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What
will people learn through playing Cuckoo Time?
Students will develop intuitive understandings of the laws of Newtonian
Mechanics. In particular, students learn:
- Work
energy and power
- Newtons
Laws
- Simple
and Complex Machines
The clock
parts and the movements of the gnomes are all based on physical principles
outlined by the first half of the Physics C syllabus of the Advanced Placement
Program, which addresses Newtonian Mechanics. More information can be
found below in the documentation.
Players
will learn about Physics concepts by interacting with the clock parts,
such as frictionless and weightless pulleys. From these abstracted but
easily understood behaviors, players will have an incentive to absorb
basic physical principles as fundamental components of gameplay that they
can use to formulate winning strategies.
The Need
for Cuckoo Time.
The content covered in Cuckoo Time! may seem intuitive or simplistic
to some. Fundamental physics concepts and simple machines are introduced
to students at an early age. However, science educators have found that
even successful students frequently fail to understand even the most simple
phenomena. Wolff-Michael Roth, for example, (1991) has found that most
students reason through lever problems through trial and error, thinking
through a series of decision trees rather than developing grounded understandings
of the quantitative and qualitative relationships embodied in physical
phenomena. In Cuckoo Time!, the levels are designed to elicit students
misconceptions. For example, mass increasing power-ups are placed next
to pendulums to lure players into thinking that increased mass will affect
the period of the pendullum. For a full list of student misconceptions
related to Machines, see the documentation.
Intuitive
Understandings of Physics
While the attributes of simple machines like levers, pulleys, gears, springs,
or pendulums can be demonstrated offline, computer games allow players
to experiment with how variables such as velocity, mass, and force interact
with machines within the world of the video game, where an intuitive understanding
of physical phenomena has real functional value. Cuckoo Time! is
designed to produce powerful intuitive Physics understandings by leveraging
players' abilities to quickly ascertain how interactive environments operate.
As any platform gamer (indeed, most any American) under the age of 25
can tell you that in Super Mario Brothers, Mushrooms double your size,
stars make you invincible, fire flowers let you shoot fire balls, players
of Cuckoo Time! will be able to tell you that decreased mass does
not make a pendulum's period any longer.
Collaborative
Learning
Cuckoo Time! includes collaborative levels, where players must
work together developing and negotiating strategies to catch the Cuckoo.
Two players might identify multiple possible paths for getting to the
top, via swinging and climbing on pendulums, using levers as springboards,
or using gears to accelerate their movement, which then might give them
sufficient energy to push a lever. By articulating, advocating, defending,
and debating strategies, players are forced to reflect on their actions,
and develop strategies that can be transferred to new situations.
Learning By Design
Through designing levels, players must consider the dynamics of a level
design: What is really the work output of a lever? How much mass would
be needed to propel a gnome one story in the air? As such, the level design
component of Cuckoo Time! employs constructionist (Papert, 1984
Resnick 1996) techniques. Players develop deeper understandings of the
rules governing physical phenomena by constructing artifacts that embody
their understandings. Instructors might have players present their level
designs and explain why they included particular design features
a design document, if you will. Through this documentation and presentation
of ideas, players are able to refine and articulate their ideas, which
is known to promote transfer into new contexts.
Assessment
Opportunities
Cuckoo Time! can be used for multiple assessment strategies. Players
can assess their own learning through success in the game; the game provides
instant and constant feedback on students understandings in the
world. Players receive feedback from other players in both the collaborative
and competitive mode. Cuckoo Time! also captures data that can
be used to assess students learning. Cuckoo Time! captures:
- The time
spent per puzzle
- Percent
puzzles completed and missed
- A detailed
record of which levels students completed
Thus, teachers
can examine the puzzles to quickly see which ones give students the most
troubles. Further, teachers can construct puzzles that can serve as assessments,
or give design challenges as assessments.

Copyright 2002, MIT.
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