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In this study, we describe and examine student participation in a unit that first introduces computer science through a commercial board game. In our unit, we use the Expansively-framed Unplugged (EfU) design framework that provides a sequencing and structuring of learning activities where learners start with unplugged activities (board gaming), establish familiarity with them, and then transition that familiarity to ‘plugged’ activities (programming). We implemented a multi-week curriculum during classroom and weekly library time in two rural schools. We first present the design of our curriculum, then present examples of student-authored game designs to illustrate how the affordances offered by curriculum enabled creative student design.