This Monday we dedicated a station to analyzing our data from last week’s small-group gaming.
- Students used a formula to determine each group’s live lost to levels won ratio.
- Students analyzed the differences in observed and noted behaviors between the groups with the highest and lowest ratios.
- Students analyzed their own behavior to see if it aligned more with the highest ratio group or the lowest.
- Students identified strategies from the lowest ratio group to try this week in class.
- Students explained how playing the game was like and unlike class.
- Students suggested ways by which they and the teachers could make class more game-like.
Here are some student quotes that caught my eye:
- “It was like class because some succeeded, and some didn’t.”
- “It was more fun than class.”
- “You can fail like in class.”
- “We all need more team work.”
- “We should play on Monday when we need more fun.”
Obviously, I have some hearts and minds work to do here in my allegedly mastery-learning classroom.
This afternoon in class, two usually antagonistic students had this interchange about today’s game play:
Student 1: “Wow. You did a good job.”
Student 2: “Thank you.”
Maybe my students don’t often compliment one another on their work like that because it’s not relevant enough for them to assess or value it. Also, I couldn’t engage 2 students with the gaming this week. More work to do and social learning opportunities to design.
Here’s a comparison of each group’s performance last week and this week:

Group 1 greatly improved positive communication and finished more levels this week than last, but spent a few more lives doing so. I wonder about how much of the other groups’ improvement is due to reflection about collaboration and how much is due to learning the levels. I have to think about switching games or levels next week and measuring work in such a way that the qualitative observations on collaboration count for as much as the ratios without making me seem subjective to the students. Help, PLN! Ideas?
NB: Group 6 consisted of a lone gamer today. Apparently working alone greatly increases collaboration.

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