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Name Submitted By First listed Last Edited Summary
"Fishing in the pond": Memory Game
Fionnuala O'Donnell 23 May, 2006 17 October, 2006 This case study documents the manner by which the 'Rejigging'design pattern can be put into practice.
a hard sell
Vaughan Waller 27 November, 2006 27 November, 2006 How can we surmount the prevalent objections and apply games technology in a workplace learning scenario successfully and what would it "look" like?
Accessible Collaborative Learning based on Mainstream Games
Matthew T. Atkinson 21 June, 2006 12 May, 2008 A workshop is proposed in which we look at enabling collaborative learning in the virtual environment created by the game, with a particular focus on making the experience accesible to all users (such as vision-impaired learners).
Add-Up surprises
Yishay Mor 16 May, 2006 18 February, 2007 Students were challenged with a programming puzzle: get a familliar component to generate unexpected outputs.
aliens and trains
Niall Winters 20 February, 2007 20 February, 2007 a game to learn multiplication tables in qbasic
ChanceMaker
Mark Childs 03 May, 2006 17 October, 2006 Summary: ChanceMaker represents probabilities through a range of gadgets. These gadgets calculate the probability of outcomes wrongly. The task of the students is to "fix" the gadgets so that they calculate probabilities correctly.
Creating mobile learning trails: a preliminary study
Niall Winters 01 December, 2006 01 December, 2006 This case study explores the use of mobile technology to create personalised learning trails, through the capture, editing and sharing of audio, photos and text during visits to museums, botanic gardens and other cultural heritage sites. It is a pilot for considering the wider implications of device use by students before bring mathematical thinking ‘into the wild’ in the form of mobile games.
Developing a game through participatory design
Fionnuala O'Donnell 08 July, 2006 17 October, 2006 This case study documents the manner by which participatory design can be used to evolve the design of a game for teaching basic mathematical competencies.
DrumSteps
Fionnuala O'Donnell 15 May, 2006 17 October, 2006 This case study documents the manner by which the design of DrumSteps- a tool for percussion composition was evolved in accordance with the Storyboarding design pattern
FADA
Fionnuala O'Donnell 16 May, 2006 17 October, 2006 This case study documents the manner by which the design of FADA- a toolkit for teaching and learning of distributed algorithms was designed in accordance with the Observation design pattern
From mini-games to real games
Sonja Gisler 28 November, 2006 28 November, 2006 We've been using mini-games since 3 years and want now to move on to large scale games, because our students liked the mini-games we used as self-assessment (crosswords, hangmang, flashgames for checking important or glossary terms). We want to use real games not only for self-assessment, but also for teaching and students to apply their knowledge. But we are concerned about the costs and the acceptance. The students and the teachers will mostly accept games, but the managment of school is very sceptical about games. We are convinced that we are able to impart content and knowledge with games if they are properly embeded in other lessons. Just know I'm trying to convince the management of our school that games are not only leisure occupation for kids, I have to reduce prejudices like games are a waste of time, they are dangerous and violent and so on.
Guess my Garden
Michele Cerulli 03 April, 2006 17 October, 2006 This games addresses pupils' introduction to probability. The game is based on sample spaces manipulation, and on recunstruction of samples spaces on the bases of sets of extractions. The conducted experiment showed how ke issues of probability can be addressed fruitfully with this game, stimulating fine reflections on possible definitions of probability starting from strategies emploied for winning the game.
Guess my Robot
Yishay Mor 13 March, 2006 11 May, 2008 Game of exchanging number sequence challenges.
Juggler
Efi Alexopoulou 09 April, 2006 02 November, 2006 A simple game built on E-slate, where the user must try to juggle two balls using two rackets. The educational idea of the game is to build a simplified model that embodies specific notions of mathematics and science and to apply mathematical concepts in a virtual realistic phenomenon. Our intention is to make students feel free to control the environment and play with variables making meaningful conjectures while playing the game.
LP project pattern workshops
Yishay Mor 02 January, 2008 02 January, 2008 The Learning Pattern project conducted 6 workshops in which practitioners from diverse fields shared design knowledge by eliciting patterns from case studies.
Mathionaire in Christopher Hatton
Yishay Mor 29 March, 2006 19 February, 2007 Using a Drill & Practice game to facilitate reflective discussion.
Mopix
Dusanka Nikolic 14 June, 2006 17 October, 2006 Design and development of a mobile game environment for learning mathematics
Programming Building Blocks
Monica Wijers 04 April, 2006 17 October, 2006 This case study has three parts: a description of the game, an observation, and a description of how the deployment of this game fits the typologies. These parts may be read in random order. Note: Maybe it is better to integrate parts of the matching with the typologies in the case study.
Rådgivarna (The Advisers)
Yishay Mor 09 June, 2006 17 October, 2006 The case study from GR Experiencial learning is on our latest production, a kind of interactive film role playing game called "Rådgivarna" or "The Advisers".
Small change challenge
Yishay Mor 17 May, 2006 17 October, 2006 A programming puzzle in which students are asked to modify a familliar tool to obtain a new result.
the age dilemma
Vaughan Waller 27 November, 2006 27 November, 2006 I have been working as a consultant with a company who make video and multi-media teaching aids for use by children at home. They asked me to look into how a game approach could be utilised to enthuse those children for whom mathematics was a crushing bore due either to poor teaching within their school or for other reasons such as peer pressure or straightforward antipathy towards maths as a subject. Evidence has shown that some online games are attracting millions of subscribers but at the same time according to Prensky the average age of a gamer is currently 31. My problem therefore is what age group would derive most benefit from using a games approach to maths education? Too young and they will not have the capability of accessing the game on their own volition whereas older children may be patronised by this attempt to use games for an academic subject.
The rabbit numberline game
Yishay Mor 26 June, 2006 17 October, 2006 It's a problem-solving game based upon a problem-solving tool. The tool being the numberline.
Timez Attack Game (http://www.bigbrainz.com/)
Fionnuala O'Donnell 04 April, 2006 17 October, 2006 This is a game which was designed to assist 8 and 9 year olds in mastering the multiplication tables. It is said to be a game which is ‘revolutionising the educational game world’. Drawing upon the high end features utilised by top video games, it presents a learning environment which is not only entertaining but also, engaging. As the child progresses through the game world, it gauges what he does or does not know with respect to the tables and crafts a customised strategy to teach him the tables that he needs to master (http://www.multiplication.com/interactive_games.htm). The model of learning underpinning the game is behaviourist and is made explicit through a series of drill and practice activities. The game was designed not from a research perspective and as such, there is only anecdotal evidence as to its pedagogical effectiveness.
Virtual School
Andrew Law 22 November, 2006 23 November, 2006 An experimental 'sand pit' for emerging leaders in UK schools. Made by the BBC for the NCSL. This - management and leadership challenge simulation provides a series of scenarios where the users decisions have impacts on the range of virtual 'objects' in their virtual school.
WebReports
Yishay Mor 16 October, 2006 17 October, 2006 The WebReports system was designed by the WebLabs project, to support a multitude of collaborative learning activities. Some of these were game-based, othered involved game-making.


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