WORKSHOP 01 · COMMUNICATION · 35 MINUTES · ANY AGE
Talk It Through
One kid sees the map. One kid builds it blind. The clock is ticking.
Play Ground Control →Warm up 10 min
Sit back to back. One describes a picture card, one draws it. First with no questions, then with questions. Compare.
Play 20 min
Two screens, one code. Three rounds of Ground Control, and each one gets harder.
- Radio silence: the builder can't talk
- Say it back: repeat every piece
- Beat the clock: swap jobs, less time
Talk about it 5 min
Read out your 3 scores. Which round won? Why?
Last question: which habit will you use at the next Instant Challenge?
WARM-UP CARDS
Describe the shapes. Never say what it is.
THE 3 HABITS THAT WIN
- Where, then what. “Top left corner… red circle.”
- Say it back. “Red circle, top left. Got it.”
- Ask, don't guess. “Which corner?” is faster than fixing it.
Same skills that win Instant Challenge: no time to say it twice.
FOR COACHES
By age: levels and questions to ask
Grades K–2 · Cadet level
A grown-up plays Ground Control first so kids hear clear talk. In radio silence, let little ones nod.
- What word helped you find the right square?
- Was it easier when you could ask?
Grades 3–5 · Pilot level
Before round 2, give pairs 30 seconds to agree on names for rows and columns.
- Which round scored highest? Why?
- What name did you make up for a spot?
Grades 6–8 · Commander level
Every pair writes its 3 scores on the board. Did round 2 beat round 1 for most pairs?
- Which instruction got misunderstood, and why?
- Saying it back takes time. Why was it faster overall?
Grades 9–12 · Commander, short clock every round
Add noise: the rest of the team talks loudly nearby. Give pairs 60 seconds to invent their own coordinate system.
- What's the fewest words to describe a piece with zero mistakes?
- Where did your system break under noise?
How the game works
- Both kids open parkviewdi.com/lab/ground-control on their own device. One picks Ground Control, one picks Pilot.
- Ground Control reads the 4-digit code out loud, and the Pilot types it in. Both screens now have the same map.
- Sit so the Pilot can't see the other screen. Count 3, 2, 1, and both press Start. The map appears when the clock starts.
- The Pilot presses Check for a score out of 100. Every square is marked right, half right, missed or extra. The Pilot's screen keeps a log of every round.
- Levels: Cadet 3×3, Pilot 4×4, Commander 5×5 (triangles point a direction).
Warm-up details and materials
- Use the picture cards above: show them on a phone or print all 12. Younger kids get 3–4 shapes, teens get 12 or more.
- The rule: describe shapes and places only. Never say what the picture is. No “it's a house.”
- Round A is 2 minutes with no questions. Round B uses a new card, 2 minutes, questions allowed.
- Round A usually feels clear to the talker and comes out wrong. Let them feel it before you explain it.
- You need: picture cards, paper, pencils, chairs, and two devices per pair (phones, tablets or Chromebooks).