Part 1: Explain the background of the evaluation and the course Title of the evaluation task you are evaluating: "Scientific mission, this is astronomical pleasure!" (Space board game). Audience achievement level: The target audience for this evaluation task is the fifth year (5). Mission states "Welcome to the 5th grade cadet of cadets" and outlines a specific target audience. In the title of the second page, "Grade 5" is stated according to the achievement standard of the ACARA evaluation mission. What is the background of the classroom and course?
In the past five years, I learned that making a good educational game requires close collaboration between game designers, course / learning experts and evaluation experts. This does not mean "to throw on the wall" for the game designer. This means that almost all major decisions made by players in the game will be discussed. Does this choice help to keep involved? Is it meaningful in the story of the game? Does this level of students have content knowledge? Does it violate how mathematics works? Depending on which choice is selected, does this choice tell the students what they know?
I did it, we leave the board games to experts. Unfortunately, so many education is full of narrow educational models based solely on the dissemination of knowledge. Imagine if our course and evaluation method reflects the structure and design of the board game. Learning is mischievous, personalized, collaborative, and deeply human. Dan Finkel could not imagine it. He is a rare hybrid of mathematics educators and game masters. I wrote another inspiration for Dan's digital grid. And it forms the basis of his board game Prime Climb. I finally got the opportunity to try Prime Climb with my students and the result was amazing - there are very few psychological mathematical challenges that caused so many joy from the beginning did. Future posts will be reviewed in full