Policy and Program Design
Level 8
~7 years, 6 mo old
Aug 27 - Sep 2, 2018
🚧 Content Planning
Initial research phase. Tools and protocols are being defined.
Rationale & Protocol
At 7 years old, the abstract concepts of 'Policy and Program Design' are best approached through tangible, play-based precursors that foster foundational skills. Our selection prioritizes tools that encourage rule-making, collaborative problem-solving, and perspective-taking within a simulated, child-friendly context. The Connetix Tiles - 100 Piece Creative Pack is chosen as the primary tool because it offers unparalleled open-ended construction, allowing children to physically represent 'systems,' 'communities,' or 'solutions' to problems. This directly addresses our core developmental principles for this age and topic:
- Rule-Making and Social Cause-Effect: Children can build structures representing homes, schools, or parks, and then discuss or establish 'rules' for their use. For example, 'We need a pathway here so everyone can get to the playground safely.' Changes in their build directly demonstrate the 'cause and effect' of design decisions, laying groundwork for understanding policy impacts.
- Collaborative Problem-Solving & Planning: The tiles naturally encourage collaborative building, requiring children to plan together, negotiate ideas, and work towards a shared 'design goal.' This mirrors the iterative and collaborative nature of policy development, even if at a much simpler scale.
- Perspective-Taking and Empathy: By using small world play figures (an essential extra) within their constructed 'communities,' children can visualize how their designs and 'rules' affect different 'people' or 'stakeholders.' 'If we put the big tower here, will the smaller figures still be able to see the garden?' promotes empathy and considering diverse needs.
Implementation Protocol for a 7-year-old:
- Introduce a 'Community Design Challenge': Present a simple, relatable problem (e.g., 'Let's design a new, fair playground for everyone in our imaginary town,' or 'How can we organize our block so everyone has space to play and a quiet place to rest?').
- Initial Brainstorming & Needs Assessment: Encourage the child to think about who lives in this community and what their needs might be. Use the small world figures to represent different 'residents.' Ask questions like: 'What do the little figures need? What do the bigger figures need?'
- Collaborative Building & Design: Provide the Connetix Tiles and encourage the child to start building their 'community' or 'solution.' Guide them with questions: 'Where will the houses go? What rules will we have for the park? How will people get from their homes to the school?'
- Policy/Rule Formation: As they build, introduce concepts of 'rules' or 'agreements.' 'We need a rule that everyone takes turns on the swing,' or 'We'll make a pathway so the little figures don't have to walk on the grass.' Write these down on a small whiteboard or paper.
- Review & Iteration: Once a basic 'design' is complete, review it with the child. 'Does this design work for everyone? What happens if we move this piece? Does our rule still make sense?' This teaches evaluation and iteration, core to program design. The open-ended nature of Connetix allows for easy modification.
- Discussion of Consequences: Facilitate conversations about how specific design choices or 'rules' impact the 'community members.' 'If we only build one big slide, what does that mean for the figures who like to climb?'
This protocol transforms the open-ended building toy into a powerful instrument for introducing foundational concepts related to policy and program design in an age-appropriate, engaging, and hands-on manner.
Primary Tool Tier 1 Selection
Connetix Tiles 100 Piece Creative Pack in play
Children building with Connetix 100 Piece Creative Pack
The Connetix 100 Piece Creative Pack is an exceptionally high-quality, open-ended magnetic tile set, perfect for introducing foundational 'Policy and Program Design' concepts to a 7-year-old. Its strong magnets and clear, vibrant colors allow children to construct stable and imaginative 3D structures, which can represent 'systems,' 'communities,' or 'solutions' to design challenges. This tool supports: spatial reasoning, critical for understanding how components fit into a larger 'program'; creative problem-solving, as children devise ways to build what they envision; and collaborative design, as they work with others to create shared 'spaces' and implicitly 'rules' within those spaces. It serves as a precursor by providing a tangible medium to explore planning, cause-and-effect (e.g., how adding a new structure affects existing ones), and the allocation of space and resources – all essential underlying skills for abstract policy thinking. Its open-ended nature allows for infinite redesigns and iterations, mirroring the adaptive process of policy and program development.
Also Includes:
DIY / No-Tool Project (Tier 0)
A "No-Tool" project for this week is currently being designed.
Alternative Candidates (Tiers 2-4)
LEGO Education BricQ Motion Essential Set
A hands-on learning solution for primary school children to explore physical science and motion. It includes building elements, gears, weights, springs, and digital lesson plans.
Analysis:
While excellent for introducing engineering design, physical principles, and sequential building, the LEGO BricQ Motion Essential Set is more focused on the design of mechanical systems rather than social systems or rules. Its structured lessons, while valuable, may be slightly less conducive to the open-ended, abstract 'policy' discussions we aim to foster at this stage. It's a strong tool for 'program design' in a literal engineering sense, but less so for the social implications of 'policy design' relevant to this node.
Forbidden Island Cooperative Board Game
A cooperative board game where players work together to collect treasures from a sinking island before it disappears.
Analysis:
Forbidden Island is an outstanding cooperative game that teaches strategic planning, teamwork, and problem-solving under pressure. It excels at demonstrating the impact of decisions and the necessity of coordinated actions ('program implementation'). However, it focuses on *executing* a pre-designed program/game rules rather than the *designing* or *modifying* of those rules or the overall 'policy' framework. It's a great tool for understanding consequences and collaboration within a fixed system, but less for creating the system itself.
Playmobil City Life Large City Zoo
A detailed toy set allowing children to build and manage a miniature zoo environment with various animals and human figures.
Analysis:
Playmobil City Life sets offer rich opportunities for imaginative role-play and creating miniature environments. This can foster perspective-taking and understanding of different roles within a 'community.' However, the design aspect is largely predetermined by the set's components, and it is less open-ended for 'designing' new rules or 'programs' to address challenges. While it can spark discussions about organization and care (precursors to policy), it doesn't offer the same flexibility for constructing and deconstructing abstract 'systems' as magnetic tiles.
What's Next? (Child Topics)
"Policy and Program Design" evolves into:
This dichotomy fundamentally separates the process of crafting the overarching rules, regulations, and legislative frameworks that dictate societal behavior, allocate resources, and define state authority (Policy Design) from the process of developing specific, structured initiatives, services, or projects with defined activities and resources to achieve particular objectives within those frameworks (Program Design). Policy design focuses on establishing the authoritative guidelines and legal instruments, while program design focuses on structuring concrete actions and service delivery mechanisms. These categories are mutually exclusive, as an act of design is primarily concerned with either establishing a general rule/framework or structuring a specific initiative/service, and comprehensively exhaustive, covering all aspects of designing governmental policies and programs to achieve strategic aims.