Students playing computer games generate large quantities of rich, interesting, highly variable data that mostly evaporates into the ether when the game ends.
What if in a classroom setting, data from games students played remained accessible to them for analysis?
In software and curriculum materials being developed by the Data Games project at UMass Amherst and KCP Technologies, data generated by students playing computer games form the raw material for mathematics classroom activities. Students play a short video game, analyze the game data, conjecture improved strategies, and test their strategies in another round of the game.
The video games are embedded in TinkerPlots and Fathom , two data analysis learning environments widely used in grades 5–8 and 8–14 respectively. The game data appear in graphs in real time, allowing several cycles of strategy improvement in a short time. The games are designed so that these cycles improve understanding of specific data modeling and/or mathematics concepts. Lessons will be embedded in LessonLink from Key Curriculum Press to facilitate their integration into standard curricula. The three-year project expands research in students’ understanding of data modeling and their ability to learn mathematical content embedded in data-rich contexts.
For more project details see the Data Games Project Page at KCPT.
For the games developed at SRRI, see Games.
For games and activities, see Data Games product website - SRRI copy