Date post: | 03-Jan-2016 |
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Problem Background• Underrepresented groups in fields of
Science, Technology, Engineering, and Mathematics
• Mathematics is foundational subject• 58% of American teens own a
smartphone[1]
• Needo Build interest in STEM fields by promoting
mathematics
[1] Teen Smartphone Use Accelerates Faster Than That Of Other Age Groups".
Goal and Objectives• Goal
o Develop culturally-relevant mobile phone games that will reinforce mathematical concepts
• Objectiveso Target middle school studentso Educationalo Funo Culturally-relevant
Alternatives• Culturally Situated Design Tools and CMD-
ITo Workshops focused on making these types of tools
• Distributiono Suite vs. Standalone
• Featureso Teacher Modeo Mental Models
System Design• Difficulty levels:
o Easy – 25 secondso Medium – 20 secondso Hard – 15 seconds and subtraction
System Design• Difficulty levels:
o Easy – multiples of 5o Medium – any integerso Hard – two decimal places
Design Validation• Feedback from Dr. Taylor:
o Relevant mathematical concepto Relatable game concept
• Feedback from casual testers:o Immersiono Intuitive Design
Team Management• Luis Perozo
o Team Leadero Database/Problem Generationo Interface design
• Sergio Barrioo Game designo Game logico Interface design
Team Management• Collin Su
o Problem configurationo Game engineo Gameplay component
• Cory Wolfeo Interface designo Database designo Game engine
Social, Political and Ethical Concerns
• Ethnic componento Appropriateo Accurately portray cultures
• Promote educationo Increase interest in mathematicso More underrepresented groups in STEMo Improve communities
Manufacturability, Sustainability, and
Economics• Distribute through Android market place
o Free of charge
• Improvementso Customize by educatorso Integrate into suite of gameso Modify game concepto Adjust difficulty levels