Conquest
This game is a land conqueroring game (this is aimed at Middle/High school students). Each team gets a color, and if they answer correctly,
the hex is theirs. The team with the most hexagons wins.
The game has 30 links to nested pages. Edit the questions and answers using your page selector (View Menu ->
Show Page Selector) and edit the text with the text tool. If the text box is too big, it may overlap the hyperlinks
- the blue text that says "Answer", so if the link stops working, just send the text to the back of the flipchart page
(Edit menu, layer to bottom).
Please note these questions and answers are samples, you WILL need to edit them to make them appropriate to your own content area.
As the instructor, if the students answer the questions correctly, then drag a hex down. Note that the
Hexagons at the top (colored red, green, blue and yellow) will duplicate and are translucent so you can
see through them. Just drag the hex where it goes.
When you are finished, everything is locked down except the hexagons, so select all the colored
heagons and click on trash. The map and the links will stay, but the colored hexes will clear the page.
Or you could choose "Clear Page"...
This is designed in ActivStudio 3 and can be loaded with ActivInspire if desired.
References
Burleson, W., & Picard, R. (2004). Affective agents: Sustaining motivation to learn through failure and a state of “Stuck.” Proceedings of Workshop of Social and Emotional Intelligence in Learning Environments, in conjunction with the 7th International Conference on Intelligent Tutoring Systems Maceio, Alagoas, Brazil.
Chang, Y.K., Plass, J.L., & Homer, B.D. (2008). Development and validation of a behavioral measure of metacognitive processes (BMMP). Featured Research presentation at the annual convention of the Association for Educational Communication and Technology (AECT) in October, 2008 in Orlando, FL.
Domagk, S., Schwartz, R., & Plass, J.L. (in press). Defining interactivity in multimedia learning. Computers in Human Behavior.
Leutner, D., & Plass, J.L. (1998). Measuring learning styles with questionnaires versus direct observation of preferential choice behavior in authentic learning situations: The Visualizer/ Verbalizer Behavior Observation Scale (VV–BOS). Computers in Human Behavior, 14, 543–557.
Mandryk, R.L. (2008). Physiological measures for game evaluation. In K. Isbister & N. Shaffer (Eds.) Game usability: Advice from the experts for advancing the player experience. San Fransico: Morgan Kaufmann.
Plass, J.L., Perlin, K., & Nordlinger, J. (2010). The Games for Learning Institute: Research on design patterns for effective educational games. Paper accepted for presentation at the Game Developers Conference, San Francisco, March 9-13, 2010.