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Small-group Gaming, Part 2: Baby Mario Steps

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This Monday we dedicated a station to analyzing our data from last week’s small-group gaming.

Yoshi by Yoshi Huang

Yoshi by Yoshi Huang

  • 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.

Small-group Gaming, Part 1: Rewarding Collaboration

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Super Mario Brothers Candy by sonson

Super Mario Brothers Candy by sonson

Here’s a quick post on an imperfect start to using video games in the classroom for teaching the soft-skills necessary for collaboration in a manner (hopefully) authentic and relevant to students’ media experience.

  • Teams of 3-4 students played New Super Mario Bros. Wii at a classroom station.
  • Teams were asked to win the most levels possible with the fewest lives lost in 20 minutes.
  • A teacher kept track of lives lost and levels won on a graphic organizer and took notes, as well, about groups’ pro- and anti-social behavior.
  • Lives could also be lost on paper for trash-talking.
  • Trash-talking was addressed whenever it occurred, and serial trash-talkers were asked to stop playing.
  • The group with the lowest lives lost to levels won ratio was awarded 3 lunch periods on the Wii.

Here are our results (lives lost:levels beat, reduced to the lowest equivalent ratio):

  • Group 1 – 10:1
  • Group 2 – 6:1
  • Group 3 – 50:1
  • Group 4 – 22: 1
  • Group 5 – 15:1
  • Group 6 – 10:1

Here are comments from the groups with the lowest and highest ratios, respectively:

  • Comments from Group 2: “Backed up to easier levels; good teamwork and talk; [Student A] led them through the levels and made sure all followed.”
  • Comments from Group 3: “Students fought each other and never started working together.”

I can see that Group 3 needs some social stories work before playing together again, and that the difference between Groups 2 and 3 wasn’t necessarily the amount of communication, but the type of communication that went on between group members.  Before the next contest, I’ll use the data and observations from this activity to pose questions for students about the value of strategic thinking, positive communication, and leadership to social learning.  To help make the discussion more personally meaningful to students, I might begin by asking students to figure out the ratios and results from the data after I make it anonymous.

What do you think?  Does the competition undercut the collaboration?  Is the reward appropriate? I’ll follow up later so we can see where the activity goes and whether or not it impacts soft-skills and collaboration in the classroom.