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Multiple
Use Scenarios.
Extreme Sports Tycoon as a Stand Alone Unit. The most obvious, and
perhaps most desirable method for using Extreme Sports Tycoon would be
as a relatively self-contained unit, spanning 3-6 weeks. One can imagine
a unit starting with some videos and pictures of Bungee Jumps, and then
asking students "How does this jumper know that she wont crack
her head open?" From there, students might be given a simple bungee
problem, and a few formulas, and asked to estimate answers. This activity
would prompt students to ask questions about how and why Bungee jumping
works.
The instructor
might introduce the game, explaining that players will play Extreme Sports
Tycoon in order to learn more about the laws of motion and how they play
out in events on earth. Players might be given 1-2 weeks to play the game,
with the instructor answering questions, and delivering just-in-time lectures
as necessary. The instructor may construct booths to isolate variables
or highlight particular relationships. The savvy instructor might also
observe students activities, and assign design challenges as homework
(e.g. design a bungee jump where the jumper reaches a velocity of 100
mph but is left hanging 36 feet from the ground at the end). Or, the instructor
might use Extreme Sports Tycoon as a test for students at the end of a
unit.
Embedded
within this "Unit Plan" Scenario might be three other uses of
Extreme Sports Tycoon:
- Demonstrations
- Practice
Problems
- Assessments
Different
instructors might arrange these activities according to their needs. Some
may assign the game as homework. Others may prefer to use class time to
have students work on problems and then observe student work and give
just-in-time lectures as necessary. Still others may want to supplement
the game playing with demonstrations and activities that involve physical
objects.
Pedagogy
Extreme Sports Tycoon is designed to give players both an intuitive understanding
of physics phenomena, and an entrée for using physics formulas
to solve real world problems. Players begin by designing booths where
they manipulate key variables, using trial and error to arrive at productive
combinations of variables. The tycoon game mechanics are designed to promote
prolonged engagement in the game. After several hours of gameplay, players
will have developed intuitive understandings of the formulas and can begin
tweaking particular variables to achieve maximum results.
Extreme
Sports Tycoon allows players to focuses on 2-3 key concepts, and examine
and re-examine them in different contexts. John Bransford and colleagues
show that such intense study of concepts in multiple situations -- particularly
when used to solve problems is a strategy known to facilitate deep learning
and transfer of knowledge. A subtext to Extreme Sports Tycoon is that
Physics is not only accessible, but can be fun.
Learning
By Design
Pedagogically, the game leverages learning by design approaches. Players
learnthrough thinking with Physics concepts in the design of their booths.
Learning by Design approaches (e.g. Perkins, 1986) facilitate deep learning
by allowing students to think critically and creatively with information.
A critical element of learning by design is that learners construct knowledge
in purposeful activities. Creating knowledge in functional contexts helps
students develop robust (as opposed to inert) knowledge that can be used
to solve problems. In Extreme Sports Tycoon, students are required to
develop their own purposes (do I want a fast booth, a dangerous booth,
one thats accessible to a broad audience?) and then use Physics
to design the booth according to those specifications.
Connecting
to Models and Structures
Robust Physics models underlie Extreme Sports Tycoon. Players learn by
tinkering with their models. Participating in Trial and Error performances,
players can develop intuitive understandings of how models of motion interact,
and then test these models in their design. A potential problem with complex
learning by design / modeling activities is that learners may not have
opportunities for perceiving the deeper, structural relationships between
elements. To counteract this pitfall, Extreme Sports Tycoon includes textbook
like resources in the form of the help files where players can
learn about the specific formula and see demonstrations of concepts. We
expect that students would use this text as a resource to flesh out their
understandings of Physical phenomena, consulting it much like a researcher
refers to reference texts.
Opportunities
for Reflection
Money and rep function in the game to encourage students to reflect on
their designs between iterations. Because failure means losing money and
/ or reputation points, players are given incentive to reflect on their
activities and predict the consequences of their choices. Further, the
communication structures allow players to collaborate on designs and critique
one anothers designs. Players might debate the safety of a booth,
or assist one another in the design of their booths.

Copyright 2002, MIT.
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