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Week 2 · Define

Identify GEHS Systems & Culture

Break down the areas, systems, and concepts inside Gibson Ek's culture — and decide which ones become your game. Save it as a PDF copy on your laptop to share with your group.

Part 1: The Big Picture

Before a game can be about Gibson Ek, we have to name what Gibson Ek actually is. Work as a team.

Which words best describe the culture here?

Part 2: Mapping the Systems

Every school runs on systems — structures that shape what students do. List what you know about each Gibson Ek system, then mark how it could become part of a game.

SystemWhat happens here?Who is involved?Game idea: what could this become? (a space, a card, a challenge…)
Advisory
Personalized learning plans
Projects & project blocks
Internships / mentorships
Exhibitions of learning
Competencies & graduation requirements
Learning teams / studios
Community events & culture days
Another system we noticed

Part 3: The Player's Journey

A board game needs a path. Map the real milestones a Gibson Ek student passes through.

The journey, in order:

Starting point (a new student…)
Early milestone
Middle milestone
Hard moment or setback
Turning point
Final challenge
Graduation!

Part 4: Obstacles and Helpers

Good games have things that slow you down and things that help you. Gibson Ek has both.

SystemReal Gibson Ek challengeHow could it work in the game?
Obstacle 1
Obstacle 2
Obstacle 3
SystemReal Gibson Ek support (people, resources, habits)How could it work in the game?
Helper 1
Helper 2
Helper 3
Where should the challenge in our game come from?

Part 5: People of Gibson Ek

Characters make a game feel real. Who shows up in the Gibson Ek story?

WhoIncludeWhat role could they play in the game?
Students
Advisors
Mentors / internship hosts
Families
Community partners
Visiting experts
Other

Part 6: Define the Game

Now pull it together. This is the Define phase: turn your map into decisions.

Our game will be:

All done?

Save it as a PDF copy on your laptop to share with your group.