Skip to main content

Community Repository Search Results

resource project Media and Technology
Purpose: In the most recent National Assessment of Educational Progress only 17% of 8th grade students performed at or above the proficient level in U.S. history. One way to engage students in learning history is to create history learning resources that are designed to be relevant and appealing to young people's interests and regular activities. Surveys find that almost all teenage boys and girls play digital games, and the majority of teens play daily. This project will leverage the potential of games and technology to engage students and increase history skills and content knowledge.

Project Activities: The team, consisting of graphic artists, content specialists, computer scientists, and programmers, will initially create wireframes and a functional game prototype. Following feedback from a group of students and teachers on the user-interface, the team will produce an online tablet app. Iterative refinements will be conducted at major production milestones until the intervention is fully functional. Once development is complete, the researchers will assess the usability and feasibility, fidelity of implementation, and the promise of the product to improve outcomes in a pilot study. The study will include 200 8th grade students in eight classrooms. Four classrooms will be assigned to play to game as part of the curriculum over three to five class periods, and four classrooms will be taught the same historical content using the business as usual curriculum without the game. Each group will complete pre- and post- assessments to assess differences in history knowledge and skills.

Product: This project team will develop a tablet-based interactive role-playing game that immerses 5th through 9th grade students in the history of the Great Depression. The game will provide players an experiential understanding of the hardships that beset Americans in the 1930s and their strategies for survival, as individuals and as a nation. Features of the game will include story-based immersive narrative missions where student's decisions continually drive the action, tips and hints for students who are struggling in the game, writing tools, and interactive maps. The game will can be integrated within a course or used as a supplement. A teacher dashboard will be developed to facilitate the use of the game within classroom settings. Finally, the final product will include upgrades to existing games, including City of Immigrants and the The Hardest Times. The upgrades will publish these games to tablets and will include deeper in-game assessment opportunities.
DATE: -
TEAM MEMBERS: David Langendoen
resource project Media and Technology
Purpose: There is concern about a decline in mathematics achievement scores among U.S. students during the middle school years. For example, while 4th grade U.S. students rank 8th overall on an international mathematics comparison, by 10th grade U.S. student's drop significantly to 25th in the same comparison. Some researchers posit that much of this decline relates to how math is taught in the U.S. and with how students become less engaged as learners in middle school. The purpose of this project is to develop a web-based game to engage 7h grade students in a narrative-based story which will apply learning of content and skills aligned to the Common Core State Standards (CCSS) in mathematics.

Project Activities: During Phase I in 2012, the team developed a functioning prototype and conducted usability and feasibility research with fourteen 7th grade students. Researchers found that the prototype functioned as intended and that students were highly engaged while playing the game. In Phase II, the team will develop a fully-functional user interface with animated characters, interactivity across student users, narrative scripts and accompanying art assets, 36 problem sets, and student and teacher dashboards and databases. After development is complete, a pilot study will examine the usability and feasibility, fidelity of implementation, and the promise of the game to improve math learning. The study will include 120 students in 6 classrooms in three schools, with one classroom per school randomly assigned to use the game and the other half assigned to a business-as-usual control. Analyses will compare student scores on pre and post mathematics measures.

Product: Empires is a web-based game that addresses 36 pre-algebra Common Core State Standards in mathematics for 7th and 8th grades. The game follows a storyline in a recreation of an ancient empire which is at the brink of agricultural revolution and of becoming a trade economy. As students play the game, they engage in math-focused activities to drive the action, such as taxing citizens to learn ratios and proportions, allocating resources to learn percentages, and measuring the distance and time between a neighboring empire by applying the principles of the Pythagorean Theorem. As a socially networked game, students will interact with other students in the class to complete trades that lead to encounters with different math problems. The game will include two helpful, funny, advisors who will scaffold learning through mathematical discourse, arguing over the next most important thing to do. The game design architecture will work on a wide range of computers, including desktops and iPads. A teacher's guide and companion website will provide guidance to classroom activities that complement the game.
DATE: -
TEAM MEMBERS: Scott Laidlaw