Dream Democracy / Demokratilab (NO/EN)
Offline single‑file civics game MVP • Ages 13–16 • Local only • No real names

Title / Overview

NO/EN 30 min Competitive

Every action counts — hver handling har konsekvenser.

This game starts with a tiny, emotional choice (friendship + social pressure) and scales up to real democratic trade‑offs: rules, budgets, negotiation, compromise (kompromiss), and public trust (tillit).

Levels (nivåer)

  1. Beginner / Nybegynner: “Leo dilemma” — 3 quick questions, visible consequences.
  2. Intermediate / Middels: “Your school, your rules” — vote on school policy with winners/losers.
  3. PRO: Political simulator — parties, seats, budgets, events, dashboards, coalition.

What students practice

  • Resisting pressure to fit in (press for å passe inn)
  • Ethics + empathy as civic skills (empati som samfunnsferdighet)
  • Voting + legitimacy (stemmegivning + legitimitet)
  • Negotiation + coalition building (forhandling + flertall)
  • Trade‑offs: budget, climate, inclusion, mental health, economy

Tip: Use Teacher Mode for projector + timers. Students can play solo, or in groups sharing devices (pass‑and‑play).

Live Snapshot

Not saved
Level
1
Phase
Setup
Timer
00:00
Beginner stats (Level 1)
❤️ Amistad
5
⭐ Popularitet
5
🧠 Integritet
5
PRO dashboard (Level 3)
Tillit
50
Valg‑sjanse
50
Budsjett
100
LocalStorage only (no internet, no personal data).

Setup (Teacher sets parameters)

Mixed language • Mixed devices • 30 min
If you have 20–30 students with few devices: pick pass‑and‑play + projector view in Teacher Mode.
Recommended for class: 4 parties + optional Media + Youth Council inside PRO level.
Teacher Mode lets you edit timers live, skip phases, and pause.
Keep it fictional: parties are color‑coded, not real parties.
Not applied yet.

Quick class recipe (20–30 students)

Teacher guide quick view
  1. Groups: 4 parties (4 groups) + 1 small “Media/Influencers” + 1 small “Ungdomsråd”.
  2. Time: 5 min setup, 10–15 min Round 1, 10–15 min Round 2, 5–10 min debrief.
  3. Devices: Mixed. If few devices: one device per group, or pass‑and‑play on teacher device with projector.
  4. Movement: Hybrid. Students can stay seated; negotiation happens by short “walk and talk” between groups.
Safety: no real names, no real parties, no personal stories required. Students can speak in 3rd person: “Party Blue thinks…”

Rules (student-facing) — COMPLETE

ObjectiveSetupTurnsVotingTie‑break

Objective / Mål

Make choices under pressure and see consequences. In Level 3 (PRO), you compete to finish with the best civic outcome and the strongest chance to win an election (Valg‑sjanse) — without crashing trust (Tillit) or inclusion (Inkludering).

Components / Komponenter

  • 3 Levels with story + policy choices.
  • Timers (optional) to simulate pressure.
  • Secret ballots for votes (anonymous within the device).
  • Event deck with modern Norway‑context issues (TikTok, desinfo, AI at school, klima, transport, energi, integrering, cyberbullying, mental health).
  • Dashboard meters (0–100): Tillit, Inkludering, Klima, Psykisk helse, Økonomi, Skolepress + Valg‑sjanse.
  • Budget points: policies cost money; you can’t buy everything.

Setup steps (timing)

  1. Go to Setup, choose mode (solo or pass‑and‑play), number of groups, timers.
  2. Click Apply setup.
  3. Go to Main Play Area and press Start Level 1.

Round / turn structure

Level 1 (Beginner): 3 choices. Each choice changes three meters: ❤️ Amistad, ⭐ Popularitet, 🧠 Integritet.

Level 2 (Intermediate): You vote on a school policy. After the vote, you see who benefits and what risks appear.

Level 3 (PRO): Two rounds. Each round has:

  1. Propose: parties pick 1–2 policies from a list (each has cost + meter effects).
  2. Negotiate: try to form a majority (coalition / kompromiss).
  3. Vote (secret ballot): each group votes Yes/No on the “package”. Needs majority of seats.
  4. Event: a random news/crisis hits and shifts meters.
  5. Outcome: dashboard updates; election chance changes.

Player actions and constraints

  • You may choose differently than your friends — that’s part of democracy.
  • Budget is limited. Policies cost points; if you overspend, you must remove policies.
  • Some policies are popular but harm trust/inclusion; others build trust but reduce election chance short‑term.
  • Media/Influencers and Youth Council are “actors” in PRO: they can boost or reduce Tillit / Skolepress via optional actions.

Decision mechanism: voting (secret ballot)

  1. Teacher (or device holder) opens the vote screen.
  2. Each group enters a vote (Yes/No) without others watching (secret).
  3. When all votes are in, press Reveal to show totals and whether the package passed.

Scoring / outcome logic

  • In Level 1 you get a narrative ending based on your highest meter.
  • In Level 3, the winner depends on Setup “success condition”:
    • Election: highest Valg‑sjanse
    • Tillit: highest Tillit
    • Balanced: best average of all meters + budget left

Tie‑breaker / deadlock resolution

  • If a vote ties in seats: the Youth Council (Ungdomsråd) decides (teacher clicks a tie‑break button).
  • If no majority is reached: event intensity increases (+ risk) and election chance drops for all parties.

Fairness & accessibility

  • No phone option: teacher can run pass‑and‑play on one device with projector view.
  • Shy students: speak as “Party Blue” or “Group 2” — no personal opinions required.
  • Language: mixed EN/NO labels; teacher can set EN or NO in Setup.

Safety & appropriateness

  • Fictional parties (colors) and fictional scenarios.
  • No real names; use group numbers.
  • No personal data collected; everything stays in the browser.

Main Play Area

Level 1 Ready 00:00

Dashboards

Live meters (live)
Level 1 meters / følelses‑valg
❤️ Amistad
5
⭐ Popularitet
5
🧠 Integritet
5
Game log / hendelseslogg

Teacher Mode (facilitation controls)

OFF Toggle to enable advanced controls
Teacher Mode includes: Start/Pause/Resume, Next/Prev/Skip phase, timer editing, reveal votes, lock role selection, projector view, reset, save/load, export summary + JSON.

Teacher Guide (COMPLETE)

Facilitation script

Learning goals

  • Connect identity + belonging with civic behavior.
  • Practice democratic legitimacy: rules, votes, compromise, accountability.
  • Recognize trade‑offs and unintended consequences.

Run of show (30 min)

  1. 2 min — Set the tone: “Speak as roles/groups. No real names.”
  2. 5 min — Level 1 quick story + debrief in 60 seconds: “What risk did you feel?”
  3. 8 min — Level 2 school vote: ask “Who wins? Who loses?”
  4. 12–15 min — Level 3 PRO: Round 1 + Round 2 with events.
  5. 3–5 min — Debrief questions (pick 3–5).

Group setup suggestion (20–30 students)

  • 4 parties (Blue/Green/Red/Yellow) + 1 Media/Influencers + 1 Youth Council (Ungdomsråd).
  • Media: after each event, they publish a “headline” and can apply a small bonus/penalty to Tillit or Skolepress.
  • Youth Council: tie‑breaker power, and can propose 1 “youth demand” policy for negotiation.

Accessibility moves

  • Offer “silent negotiation”: write offers on paper instead of speaking.
  • Rotate spokesperson each round.
  • Allow “opt‑out”: a student can be timekeeper/log keeper instead of spokesperson.

Print Pack (role cards + quick rules)

Use browser Print → Save as PDF
Print includes fictional role cards for PRO level.

Quick Rules (1 page)

  • Level 1: 3 choices → meters change → ending.
  • Level 2: vote on school policy → see consequences.
  • Level 3: propose policy package → negotiate coalition → secret vote → random event → update dashboard → repeat → winner.
  • Majority: more than half of seats.
  • Tie: Youth Council decides.

Role cards (fictional)

Party Blue (Pragmatic)

Goal

Goal: Keep Økonomi stable and Tillit high. Win by competence.

Style: “We can afford this if it works.”

Weakness: Can be seen as cold if Psykisk helse drops.

Party Green (Climate & Inclusion)

Goal

Goal: Raise Klima + Inkludering. Win with values.

Style: “If it’s not fair or sustainable, it’s not good.”

Weakness: Budget pressure can hurt Økonomi short‑term.

Party Red (Safety & Welfare)

Goal

Goal: Improve Psykisk helse and reduce Skolepress. Win with care.

Style: “People first. Then performance.”

Weakness: Opponents call it “too expensive”.

Party Yellow (Innovation & Freedom)

Goal

Goal: Increase Valg‑sjanse via popular ideas; keep Skolepress manageable.

Style: “Let students choose — less rules, more freedom.”

Weakness: Less regulation can reduce Tillit if chaos rises.

Media / Influencers

Power

Power: After each event, publish a headline and apply +3 / −3 to Tillit or Skolepress.

Rule: Must justify the headline in 1 sentence.

Ungdomsråd (Youth Council)

Power

Power: Tie‑breaker in votes. Can propose 1 “youth demand” policy per round.

Rule: Must explain how it improves inclusion or mental health.

Debrief (reflection)

At least 8 questions
  1. Which decision felt risky — and why?
  2. Did you prioritize belonging or values? What changed that?
  3. In Level 2, who benefited and who lost? Was it “fair” or “popular”?
  4. What is the difference between voting and democracy?
  5. Which meter was hardest to keep high (Tillit, Inkludering, Klima, Psykisk helse, Økonomi, Skolepress)?
  6. When you negotiated, what did you give up? Was it a good compromise (kompromiss)?
  7. How did the random events change your strategy? Do real politicians face similar surprises?
  8. What would you change to make the system more legitimate (more trust, more inclusion)?
  9. Where did “pressure to fit in” show up in the political simulator?
  10. One sentence: What does “every action counts” mean now?

Optional: paste the summary into your LMS as an exit ticket.

Optional export (no accounts)

Copy + paste
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