- The problem is authentic to the discipline.
- The problem is situated in a 3D environment.
- The problem is contextualized via a narrative to stimulate recall of prior knowledge and provide motivation.
- Game communication must allow learners to hold group discussions about the problem to draw out misconceptions and multiple viewpoints.
- Guidance is provided by showing worked examples at the start of the process (serves as training room).
- Steps
- The attention step is created by the problem/question being posed. The goal is implied by the solution expectation (winning); the goal is to make a best-fit recommendation, based on gameplay, for an ill-defined problem.
- Tasks/Goals:
- Learners list problem parts.
- Learners list what is known.
- Learners restate problem.
- Learners rank order solutions and select one (hypothesis).
- Learners write action plan to test solution.
- Investigation is offered via exploration.
- Learners create and execute tasks (gather data).
- Learners self-evaluate performance by determining fit of solution for problem; if solution doesn’t match, cycle back to guidance step.
- Write report (reason and persuade) and reflect on lessons learned.
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