Pattern: Guess my X (GmX)

Pattern: Guess my X (GmX)

Summary Sustaining a mathematical discussion is vital to the establishment of socio-mathematical norms (Yackel & Cobb, 1995) and to the collaborative construction of knowledge in the community. This goal is especially difficult to achieve in geographically distributed communities. This pattern addresses this by a challenge exchange game of build this puzzles.
Status beta Confidence 0
details... Group Participatory learning

Problem

(Migrated from http://lp.noe-kaleidoscope.org/outcomes/patterns/Guess_my_X)

Learning mathematics is fundamentally learning to be a mathematician. It requires the learner to internalize a range of mathematical skills as regular habits: computation, analysis, conjecturing and hypothesis testing, argumentation and proof. For this to happen, the learner needs to take ownership of a meaningful mathematical inquiry, and engage in activities of problem solving and discussion. Games provide a natural setting for the kind of “flow” needed, but how do we ensure that the focus of this flow is mathematical activity and discourse?

Context

A teacher wants to design a game for learning concepts, methods and meta-cognitive skills in a particular mathematical domain. This game should use a combination of available technologies.

Solution

Guess my X is a pattern of game structure, which can be adapted to a wide range of mathematical topics. At is core is a challenge exchange of build this puzzles, using mathematical game pieces as objects to talk with in a narrative space, using a league chart to orchestrate sustained social interaction.

gmx.jpeg

GmX involves players in two roles, proposers and responders, and a facilitator. An implementation of the game would specify a domain of mathematics and rules for constructing processes in that domain. A proposer sets a challenge, in the form of a mathematical object which she constructed. The explicit rules of the game define the nature of the process by which this object can be created, but not its details. The proposer would construct such a process, and capture its product. She then saves the process model in a private space and publishes the product as a challenge. Responders then need to “reverse engineer” the process from the product. If they succeed, they publish their version as a response to the challenge. The proposer then needs to confirm the responder’s solution of provide evidence for the contrary.The game is not a sugar-coating to disguise the mathematics: it is a game with mathematical game-pieces. The rules of the game are intentionally left vague. This requires students to negotiate what constitutes a correct answer, and in doing so collaboratively refine the underlying mathematical concepts. These negotiations can lead to discussions of issues such as proof, equivalence and formal descriptions. The quality and extent of these discussions depends on the scaffolding and provocations provided by the teacher, but a necessary condition for them to emerge is that the medium of the game provides a narrative space, where the mathematical game-pieces of the game can become objects to talk with.

Related Patterns

list other patterns related to this one, under categories such as component, assisting, conflicting, uses this, etc.

Support

* Source and Additional Supporting Cases


      Links to External Case Stories & Examples

In the Guess my Robot game (Mor et al, 2006) students exchanged challenges in the domain of number sequences. Proposers would program a ToonTalk robot to produce a sequence, keep the robot to themselves, and publish the first few terms of the sequence (Figure 10). Responders would then solve the challenge by recreating a robot to produce the same sequence and posting it as a comment on the challenge page (Figure 11). Often the response robot was different from the original, which led learners to discussions about issues such as proof and equivalence. The same structure was then used in the Guess my graph game in the domain of function graphs (Simpson, Hoyles and Noss, 2006) and the Guess my garden game in the domain of randomness and probability (Cerulli, Chioccariello and Lemut, 2007).


* Rationale (theoretical justification)

Theoretical justification.


* Verification (Solutions that were derived from this pattern)

Scenarios / solutions which were developed using this pattern.


Notes, Links and References

Liabilities, potential risks, extensions, expected side-effects

Licensing

Creative Commons License
This work is licenced under a Creative Commons Licence.

UML Diagram- Text representation

Created by yish on 2008/07/17 14:20
Last modified by Yishay Mor on 2009/05/29 15:02

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