This project's funding goal was not reached on June 15, 2012.
This project's funding goal was not reached on June 15, 2012.
Cyberbullying is the use of the Internet, text messaging, or instant messaging to deliberately humiliate, antagonize, or intimidate another person. Cyberbullying can occur through online rumors, manipulating pictures and sending them to others, or sending hurtful text or instant messages. People who cyberbully can anonymously hide behind a computer and are not easily held accountable for their actions. Cyberbullying has caused thousands of students to fear social media, school, and even their own safety.
"The Cyberbully Board Game" equips players with strategies to address cyberbullying and Internet safety while having fun. We truly believe that this game will impact thousands of lives!
For ages 11 and up; 2+ players
Object of the game: Players start at the center of a black hole in cyberspace and work their way towards "cyber freedom," collecting cyber chips along the way. The player with the most cyber chips wins the game!
Cyber Question Cards: The 60 question/scenario cards are placed facing upwards on the game board (text side facing up).
All players begin on “START”. Each player roles the die and proceeds that number of spaces on the game board. Follow the instructions of each circle that you land on. Players will either answer one question card or spin the cyber wheel one time per roll. When a player lands on a “question” circle, that player takes a cyber question card, reads it aloud to all players, and then chooses the BEST answer choice. The player will check for the correct answer on the reverse side of the card. If the player gets the answer correct, then they receive a cyber chip. When a player spins the cyber wheel, they refer to the cyber spinner key for instruction. For example, they may earn cyber chips for telling a strategy they could use if they receive a mean text message, move forward on the board for joining an after school cyber club, or become lost in cyber space and lose a turn. Play continues until the first person reaches “cyber freedom.” The first player to reach cyber freedom receives an additional two cyber chips and game play ends. The player with the most cyber chips wins the game.
Players use the cyber question cards without using the game board. Players take turns reading their cyber question aloud and choose the BEST answer choice. If they get the question correct, then they keep the card. Play continues until all cards are used or after a designated time. The player with the most cards at the end wins!
Divide the students in the classroom into two groups. A representative from each group roles the die to see which team goes first. The team with the highest role goes first. The teacher reads the question cards aloud. The team has 5 seconds to answer. After 5 seconds, the other team has a chance to answer the question. The teacher keeps score of correct answers. The team with the most correct responses after a designated time or when the cards are finished, wins the game.
The Cyber Spinner Key--After a player "takes a spin on the cyber wheel," they refer to the cyber spinner key for instructions.
This has been a costly project. Our goal is to get this game into stores and schools across the nation. That's where you come in! We need your help to kickstart our idea into reality. All money raised will be used for game manufacturing costs including tooling charges for the plastic cyber wheel, purchasing the first batch of games, insurance, prototype materials safety test (required for games with players under the age of 13), and providing you with great rewards!
This is only the beginning! All additional funds will be used for costs of making other editions of “The Cyberbully Board Game”. Our next goal is to make this into an edition for ages 7 to 10 so that we can address some of the younger students issues on Internet safety. Then, we want to create a Spanish version which will allow us to reach countries in Latin America; and finally we want to create an on-line version or app.
I am a school counselor, crisis therapist, certified Olweus Bully Prevention trainer (www.clemson.edu/olweus/), and owner of High Impact LLC. My heart for the topic of bullying stems from my direct experiences with bullying growing up with alopecia, an autoimmune skin desease resulting in the loss of hair (visit www.naaf.org for more information on alopecia). I know what it feels like to be teased and picked on. I overcame that experience through a safe school environment, strong family support, playing sports, and my strong faith in Christ. I've been in the education system for 10+ years and have been an advocate for bully prevention and education, training schools across the state of Arizona and bringing a greater awareness about bullying issues.
My wife, Marcela, and I created our business, High Impact LLC, which focuses on bully prevention, education and awareness, and improving family systems.
I created all of the cyber question/senerio cards based off of my vast experiences and training with bully prevention. Marcela created the actual game board design of the black hole in "cyberspace."
If you would like more information about our bully prevention programs, please visit our website at www.highimpactaz.com.
Allison Strunk is our talented artist who brought our ideas to life. She created all of the amazing art work! You can visit her at www.astrunk.daportfolio.com.
THE FULL MANUFACTURED GAME OF "THE CYBERBULLY BOARD GAME" starts at the $55 tier. All packages from there include the game plus fantastic extras!
The PRINT-AND-PLAY version of the game includes the PDF format of the question cards, the game board, 4 player pieces, the cyber spinner, and the cyber spinner key. You will need one die, a paper fastener for the cyber spinner, and a piece of cardboard for the base of the player pieces.
T-shirt (adult) sizes: small, medium, large, X-L, and XXL
Colors: T-shirt colors come in black or yellow
11 x 17 inch poster of the original artwork with cyber constellations in space!
Have a question? If the info above doesn't help, you can ask the project creator directly.
- (45 days)