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Description of Unit

In this task, seventh-grade students will create, design, and test a game that illustrates a math concept of their choice. The game must include an element of chance and be strategic in nature. Students can develop their game in a digital format (using free coding tools) or in a board game format. Within the unit of study, students will research game design and fairness in gaming. The prototypes students develop must be accessible to the public and should have several trials to prove that the game works. Included in this task are the business aspects of game development.

This guide links the Game On! unit to the Texas Essential Knowledge and Skills (TEKS) for seventh graders. Game On! is a mathematics unit that allows students to build a deeper understanding of the discipline as they create a video game (using free coding tools) or a math board game (using recycled materials) that addresses a concept they have learned. The math game designed by the students will also include an element of chance and will incorporate either a personal interest or a cross-curricular focus. As a class, students will research game design principles (e.g., learning goals, game mechanics, iteration and feedback, target audience) in order to determine the best approaches to maximizing engagement and longevity. Independently or in small groups, students will develop a prototype of their math game and gather data regarding its playability and marketability. The following document includes the applicable TEKS and the details of the Game On! unit. The final section of this document presents the applicable Texas College and Career Readiness Standards adopted by the Texas Higher Education Coordinating Board (THECB) on January 24, 2008.

Phase I. Learning Experiences

  1. The teacher will introduce the unit with a video or anecdote about his or her favorite game. Students will turn and talk with a shoulder partner about their own favorite games (board or video) and the elements of the games that they love. As a class, students will discuss how their favorite games have changed as they have grown up.
  2. Students will make a timeline of their lives and indicate their favorite games over the years. Students may extend this activity by asking their parents, grandparents, or members of the school community what their favorite games were when they were children.
  3. Students will examine the National Museum of Play’s timeline of video games (http://www.museumofplay.org/about/icheg/video-game-history/timeline). As a class, they will discuss how video games in general have changed over time. In small groups, students will choose a popular, long-running video game series and consider how it has changed or stayed the same over time. Student groups should also discuss why some video games remain popular and others do not. They should think about how popular video games reflect the times and the available technologies.
  4. Students will explore the timeline of board games (https://www.thespruce.com/board-andcard-games-timeline-409387 and http://spotlightongames.com/list/timegame.html). As a class, students will discuss how board games in general have changed over time. In small groups, students will choose a popular, long-running board game and consider how it has changed or stayed the same over time. Student groups should also discuss why some board games remain popular and others do not. They should think about how popular board games reflect the times and the available technologies.
  5. Students will research the elements of game design. Problem solving through the use of game design principles is a technique utilized throughout the world. Students will break down game design principles into individual steps (e.g., defining learning goals, game mechanics, necessary content vocabulary, target audience) and create a graphic (either in digital form or poster) showing the sequence of the steps and how they are interrelated.

Phase II. Independent Research

A. Research process

  1. Selecting a topic. Students will form small groups. Each group will create a game company and select a game to develop. Students should name the company and assume the roles of the top executives (e.g., CEO, CFO). The student groups can search online for good resources on the steps of starting a business (https://www.sba.gov/starting-business/write-your-business-plan).
  2. Asking guiding questions. Once the groups have selected a game, they should think of three to five guiding questions to explore. Questions for students to consider include the following:
    • Who is your consumer?
    • How will you find out whether they will like/buy the game?
    • What recycled materials will the board game be made of?
    • Can you feasibly construct the game?
    • What safety issues will you have to deal with?
    • How much will the game cost to make?
    • How much will you sell the game for?
    • How will you market and advertise the game?
    • How much profit will you make?
    • What problems might you run into? How might you solve them?
    • How will you know if the game is successful?
    • What resources will you need?
    While these examples are general, the group’s questions should be specific to the chosen game. The questions should lead the group to form research-based opinions. The group should also develop hypotheses or possible answers to the questions.
  3. Designing a research proposal. In the process of writing the research proposal, students will refine their guiding questions. Each group, acting as a game company, will design a prototype of the game of the future. It could be something completely innovative and futuristic, or it could be an old game that is redesigned or updated. Any game that is developed must include an element of chance within the design. Part of the research might include a needs assessment or interest inventory to see if the proposed game appeals to the target audience. In the proposal, the group should include plans for developing and testing the prototype.
  4. Conducting the research. After the teacher has approved the students’ proposal, the student groups will begin using the identified resources and other sources they may encounter. Research may include survey design or other studies that have been done on the topic or type of game. So that all group members have access to information and make equal individual contributions during this stage, students will need to keep a group log, notecards, or resource process sheets of all the sources they use and what they learn from each one. The groups should develop the prototype and test it with their target audience. Groups will also create a table or graph to show the probability of chance that is embedded within the design of the game.
  5. Drawing conclusions. The groups should consider the following questions as they evaluate their projects:
    • What is successful about your prototype?
    • What adjustments or changes might you make? Why?
    • Who is the target audience for your game?
    • What is new or unique about your game?
    • How much does it cost to manufacture your game?
    • How much will you sell the game for?

B. The product

Each student group will show what they have learned through one of the following written products.

  1. An article or blog post that summarizes the results of the research and describes the prototype of the game created (either in digital format or board-game format). The students will use graphs, tables, or visuals to illustrate the game design, the results of playing the game, the learning that occurred during the process, and their conclusions. The article should be submitted to a publication (e.g., school newspaper, community newspaper through a letter to the editor, teen magazine, online journal).
  2. A product display. The display will include a project presentation board, written abstract, the prototype of the game created, details of the research conducted, and the proposal that guided the development of the prototype.
  3. Create a fundraising campaign using an education related fundraising site, to fund the production of the newly designed game. The project page should demonstrate the game prototype and tell the story behind the game through a project video.

C. Communication

Each student group will demonstrate what they have learned through one of the following types of presentations, to last no more than 15 minutes.

  1. A formal presentation to a panel of experts in the form of a science fair entry. The group will enter their prototype in the local science fair, competing in the mathematics division. They will use their research to show the learning involved and the way elements of chance and strategic logic affect the game’s outcome.
  2. An informal class presentation in which the student groups present their expertise to the class. A question and answer session should follow the presentation.

D. A completed project consists of:

  1. The research proposal
  2. Guiding questions to drive research
  3. Research notes, logs, and/or resource process sheets
  4. The game prototype
  5. A Works Cited page with at least five references
  6. An audiotape or videotape of the group presentation, including an unscripted Q&A session
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