LUPO: The Space Adventure

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LUPO: The Space Adventure

LUPO: The Space Adventure

LUPO World
Creative Problem Solving
A collaborative card game for creative problem solving and team building.

LUPO: The Space Adventure is a storytelling card game that can be played with your family, friends and the whole classroom. It is a card game that can be used in several subjects. It engages the players into communicating and negotiating while in a space adventure full of mysteries to be discovered and problems to be solved.

The game offers two alternative rule sets, a simplified version for children aged 8 to 11 and a more complex version for children aged 11 and older. A single deck works for 3 to 25 players.

Age groups 
Preschool
Elementary
Middle school
High School
Tertiary Education
Price 
One time purchase
Languages 
English
Finnish
Platform 
Non-digital product
Registration 
Not required
Offline play 
Playable offline
Pictures
Videos
Educational Quality
Learning Goals
Pedagogy

The following are the high educational quality aspects in this product.

By playing Lupo World, the students will learn to organize the creative problem-solving process and to work as a team.
The rules of the Lupo card game are flexible and can be adapted for different groups and situations.
The play session is intensive and fun, and the players have a lot of freedom to develop their own adventure.
Lupo can be combined with many different subjects from arts to science projects.

The supported learning goals are identified by matching the product with several relevant curricula descriptions on this subject area. The soft skills are definitions of learning goals most relevant for the 21st century. They are formed by taking a reference from different definitions of 21st century skills and Finnish curriculum.

Subject based learning goals

Learning how to innovate new ideas to solve a problem.
Learning how to assess ideas.
Practicing to evaluate possibilities and challenges.
Practicing to gather information and ideas.
Practicing to take calculated risks to come up with new ideas.

Soft skills learning goals

Practicing to look things from different perspectives
Practicing to create questions and make justifiable arguments based on observations
Developing problem solving skills
Learning to find the joy of learning and new challenges
Practicing to express own thoughts and feelings
Practicing to give, get and reflect feedback
Practicing to work with others
Learning to listen other people’s opinions
Learning to understand the meaning of rules, contracts and trust
Learning decision-making, influencing and accountability
Learning to combine information to find new innovations
Learning to plan and organize work processes
Practicing to notice causal connections
Practicing to evaluate one's own learning

The pedagogical analysis covers how the product supports learning of the identified skills. The student’s role is assessed by four contrary pair parameters, which are selected to cover the most essential aspects on the use of the product.

Passive
Active
Players are actively playing and finding solutions. The problems are always different so every game play is unique.
Rehearse
Construct
Lupo sets a framework for creativity, but the outcomes vary among users as they are free to decide what kind of solutions they want to create.
Linear
Non-Linear
The game offers a structure for creation, but it doesn’t set users on a linear path. It is up to the players to decide how they come up with a solution.
Individual
Collaborative
The game requires more than one player. The players are encouraged to collaborate and come up with a solution by working as a team.