SugarLand

Logo of Promethean Boards Bound: A Blog About Educational Technology featuring a cartoon map of the Upper Cumberland region

by MARK WEST 1/5/10

SugarLand

Here's a link to download the SugarLand Flipchart

One of the things you can do to ensure that students are grasping your content is to check for comprehension. Sometimes you need a brief or long review. This game is a long review with 30 questions, so this would be good as a chapter review.

This is an adventure through a sugary land to run to the finish line. Here's a look at the game board:

Note: the source for the confectionary images can be found here.

Navigation through the land is by die roll. Students earn the right to roll the die by answering your review questions. Use your dice roller to generate a number from 1-6 and compare the result to this chart:

Thus a roll of 1 allows the game tokens to advance to the next red tile, while a two moves forward two red tiles, etc.

Please note the the dashed black lines are "detours". Thus if you land on a tile that has black dashed attached to it, you advance (or go back) to the other tile linked by black dashes:

I wasn't happy with the original style gingerbread men tokens I used during training, so I redesigned them. The game tokens are gingerbread men wearing colored clothing (red, blue, green, yellow). This change should make the token more visible at a distance:

Old Style
New Style

Here's a link to download the SugarLand Flipchart

This flipchart was made in ActivStudio 3 Professional; you can import it into ActivInspire.

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.


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