“Choosing to Make The Odyssey Your Adventure” Kat Robinson and Lora Reed Fall 2010 Overview Current students share a real desire to participate in playing games that engage elements of the journey. In fact, research in the field of game or game theory argues that using elements from video games encourages the development of cognitive and social aspects of students. While game playing may be viewed as not having an essential part in the college classroom, the ability to use aspects of the gaming mind offers many intersections for discussion and knowledge-formation. Goals of Activity: Oral Communication: Students will demonstrate the ability to discover, organize and deliver content that is adapted to the appropriate audience, purpose and context. Familiarity with the humanities: Students will demonstrate close reading and critical thinking ability in the humanities. Reflection on Values and Meaning: Students will be able to articulate and examine their beliefs and values. Activity: Explanation: The activity involves students participating in the creation of a game-like experience based on the Books of The Odyssey. The students use a template similar to the “Choose Your Own Adventure” structures. The students are placed in groups of three (hopefully with individuals that they have not worked with before in class). The activity could involve a 30 minute class period, or it could serve as a longer take-home activity with an oral presentation component. Each of the groups will be given or select a Book from the work. The students are to select three to four aspects of the selection that represent choices for the characters. (For example in Book V, the three aspects/choices could be: 1. Kalypso asks Odysseus if he would trade immortality for his former life and wife, 2. Odysseus builds a boat and has to decide to leave, and 3. Leukothea offers her sash to Odysseus) Using the aspects, the student groups will construct a timeline with at least three adaptations of the choices. (1. Kalypso asks Odysseus if he would trade immortality—option 1 he says yes, option 2 he lies and tricks Kalypso, and option 3 he says no) (2. Odysseus builds a boat and has to decide to leave—option 1 he leaves, option 2 he doesn’t build a strong enough boat, and option 3 he builds an indestructible boat). (3. Leukothea offers her sash—Option 1 he takes it, Option 2 he doesn’t take the sash, and Option 3 the sash’s power doesn’t work). For each of the options, the students must evidence why this option is valid for the situation. The evidence must be related to the text or to class discussions. The students will then compile their selections into a brief presentation. This presentation could be a short paper, a short interactive, a board game, or a podcast. Assessment of Activity: Short In-Class Activity: The assessment of the Activity would then relate to your participation rubric or assessment practice. Here is an example of a participation rubric applied to this activity: Listening (Oral) Quality of contributions (Familiarity with Humanities) Impact on discussion (Reflection on Values and Meaning) Strong Work Actively and respectfully listens to peers The elements of the exercise are relevant and reflect understanding of: assigned text(s); previous remarks of other students; and insights about assigned material The group presentation helps move conversation forward Needs Development Sometimes displays lack of interest in comments of others Unsatisfactory Projects lack of interest or disrespect for others Elements sometimes irrelevant, betray lack of preparation, or indicate lack of attention to previous remarks of other students Elements reflect little understanding of either the assignment or previous remarks in seminar The presentation advances the conversation, but sometimes do little to move it forward The presentation does not advance the conversation or are actively harmful to it Here is an example of a rubric for the short interactive text: Above Average The presentation investigates a specific text comprehensively. (Humanities) Good The presentation investigates a specific text specifically. Average The presentation investigates a text in a standard fashion. Fair The presentation investigates a text in a brief and cursory manner. Poor The presentation investigates a text in a surface fashion. The presentation engages various readings and perspectives in an engaging manner. (Oral) The presentation engages various readings and perspectives in an informed manner. The presentation engages various readings and perspectives in a standard manner. The presentation engages various readings and perspectives in a brief fashion. The presentation engages various readings and perspectives in a surface fashion. The presentation comprehensively explores the relationship between various extra-textual areas (i.e. Culture, History, Ideologies) and the text. (values) The presentation engages and explores the relationship between various extratextual areas (i.e. Culture, History, Ideologies) and the text. The presentation explores the relationship between various extratextual areas (i.e. Culture, History, Ideologies) and the text. The presentation conducts a basic exploration of the relationship between various extratextual areas (i.e. Culture, History, Ideologies) and the text. The presentation addresses the relationship between various extratextual areas (i.e. Culture, History, Ideologies) and the text in a surface manner. The Presentation is worth 100 points total . Presentation s should mirror the class format of discussion and participation. You will not want to just lecture to your peers; instead, you will want to involve them in exploring your ideas and the connections that you have made. Here is an example of an assessment rubric for a podcast or board game: Board Game or Podcast Name Practicality Authors Beginning Developing Accomplished Exemplary 1 2 4 6 The game or podcast would take considerable effort to set up and play...more effort than it's worth. The game or podcast would take a fair bit of effort to set up and play in the chosen context The game or podcast is fairly easy to set up and play, but a few glitches are apparent. The game or podcast is very easy to set up and play in the context it was designed for. Score Rules Simplicity Instructional effectiveness Elegance The rules are Rules are not entirely unclear and clear or too long. There complete. There are rules that are rules that add complexity could be without adding eliminated to playability without harming or learning. the game. The content is incidental. One can play without learning much. Elements of the game or podcast contradict elements of the content and/or seem gratuitous or Rules are fairly short, clear and complete, but could be streamlined a bit. Winning and learning are Significant closely cognitive effort entwined, is spent on though some things that have mental effort is nothing to do spent on with the aspects that content. are just about the game. There is solid Elements of the congruence content are between the used as game or elements of the podcast game, but it elements and seems a bit content contrived. elements Rules are short, clear and complete. Winning the game or podcast requires learning the content. The two are matched completely. Game or podcast elements and content elements are mapped onto each other in multiple ways merely decorative. The game or podcast can only be played in one way. There's no way identified to optimize the match with the players' skill level or different contexts. Flexibility There might be a way to vary the game, but it's not clearly spelled out. There is at least one way to vary the game or podcast to meet different needs. that seem surprising and apt. Several variations are clearly identified that make the game or podcast playable in a number of ways to meet different needs. Adapted from: http://edweb.sdsu.edu/courses/edtec670/boardgame/boardgamerubric.html Here are the resources to evaluate the oral presentation: Presentation Rubric Beginning Developing Accomplished Exemplary 1 point 2 points 3 points 4 points Score Participation One main speaker; little participation from other group members Most group members participate; unequal contributions All group members have significant participation Well-balanced participation by all group members Information Minimal information presented Some information given; not complete or inaccurate Complete, accurate information given Complete, accurate, wellorganized presentation of information Visuals No visuals Weak visuals that do not contribute to audience’s understanding Adequate visuals Interesting, original, factual, colorful visuals Poorly organized, hesitant, shows lack of rehearsal Some organization and rehearsal Good organization. Smooth. Obviously rehearsed. Very professional, polished. Confident. Excellent flow No audience eye contact, distracting mannerisms, Very little eye contact, relies heavily on notes Good eye contact, only somewhat dependent on notes Excellent eye contact, minimal reliance on notes Very poor vocal inflection: mumbling, monotone, too soft Somewhat lacking vocal inflection. Some stumbling and mumbling. Projects voice clearly and loudly with good inflection Excellent use of voice enhances this presentation: loud, clear, animated, varied (Graphs, charts, pictures, etc.) Delivery pitch Comments: Total: Adapted from: http://imet.csus.edu/imet2/nicher/toohotwebquest/oralrubric.doc. Resources for Activity: “Choose your adventure”-http://www.users.globalnet.co.uk/~loxias/odyssey/odyssey.htm Collection of resources on the work-http://jc-schools.net/tutorials/eng9/homer.html Online game creator-http://www.playcrafter.com/ Wiki Collection of resources for using games in the classroom-http://wowinschool.pbworks.com/Supporting-Research
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