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Game-Based Learning

MEDT 7485
Spring 2018
Assignment 5: Game Design
Vicki Morgan

1. Game Title: StatLab


2. Game Genre: Simulation
3. Target Audience: Advanced Placement Statistics Students (Grades 10-12)
4. Subject Area: Advanced Placement Statistics
5. Topics Covered: Experimental Design, Sampling, Surveying, Research Design,
Collecting Data, Hypothesis Testing, Power of the Test
6. Learning Objectives/Standards Covered:
● Sampling and Experimentation: Planning and Conducting a Study: Data must be
collected according to a well-designed plan if valid information on a conjecture is
to be obtained. This plan includes clarifying the question and deciding upon a
method of data collection and analysis.
○ Overview of methods of data collection
○ Planning and conducting surveys
○ Planning and conducting experiments
○ Generalizability of results and types of conclusions that can be drawn
from observational studies, experiments, and surveys
● Statistical Inference: Estimating population parameters and testing hypotheses.
○ Statistical inference guides the selection of appropriate models
○ Writing and testing hypotheses
○ Performing follow-up analyses to determine the power of the hypothesis
test against alternate outcomes
7. Goals: The student(s) will explore applications of experimental/research design where
decisions must be made regarding sampling subjects, assignments to treatment groups,
collection of data, performing hypothesis testing, making conclusions regarding
hypothesis testing, and performing follow-up analysis to determine the overall “Power of
the Test”.
8. Rules: Each player is given resources such as research equipment, medical equipment,
test subjects, human capital, and statistical software. The player(s) will choose whether to
“play” a scientist, marketing researcher, medical researcher, etc. The player(s) will make
decisions as they reach each challenge of the design process and must correctly choose to
advance to the next level.
9. Storyline: Each player will choose from a variety of options for conducting a research
study. First the player must decide which field of study they would like to play, such as
medical researcher, scientist, marketing researcher, etc. For each field, there are
numerous studies available to play such as “Does Eating Chocolate Improve Heart
Health?”, “Are Renters more Likely to become Delinquent on Loans?”, “Does Listening
to Music Affect Concentration while Studying?”, etc. As part of each game, the player
will design the entire study using appropriate sampling techniques, treatment design and
assignment, survey techniques, data collection, and analysis/conclusion of findings. As
players increase in their competencies, the challenges become increasingly more difficult
and complex.
10. Character/Roles: The player is the researcher and can choose from numerous roles that a
researcher can have, such as medical researcher, marketing researcher, scientist, etc.
11. Problems/Tasks/Missions: The task is to design, implement, and carry out a
well-designed study, such as a survey, observational study, or experiment.
12. Descriptions of 3D Environments:

Overall Description (Visual) The game will have various environments


based on the study chosen to complete. There
will be a lab environment, an office
environment, a medical environment, and
other environments depending on data
collection needs.

Characters The player chooses their avatar when they


choose their field of study such as medical
researcher, scientist, etc.

Game Mechanics The character will be able to walk, move,


collect data, and communicate with subjects
and other researchers when necessary.

In-World Tools or Resources The player will be able to use tools to


randomly select/assign subjects, collect data,
and analyze data using statistical methods.
For some games, the player will have access
to human resources such as subjects and other
researchers.

Challenges/Obstacles The challenges will become increasingly


more complex as certain skills are mastered.

Interaction/Communication The player will be able to communicate with


subjects and other researchers as necessary.
The player will also interact with the game by
making choices as to how to sample, how to
randomly assign, how to best collect data,
performing the analysis, etc.

Sounds The sounds will correspond to actions in the


game such as rolling a dice, flipping a coin,
listening to heartbeat, survey
questions/responses, as well as sounds to
indicate outcome of decision (correct or
incorrect)

13. Levels and Progression: Each player will start at the Novice Level and depending on their
skill set, he/she will progress through levels of competency until he/she reaches the
Expert level.
14. Number of Players: The game can be played with 1-3 players
15. Estimated Length of Gameplay: 1-2 hours depending on game selected
16. Cognitive Processes Required for Gameplay:

Remembering The player must remember the appropriate methodologies for planning
and executing a well-designed study.

Understanding The player must understand that their choices for sample design,
experimental design, data collection, etc. will impact the outcome of their
study and their level of progression.

Applying The player must apply what he/she has learned about sampling,
experimentation, and hypothesis testing.

Analyzing The player will analyze the statistical findings to determine the next
appropriate steps to be taken.

Evaluating The learner will evaluate statistical findings to determine the outcome of
study, specifically whether to reject or fail to reject the null hypothesis.

Creating The players will create their own study by choosing from various options
at each stage of the design process. Each player will have a unique study
design and outcome.

17. Skills Required for Gameplay:

Critical Thinking Yes Critical thinking is required at each decision


point in the game, such as how to sample,
how to randomly assign, etc.

Problem Solving Yes Problem solving skills are employed as


players make decisions about the study
design. For example, players must decide how
to sample for a survey in a way to avoid bias
such as non-response.

Decision Making Yes Decision making is critical to design and


carry out a well-designed study so that results
that can be applied to other populations.

Creativity Yes Creativity is seen throughout the game as


players choose every aspect of their study.

Communication Yes Communication is observed as the researcher


(player) performs the experiment or asks
survey questions of the subject.

Collaboration Yes The players must collaborate to make


(multiplayer decisions if they are playing together.
only)

Psychomotor Skills No

18. Content Integration: The game requires prior knowledge of AP Statistics and will be
played at the end of the year, prior to the AP Exam. The game teaches academic content
by providing feedback for correct/incorrect decisions. The content integration strategies
are to provide students with the opportunity to explore real-world applications where
studies are needed to answer questions or to make decisions. The rationale behind the
integration is that students will deepen/refine their understanding of the concepts as they
become proficient in designing a study.

19. Engagement Strategies: The main engagement strategy is that the player chooses his role
as researcher and then has complete ownership of the study by making decisions
throughout the game. Each game has a unique design and outcome depending on the
player’s choices.

20. Scaffolding Strategies: Each player will be provided with feedback as needed//requested
as he/she plays the game. At each decision point, the player can “click” on glossary
terms, examples, etc. to gain an understanding of the important issues pertaining to each
decision.
21. Assessment Strategies: Each player will keep a journal as to what they learned each time
he/she plays a game. Also, the teacher can monitor the player’s progression from Novice
to Expert Levels.

22. Major Purpose of Game Integration:

Motivation Tool Yes, the game will motivate the players to


learn more about designing and carrying out a
well-designed study in order to reach the
Expert Level and to have an enjoyable
game-playing experience.

Instructional Tool Yes, the students will have the opportunity to


refine their understanding of the design
process each time he/she plays the game.

Practice Yes, the students practice hypothesis testing


as he/she plays the game.

Formative Assessment Yes, the teacher can assess where students


need clarification by viewing the hints that the
students selected most often.

Summative Assessment Yes, the teacher can assess which students


have mastered the design/hypothesis test
process by viewing the skill level attained.

Other

23. Implementation Plan: The game will be introduced to the entire class and will first be
played as a multiplayer game so that weaker students will have the opportunity to work
with others. In multiplayer mode, the group will start at the Novice level and advance
accordingly. The players will then play in the individual mode and will be required to
start at the Novice level again so that each player must demonstrate competency to
advance. The students will be given time to play each week in class and at home.

24. Perceived Barriers and Support Plan: The main barrier will be learning how to play the
game and how to use hints to succeed. The support plan for this is implementing the use
of the game in multiplayer mode prior to moving to individual mode. The instructor will
also walk around the room as the game is being played in order to guide students who are
struggling.
25. Reflection on the Assignment: I really enjoyed this assignment because it forced me to
think about the logistics of implementing a game that I think would be incredibly
beneficial to my AP Stats students. I also realized how difficult it would be to actually
provide students with the opportunity to design every aspect of the study, from start to
finish. The technical aspect of the game design is something that I wish I knew more
about. Overall, I have learned so much about using games to teach/learn and I feel
motivated to implement games in all my classes.

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