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TITLE: Thinking made visual
KC: Communities
RC: Adaptation, sustainability
GC Identities and relationships
S I: A group in a define space expresses who they are by adaptyng ideas
CRITERIA: b and c
SKILLS:Collaborayion, reflection, Transfer
S1: Web page portafolio

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1. What is the identity of the users of your game?
2. How is this going to influence the elements you choose?

1we made the game for 5 graders and we get feat-back of aur game

2   In the thinking and that is a game to Teach the kids

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Communities
Communities are groups that exist in proximity defined by space, time or relationship. Communities include, for example, groups of people sharing particular characteristics, beliefs or values as well as groups
of interdependent organisms living together in a specific habitat.
When establishing the need and developing the design brief, the student always considers the community, whether this is a community that affects the design (target audience) or one that is affected by it. When developing ideas, engagement with the target audience and client drives the development to ensure it is fit-for-purpose, and the student must engage with the communities that effect and are affected by the
solution when evaluating its effectiveness in solving the problem.

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1. What is a community?
2. Why are relationships important in communities?
3. Does the identity of the people you sell the game to affect the design?

1 a social group of any size whose members reside in a specific locality, share government, and often have a common cultural and historical heritage.

2 to by more happy and te comiunity ver more big.

3. No and yes if the buyer is going to get the idea and no if the buyer is going to play.