A Week of Games: Exploring Themes in Squid Game
Materials Needed:
- Access to the internet for research (with parental guidance)
- Notebook or journal and writing utensils
- Art supplies (paper, markers, colored pencils, ruler)
- For the Dalgona Challenge (optional): Sugar, baking soda, cookie cutters, parchment paper, and a supervising adult
- Calculator
- Dice or a coin for probability experiments
- Access to a music streaming service or YouTube for listening to the soundtrack
Weekly Overview
Welcome, John! This week, we'll use the popular series Squid Game as a jumping-off point to explore some fascinating topics. We will focus on the ideas, culture, and creative choices behind the show, not the violence. Our goal is to think critically, be creative, and connect the show's themes to the real world. Let's begin!
Day 1: Culture & Games (Culture, History, Language Arts)
Learning Objectives:
- John will identify and describe at least two traditional Korean children's games.
- John will research and explain the cultural significance of Dalgona candy.
- John will practice descriptive writing by creating instructions for a game.
Activities:
- Warm-Up Discussion (15 mins): Let's talk about the games in the show. Did you know most of them are real games played by children in Korea for decades? We'll start with "Red Light, Green Light." How is it similar to games you've played? How is it different?
- Research the Games (30 mins): Choose two games from the show (e.g., Tug of War, Marbles, the Squid Game itself). Use the internet to research their history and how they are traditionally played in Korea. In your journal, write a short paragraph for each, summarizing what you learned.
- The Dalgona Challenge (45 mins):
- Part 1 (Research): What is Dalgona candy? Research its history. Why is it called "ppopgi"? When did it become popular in South Korea and why? Write down your findings.
- Part 2 (Creative Application): With an adult's help and supervision, try making Dalgona candy! As you do, think about the science behind it (caramelization). Is it as easy as it looks to cut out the shape? This is a fun, hands-on way to connect with the culture.
- Language Arts - Write the Rules (20 mins): Choose one of the games you researched today. Write a clear, step-by-step instruction manual for someone who has never played it before. Focus on using precise language.
Day 2: Choices & Consequences (Morals, Ethics, Language Arts)
Learning Objectives:
- John will analyze a character's ethical dilemma and articulate different possible choices.
- John will define the terms "fairness" and "equity" in his own words.
- John will construct a persuasive argument from a character's point of view.
Activities:
- Warm-Up - What is Fair? (15 mins): Let's discuss the idea of fairness. Is it fair that all players have the same chance to win the money? Is it fair that some games rely on luck while others rely on strength? In your journal, write your own definition of "fairness" versus "equity" (everyone getting the support they need).
- Ethical Dilemma Deep Dive (30 mins): Let's focus on the marbles game. The players are told to partner up, thinking they will be a team, but then are forced to play against each other.
- What is the central ethical problem here? (Deception, forcing a friend to lose).
- Consider the main character, Gi-hun. What were his choices in that situation? What would you have done?
- Discuss: Is it ever okay to betray someone for your own survival? There's no right or wrong answer, but let's explore the reasoning.
- Persuasive Writing (45 mins): Imagine you are a player who has just finished the glass bridge game. Write a letter to the Front Man arguing why the game was either the most fair or the most unfair of all the games. Use specific examples from the game to support your position. Try to use persuasive language to make your case convincing.
Day 3: The Math of the Games (Math, Logic, Creative Design)
Learning Objectives:
- John will calculate the probability of simple events.
- John will apply geometric concepts to a design.
- John will design a new game, including rules, objectives, and mathematical odds.
Activities:
- Warm-Up - Prize Money Math (15 mins): The total prize is 45.6 billion won. If there were 456 players, how much is each player "worth"? As players are eliminated, the prize pot for the winner grows. If 100 players are eliminated, how much is added to the final prize? Let's do a few calculations.
- Probability on the Glass Bridge (30 mins): The glass bridge has 18 steps, and for each step, there is one safe panel and one weak panel.
- For the very first person, what is the probability (as a fraction) they will choose correctly on the first step? (1/2)
- What is the probability they will choose correctly for the first *two* steps? (1/2 * 1/2 = 1/4)
- Use a calculator to find the probability of someone choosing correctly all 18 times. You'll see why the last players had a much better chance!
- You can simulate this with a coin. Flip a coin 18 times. How many "heads" (safe steps) did you get in a row?
- Project: Design a New Game! (60 mins): This is your big creative project for the week! Invent a brand new game that could be in Squid Game.
- The Rules: Write a clear set of rules. How do you play? How do you win?
- The Math: Does your game involve luck, skill, or both? Calculate the probability of winning. Is it a 50/50 chance, or something else?
- The Blueprint: Draw a "blueprint" or diagram of your game arena on a large piece of paper. Use a ruler and think about shapes and dimensions.
- Name it! Give your game a catchy name.
Day 4: Music & Mood (Music, History, Language Arts)
Learning Objectives:
- John will describe how music can create a specific mood or feeling in a scene.
- John will identify the use of irony in the show's musical choices.
- John will research and summarize a key period in modern South Korean history.
Activities:
- Historical Context (30 mins): The show talks a lot about debt and economic struggle. This is connected to South Korea's history. Do some research on the "Miracle on the Han River" and the "1997 Asian Financial Crisis." How did these events shape the lives of people in South Korea? Write a half-page summary of what you learned.
- Listening Session (45 mins): Let's listen to three key pieces of music from the show. For each one, close your eyes and listen, then answer the questions in your journal.
- "Way Back Then" (The main theme with the recorder): What feelings or images come to mind? Does it sound playful, spooky, or sad? Why?
- "Fly Me to the Moon" by Joo Won: This jazz song plays during a very chaotic scene. Why do you think the director chose such a calm, lovely song for a frightening moment? This is called irony.
- "The Blue Danube" by Johann Strauss II: This classical waltz is also used. How does this grand, old-fashioned music contrast with what's happening on screen?
- Create a Soundtrack (30 mins): Using a music streaming service, create a 3-song playlist for the game you designed yesterday. For each song, write one sentence explaining why you chose it and what mood it helps create for your game.
Day 5: The Final Chapter (Language Arts, Creativity, Presentation)
Learning Objectives:
- John will write a creative narrative from a specific character's point of view.
- John will practice public speaking by presenting his project.
- John will synthesize the week's learning into a culminating project.
Activities:
- Warm-Up - Character Voice (15 mins): Let's think about the different characters. How would the old man (Player 001) describe the games compared to how the gangster (Deok-su) would? Pick two very different characters and write down 3-4 words for each that describe their personality and attitude.
- Creative Writing - A New Ending (60 mins): The show ends on a cliffhanger. Now it's your turn to be the writer! Write a short story (at least one page) that tells what happens next. You can continue Gi-hun's story, or you could write an alternate ending where a different character wins. Focus on showing the character's personality through their actions and thoughts.
- Project Presentation (30 mins): It's time to share your game! Present the "Design a New Game" project you created on Day 3.
- Explain the name and the rules.
- Show your blueprint and describe the arena.
- Explain the math and a player's chance of winning.
- Play the 3-song soundtrack you chose and explain how it fits the mood.