Fermilab LInC Online

Video Game Hall of Fame

Summary

Scenario

Student Pages

Rubrics

Index of Projects

Subject: Mathematical and Language Arts

Grade Level: 6th

Abstract:

The fall season has been selected for this unit (many students returning from summer vacation will have had the opportunity to play video games at length). Students are required to work in small groups. This collaborative effort provides the opportunity to share information and solve common problems together. Each team will be required to use the Internet in order to have access to pre-selected sites as well as e-mail access to other schools.

Learner Description/Environment:

There are 27 students in my class amoung which three of them receive resource instruction and each of these students participate in different groups as well. Heterogeneously grouped student will work together in groups of 3 or 4. Students will use the computer lab for Internet access.

Time Frame:

For seven weeks, students will work on the project for 40 minutes a day.

Learner Outcomes:

  1. Students will be able to gather information for a survey.
  2. Students will be able to create a survey.
  3. Students will use the Internet to locate 3 to 5 schools in different states
  4. Students will be able to use the Internet to locate schools in different areas: rural, city, suburban.
  5. Students will be able to create a survey form for use on the Internet.
  6. Students will be able to e-mail survey forms to students in different genders and grade levels.
  7. Students will be able to survey students as to what they like and dislike about the top 10 video games selected.
  8. Students will be able to collect and organize data.
  9. Students will be able to interpret data.
  10. Students will be able to use ClarisWorks/spreadsheet document to create a table and graph of data.
  11. Students will be able to summarize their results into a mini report.
  12. Students will be able to e-mail two major manufacturers and distributers of video games to compare results (Sega, Nintendo, Gameboy, Toys R Us, and eToys).
  13. Students will publish their work on their school website.

Structure of the Learning:

Content:

Authentic Student Task: Students will communicate with other schools in the U.S. to create a graph. Help! Video Game Manufacturers Unite! Due to poor sales of certain video games in the U.S., several top companies have merged together to make one giant company: Mega Game Inc. They have hired you to conduct a study to find the top 10 video games in the United States. Each teams task is to: choose two states, find two schools, and survey two sixth grade classes. Each survey should cover three areas: what students liked about a game, disliked about a game, and suggestions of what would be good for a new game. Lastly, each team is required to compile your findings into a report.

Hook: Many students enjoy video games. Although millions upon millions of video games are purchased each year, many are purchased without trying the product first. Student interest will be sparked by the opinions of other video owners of their same age. Additionally, strategies on how to succeed to difficult levels may be shared. The results will be compiled into a report and sent to major manufacturers and distributers of video games, with suggestions for designing a new game.

Process:

The issue of the most favorite video games will be presented to the students. The scenario encourages them to become investigators into what makes a video game popular. It addresses the likes and dislikes of the top ten games. Additionally, the investigation addresses the how and why of purchases (many times people purchase items on the advice of others only to find that it is not quite what they expected). Students will select two states and within those states two cities. Three to five schools, in different locations will be e-mailed surveys. The students surveyed will be inclusive of different geneders and grade levels.

Product:

The end product will consist of compiled surveys from several states throughout the U.S.. The results will contain likes and dislikes about the top ten video games. Suggestions will result from personal experience and experience from other collaborative schools. This project stresses the importance of surveys in business for test marketing of a new product or revision of a current product. Additionally, a real life mathematical connection will be made through the use of surveys.

Best Use of Technology:

The students will use the Internet to communicate with other schools in the United States in order to gather data for their project. Additionally, the Internet will be used to contact major manufacturers and distributers of video games. The use of the Internet provides immediate access beyond their school.

Assessment:

Throughout the project, assessments will be made that address specific standards in mathematics and language (A duration rubric will be used). Suggestions will be gathered and submitted to major video manufacturing and distributing companies. A (teacher created) pre and post rubric will be used to access the students knowledge of basic computer and Internet skills.

Project Evaluation:

Students will use Power Point or Hyper Studio to present their projects in class. An evaluation rubric will be used (teacher created). An additional presentation will be made to the administration and their peers.  

Learning Standards:

Mathematics:

Language Arts:


Created for the Fermilab LInC program sponsored by Fermi National Accelerator Laboratory Education Office and Friends of Fermilab, and funded by United States Department of Energy, Illinois State Board of Education, North Central Regional Technology in Education Consortium which is operated by North Central Regional Educational Laboratory (NCREL), and the National Science Foundation.

Author(s): Saundra Generals (kniteachsg@aol.com)
School: Public School Number Eight, Paterson, New Jersey
Created: March 1, 1999 - Updated: April 25, 1999
URL: /lincon/w99/projects/yourfoldername/present.html