Filibot June Diary: Prototyping & Purpose

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In June, the energy from May turned into structured action. The team moved from ideas to building tangible learning tools, refining early designs and creating functional prototypes.

The spotlight this month was on game design. Students followed a systematic process:

  1. Define learning goals — what should a player learn?
  2. Ideate mechanics — how should the game work?
  3. Prototype and playtest — bring the idea to life.
  4. Revise and deploy — improve based on feedback.

The Space Trivia game saw major development this month. It evolved into a fast-paced, strategy-based card game using real planetary data, action cards like wormholes and time travel, and bonus missions. The game wasn’t just fun — it taught science, numeracy, and strategic thinking.

Alongside game design, students worked on enhancing activities. They added storytelling layers to puzzles and challenges, designed printable templates, and considered how games could be adapted for multiple age groups.

June was also the month of first setbacks. The team struggled with balancing fun and learning. Some ideas were too complex; others weren’t engaging enough. Yet, they persisted — revising rules, simplifying mechanics, and sharing with mentors for feedback.

What made June special was the growth of design thinking. Students learned not just to create but to iterate, receiving criticism and improving through multiple rounds. Peer collaboration became central. One student worked on logic puzzles, another crafted visuals, while others focused on gameplay or rules.

By the end of June, Filibot had transformed into a multi-pronged learning ecosystem. The pieces were coming together — slowly but surely.

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