 4 games lent to families in rotation all year round.

Real maths and language work

Measuring, drawing, calculating a scale, writing, justifying: a badly measured tile doesn’t fit, a badly written rule makes the game impossible.

Media literacy through production and reception

Making the game means understanding and putting the risks into words; playing it trains the 5 protective actions.

Families reached through their children

Prevention messages come through children’s voices, not through top-down lecturing.

2 Four machines, one complete game

A · Scroll saw

35 “Internet jungle” tiles, gauge stands, sliders.

Drawing with instruments, the square (perpendicularity, equal sides), perimeter and area, symmetry.

B · 3D printer

5 animal figurines modelled by the pupils.

Solids and volumes, scale, printing times, weighing the filament.

C · Vinyl cutter

Cards, pictograms of the 5 actions, label sheets, gauge graduations.

Coordinates on a plane, decimals to the millimetre, proportionality — and spelling: the text is printed!

D · Sewing machine

Storage pouches, game mats.

Patterns (the net of a cuboid!), seam allowances, lengths.

… and playing the game up to level 3

At expert level, each player must justify their action aloud to “Bao the referee”: oral argument becomes a game mechanic, peer-assessed.

3 12 weeks, 6 sequences, ~22 sessions

All class sessions last 45 minutes maximum; longer activities are split into 2 × 45 min. The class is divided into 4 making groups (6–7 pupils), each responsible for one complete copy, with rotating roles: site manager, quantity surveyor, scribe, quality controller, spokesperson.

1

Discover

play the sample game, “take it apart”, write the specifications

2 wks
2

Design

paper mock-ups, 3D modelling, writing the 34 situations, review committees

2.5 wks
3

Make

4 rotating workstations at the FabLab, in half-classes (2 × 45 min per week)

4 wks
4

Assemble

quality control, labelling, family instructions (first draft)

1.5 wks
5

Play and debate

levels 1 to 3, peer refereeing, closing media literacy debate

2 wks
6

Share

“In the Internet jungle” family evening, launch of the rotating loan

2 wks

Session details

1Sequence 1 — Discover and analyse the game2 weeks · 3 sessions
  • 1.1 “Let’s play!” (45 min) — discover B@O at level 1 and identify the 4 key media literacy topics; 4 game tables. Written record: “what the game taught me”.
  • 1.2 Game autopsy (45 min) — list all the components, their functions and materials (scales, ruler, calliper). Written record: labelled sketches and an inventory table.
  • 1.3 Specifications (2 × 45 min) — write the manufacturing specifications together and share out the work between groups.
2Sequence 2 — Design and prototype2.5 weeks · 4 sessions
  • 2.1 Paper mock-ups (2 × 45 min) — prototype tiles and cards, decide on formats, calculate quantities for 4 copies.
  • 2.2 3D modelling (2 × 45 min) — model one figurine per pair (combining solids), front, side and top views.
  • 2.3 Writing the situations (45 min) — write the 34 tile texts (first draft), by media literacy topic, with a length template.
  • 2.4 Review committee (45 min) — revise the texts (peers then adult), approve the pictograms, prepare the gauge. Written record: texts signed off “ready to cut”.
3Sequence 3 — Make at the FabLab4 weeks · 16 slots of 45 min in half-classes

Rotating workshops: each half-group goes through the 4 workstations (2 slots of 45 min per station). First slot: safety reminder (5 min, reading the machine sheet) then making (40 min). Second slot: making (30 min), tidying up and logbook (15 min).

Systematic records: logbook, print sheet (expected/actual time and weight), label check sheet, dimensioned pattern and assembly sheet written for another group.

4Sequence 4 — Assemble and check1.5 weeks · 2 sessions
  • 4.1 Assembly (2 × 45 min) — stick the labels on “following the numbers shown”, assemble gauges and sliders; compliance checklist kept by the quality controller.
  • 4.2 Family instructions (2 × 45 min) — rewrite the rules as simple instructions (one page per level) and a page on “the 4 dangers and the 5 actions”.
5Sequence 5 — Test, play, debate2 weeks · 4 sessions
  • 5.1 Technical test (level 1) — check that the physical game is playable; fault log and corrections.
  • 5.2 Level 2 play — reading the tiles aloud, discovering the Power cards; game log.
  • 5.3 Level 3 play + referees — justify every action; “Bao the referee” approves the explanations or not (refereeing grid, peer assessment of speaking).
  • 5.4 Closing media literacy debate — “What in the game really exists in our digital lives?”; group poster “Our 5 protective actions”.
6Sequence 6 — Share with families2 weeks · 3 sessions + event
  • 6.1 Family materials (2 × 45 min) — instructions v2, loan logbook, invitations, posters.
  • 6.2 Dress rehearsal (45 min) — each group rehearses explaining the game; presentations filmed and peer-assessed.
  • 6.3 “In the Internet jungle” evening (90 min, outside school hours) — pupils run 4 game tables and present the key messages.
  • Rotating loan — each copy goes to a family for a week with a “game travel diary”.

4 Curriculum skills in a real-life setting

Mathematics

The 6 core skills (search, model, represent, calculate, reason, communicate): perimeters and areas of tiles, volumes and scales of figurines, proportionality (quantities × 4), decimals, durations, data handling.

Language (French)

Reading the rules (a composite document), writing the 34 tile situations and the family instructions, presenting and justifying orally — up to peer refereeing at level 3.

Science and technology

The curriculum’s full project process: identify a need, design (sketches, choice of materials), make, test, improve (trial and error).

Media and information literacy / digital skills (EMI / CRCN)

Through making (creating content, operating machines, respecting copyright) and through play (choosing the right action and justifying it). 5 areas of the CRCN digital skills framework, levels 1–2.

Already firmly anchored in official guidance

Cycle 3 curriculumMathematics, French, science and technology (appendix 2): each project task is linked to an exact wording of the curriculum, with the year (CM1 / CM2) and progression benchmarks.
Common core
decree no. 2015-372
The 5 areas involved, from language (D1) to representations of the world (D5), including personal and civic education (D3).
CRCN
decree no. 2019-919
5 areas of digital skills, levels 1–2 in cycle 3, in preparation for Pix certification. Developed through production (making) and reception (playing, deciding, justifying).
Just one item beyond the curriculum, identified and dealt with

The game’s gauge runs from +10 to −10: negative numbers belong to cycle 4. They are approached as reading positions in context, like a thermometer, with no calculations on negative numbers.

5 Media literacy: the game’s key topics and the CRCN

Making develops media literacy through production (you have to understand a risk to write about it and illustrate it); playing develops it through reception and decision-making (choosing the right card and justifying it). The debates after the games are a third phase: metacognition.

Game topicCRCN skillDeveloped through makingDeveloped through play
Cyberbullying2.2 Sharing and publishing; 2.4 Finding one’s place in the digital worldWrite realistic tile scenarios (mockery online, exclusion from a group, a photo being shared)Report, Block and Screenshot cards, joker “Talk to an adult”; justification at level 3
Critical thinking1.1 Searching for and monitoring informationDesign “fake news, hoax, disguised advertising” tiles: check the source, the date, the intentionIgnore card (don’t pass it on), reading the tiles aloud and discussing them
Internet safety4.1 Securing the digital environment; 4.2 Protecting personal data and privacyWrite “shared password, stranger asking for an address, trick link” tilesBlock, Report and Disconnect cards; the path of tiles as a metaphor for browsing
Digital addiction4.3 Protecting health, well-being and the environmentWrite the Goal cards, design the well-being gaugeLow battery card; Goal cards (+3 points for offline activities)
Cross-cutting3.2 Developing multimedia documents; 5.2 Working in a digital environment3D modelling, vector drawing, page layout; creating your own pictograms rather than copying images from the Internet—

6 Tailored to your class

The plan is the same for everyone; what changes is the target game level, how much the design work is guided and which skills are called on.

  • Game: levels 1 and 2 mastered; level 3 introduced at the end of the project with scaffolding (gap-fill justification sheet, adult referee).
  • Science: guided design — the teacher provides templates and patterns, pupils use them and describe how things work.
  • Maths: proportionality using linearity properties with whole numbers (quantities × 4); scale is approached qualitatively.
  • Language: short tile texts, sentence frames; prepared reading aloud; oral justification supported by sentence starters (“This card helps because…”).
  • Organisation: each 45-min block has only one aim; assessment grids simplified to 3 criteria.

7 Differentiation: REP+, REP and other schools

LeverREP+REPOutside REP
Staffing and timeCo-teaching in writing sessions; sequence 3 spread over 6 weeks, quarter-classes at the FabLabHalf-class at the FabLab, with AESH support staff and approved parentsStandard half-class organisation
LanguageExtra vocabulary work (media literacy and FabLab word box, picture dictionaries), speaking before writing, co-written texts; valuing multilingualism (label sheets in the families’ languages)Sentence frames, review committees with toolsMore independent writing, higher expectations for varied syntax and nuance
Relationship with familiesUse many channels (translated invitation, varied times, parents’ café); the home loan becomes the main channelEvening and rotating loan in equal measure; support from the parent liaisonEvening as the highlight; families involved as partners (sewing, 3D printing)
Families’ equipmentMessages focused on smartphones; very visual parents’ memoMixed memoMessages including consoles, computers, connected devices
Self-esteemStress that it is “real production”; rotating roles with responsibility; display every successSame, with growing independenceComparative critical analysis of the 4 copies; writing an expansion for the game

8 Families: pupils as mediators

“In the Internet jungle” evening

Pupils run the tables and referee; parents play. The child explains, justifies, approves: the most powerful lever for raising awareness.

Rotating home loan

Each copy goes to a family for a week, with the pupils’ instructions and a travel diary read back in class.

Messages that hit home

Talking about it without fear of losing screen time; the 5 actions; switching off every day; setting things up together.

3018

French national free helpline against online violence towards young people — shown in the parents’ memo.

See the family area and parents’ memo

9 Assessment

Criteria-based, continuous and multimodal assessment: formative (logbooks, print sheets, review committees), self-assessment (“I can do it” grids per workstation), peer assessment (level 3 refereeing grid). Light summative assessment at the end of the project.

SkillObservable success criteriaMethod
[M] Constructing shapes — the square4 equal sides to ± 1 mm, 4 right angles checked with a set square; the pupil states both propertiesFormative + self-assessment
[M] Reproducing a shape to scaleThe pictogram produced in 3 sizes keeps its proportions; the pupil explains the coefficientFormative
[M] Reasoning: justifying statementsAt level 3, the referee approves the justification at least 3 times out of 4Peer assessment (refereeing grid)
[F] Producing varied written textsTile text understandable on its own, length respected, no agreement errors after revisionFormative + review committee
[F] SpeakingAt the family evening: rules explained without notes in under 5 min, parents’ questions answeredPeer assessment then observation
[F] Summarising the essentialsThe instructions allow a family to play without helpAuthentic summative
CRCN 4.2 / 4.3The pupil spontaneously names the right action for a new situation and an adult they can turn toLight summative + observable in play

10 Practicalities

Already in the project file

  • Detailed plan of the ~22 sessions
  • Versions for CM1, CM1-CM2 and CM2: target game level, guidance, progression benchmarks
  • Differentiation for REP, REP+ and other schools
  • Criteria-based assessment grids (formative, self- and peer assessment)
  • Mapping of objects × machines × tasks × skills, with the exact curriculum wording
  • Points to watch covered (gauge, machine safety, bullying protocol)

What it takes

FabLab access
2 slots of 45 min per week per half-group (ideally back to back).
Supervision
Teacher + fab manager or approved parent; saw and sewing under direct supervision, one pupil at a time.
Materials
3 mm plywood, 3D filament, vinyl, fabric — quantities calculated by the pupils (it’s one of the project’s maths problems).
Class time
No session lasts more than 45 min; 12 weeks within existing subject timetables.

For head teachers

  • Visibility: “In the Internet jungle” evening run by the pupils; 4 games lent to families all year round.
  • Rights secured: agreement of the B@O Erasmus+ team for making the game and using the visuals.
  • Pupil protection: a listening protocol is planned (head teacher, school psychologist, 3018) before the media literacy debates.

11 Points to watch

  1. Negative numbers on the gauge

    Treated as reading positions in context (like a thermometer); no other skill used goes beyond cycle 3.

  2. Machine safety

    Scroll saw and sewing machine only under direct supervision of a trained adult, one pupil at a time, hair tied back, protocol displayed. The 3D printer gets hot (nozzle ~200 °C): the adult handles the print bed.

  3. Rights

    The B@O game is an Erasmus+ project “Be Aware On line”; the project team has agreed to the game being made in class and to the visuals being reused.

  4. Pupil protection

    Media literacy debates may bring real cases of cyberbullying to light: plan the school’s protocol (listening, informing the head teacher, 3018) before starting sequence 5.

12 Want to get started?

Support offered by the school district

Help with tailoring (class level, REP/REP+), contact with the FabLab, joint preparation of the first sessions. Next step: a 30-minute conversation to look at feasibility in your school. Contact your educational adviser.