The Great Game Show Challenge A standards-based, interdisciplinary project using the power of technology to address New York State Standards in GRADES 3, 4, and 5 U SE W ITH M ASTER G URU Table of Contents Project Description_______________________________________________________ 1 Required Materials and Software_________________________________________ 1 New York State and New York City Standards Driving This Project__________ 2 Additional Internet Resources ____________________________________________ 4 Before You Begin ________________________________________________________ 5 Project Procedure Introductory Activity: Who is Master Guru?____________________________ 7 Activity One: Welcome to the Show__________________________________ 9 Activity Two: Questions? Questions? _________________________________ 13 Activity Three: The Rules _____________________________________________ 17 Activity Four: The Home Game Version (optional)____________________ 20 Culminating Activity: On The Air _____________________________________ 21 Appendix (begins after page 21) Project Introduction Letter Fold-A-Book Instructions Multimedia Planning Sheet How To Write A Good Question! Comprehensive Game Show Question Form The Writing Process Sample Rubrics Certificate of Achievement © 2003 Harbor Town Games, Inc. All rights reserved. This project was created for Harbor Town Games by TechKNOW Associates Corporation: 26 Lori Street, Monroe Township, NJ 08831, U.S.A. 1-800-860-0773 www.techKNOWassociates.com Permission is hereby granted to educators to make copies of portions or all the content of this project, provided that the purposes of the copying are educational and entirely noncommercial. Project Description Are your students getting bored with traditional test-prep materials? Are you looking for new ways to challenge your students and make learning fun? Do you want your students to develop important critical thinking skills and address New York State standards? Then this is the project for you! The Great Game Show Challenge provides your 3rd, 4th, or 5th grade students with multiple opportunities to prepare for the New York State assessments in an engaging and entertaining format. Students will answer and write questions that will help them address the New York State1 standards in English Language Arts, Mathematics, Science, and Social Studies, The Great Game Show Challenge encourages students to direct their own learning through inquirybased methodologies, performance-based activities, and the use of technology and other media. The Great Game Show Challenge is a simulation in which students are asked to produce their own television game show. As students become involved in all aspects of developing and producing this television program, they will develop critical thinking skills and learn to work as a team in a collaborative environment. The project is introduced with a letter from the president of Harbor Town Games, Inc. Your class is asked to help develop and produce a television game show based on the popular computer game: Master Guru. Working cooperatively, students will develop the structure and design of the game show, write questions, organize the game show, develop rules, and create a “Home Version” of the game show. The project consists of a series of activities designed to help your students transform their game show into a reality. Each activity addresses New York State standards and can be adapted to meet specific curriculum content. Students will produce the final game show as the culminating event to this project. Teams of students will play the game, competing “live before a studio audience” as they use the products created throughout the project. This project strives to engage students by appealing to their natural creativity and curiosity. It uses technology to build on a variety of skills and strengths allowing all students to participate enjoy the challenge! RREEQ QUUIIRREED D SSO OFFTTW WA ARREE 4 Master Guru (Grade 3, 4, or 5) 4 A multimedia application (such as PowerPoint, HyperStudio, or AppleWorks) A Allssoo RReeccoom mm meennd deed d 4 A word processing program (such as Word or AppleWorks) 4 A painting program (such as KidPix, HyperStudio, or AppleWorks) 4 Graphic organizer software (such as Inspiration) 1 This project can also be used to directly address New York City standards and assessments. See page 3 for more information for New York City teachers. Page 1 Standards Driving This Project The Master Guru software was designed to meet New York State standards in English Language Arts, Mathematics, Science, and Social Studies. For documentation as to which standards are directly addressed, you can request a report from [email protected]. Furthermore, The Great Game Show Challenge addresses additional standards not supported by the game format of the software. The following is summary of these standards. N NEEW W Y YO ORRKK SSTTA ATTEE SSTTA AN ND DA ARRD DSS E NG L I SH L ANG UAG E A RT S • • • Standard 1: Language for Information and Understanding – Students will listen, speak, read, and write for information and understanding. As listeners and readers, students will collect data, facts, and ideas; discover relationships, concepts, and generalizations; and use knowledge generated from oral, written, and electronically produced texts. As speakers and writers, they will use oral and written language that follows the accepted conventions of the English language to acquire, interpret, apply, and transmit information. Standard 3: Language for Critical Analysis and Evaluation – Students will listen, speak, read, and write for critical analysis and evaluation. As listeners and readers, students will analyze experiences, ideas, information, and issues presented by others using a variety of established criteria. As speakers and writers, they will use oral and written language that follows the accepted conventions of the English language to present, from a variety of perspectives, their opinions and judgments on experiences, ideas, information and issues. Standard 4: Language for Social Interaction – Students will listen, speak, read, and write for social interaction. Students will use oral and written language that follows the accepted conventions of the English language for effective social communication with a wide variety of people. As readers and listeners, they will use the social communications of others to enrich their understanding of people and their views. M AT HEM AT I C S , S C I ENC E , A N D T EC HNO L O G Y • • • Standard 2: Information Systems – Students will access, generate, process, and transfer information using appropriate technologies. Standard 5: Technology – Students will apply technological knowledge and skills to design, construct, use, and evaluate products and systems to satisfy human and environmental needs. Standard 7: Interdisciplinary Problem Solving – Students will apply the knowledge and thinking skills of mathematics, science, and technology to address real-life problems and make informed decisions. C A R E E R D E V E L O PM ENT A N D O C C UPAT I O NAL S T UDI ES • Standard 3a: Universal Foundation Skills – Students will demonstrate mastery of the foundation skills and competencies essential for success in the workplace. Page 2 N NEEW W Y YO ORRKK C CIITTYY SSTTAANNDDAARRDDSS New York City teachers have the same content and curriculum needs as teachers throughout New York State. In addition, the New York City Department of Education has its own standards that set specific expectations for student performance. E NG L I SH L ANG UAG E A RT S • • • • • Reading E1c and E1d: The student reads and comprehends informational materials to develop understanding and expertise and produces written or oral work. The student reads aloud, accurately , and in a way that makes meaning clear to listeners. Writing E2a, E2d, and E2e: The student produces a report of information, a narrative procedure, and a persuasive essay. Speaking, Listening, and Viewing E3a, E3b, and E3d: The student participates in one-toone conferences with a teacher, paraprofessional, or adult volunteer. The student participates in-group meetings. The student prepares and delivers an individual presentation. Conventions, Grammar, and Usage of the English Language E4a and E4b: The student demonstrates a basic understanding of the rules of the English language in written and oral work, and selects the structures and features of language appropriate to the purpose, audience, and context of the work. The student demonstrates control of grammar, paragraph structure, punctuation, sentence construction, spelling, and usage. The student analyzes and subsequently revises work to clarify it or make it more effective in communicating the intended message or thought. The student’s revisions should be made in light of the purposes, audiences, and contexts that apply to the work. Literature E5a: The student responds to non-fiction, fiction, poetry, and drama using interpretive, critical, and evaluative processes. A P P L I ED L E A R N I NG S T A N D A R D S • • • • • Problem Solving A1c: The student takes responsibility for all aspects of planning and organizing an event or activity from concept to completion, making good use of the resources of people, time, money, materials, and facilities. Communication Tools and Techniques A2a: The student makes an oral presentation of project plans or findings to an appropriate audience. Information Tools and Techniques A3a and A3b: The student gathers information to assist in completing project work. The student uses information technology to assist in gathering, organizing, and presenting information. Learning and Self-management Tools and Techniques A4a and A4b: The student learns from models and keeps records of work activities in an orderly manner. Tools and Techniques for Working with Others A5a, A5b, and A5c: The student responds to a request from a client and works with others to complete a task. The student shows or explains something clearly enough for someone else to be able to do it. Page 3 Internet Resources The following websites will provide more information about New York State and New York City standards and curriculum: 4 New York State Learning Standards: http://www.nysatl.nysed.gov/standards.html 4 New York State Education Department Curriculum, Instruction and Assessment: http://www.emsc.nysed.gov/ciai/ 4 What Every Student Should Know…And Be Able To Do: http://www.nycenet.edu/dis/whatdidyou/ 4 New York City Performance Standards Online: http://www.nycenet.edu/dis/standards/ The following are some additional websites that will provide information useful in completing this project: 4 TechKNOW Associates Tips and Tutorials: 4 4 4 4 4 4 http://www.techknowassociates.com/tips Interdisciplinary Learning (Online Staff Development): http://www.thirteen.org/edonline/concept2class/month10 SEDL: Cooperative Learning: http://www.sedl.org/scimath/compass/v01n02/welcome.html Collaborative Learning: http://www.wcer.wisc.edu/nise/CL1/CL/ The Jigsaw Classroom: http://www.jigsaw.org/ Teacher Rubrics Makers: http://www.teach-nology.com/web_tools/rubrics/ Rubistar Rubrics: http://rubistar.4teachers.org/ Page 4 Before You Begin A project of this scope and magnitude takes planning. Here are some things to consider before you begin this project: Do I Have To Do All Of This? The project plan is designed to meet the needs of a variety of classroom environments and curriculums. With the exception of the optional Activity 4: The Home Game Version you will need to complete each of the activities in order to produce your culminating game show. However, due to time and other constraints you may want to adapt or simplify some of the activities. Many of the activities include timesaving suggestions, as well as enrichment ideas. Read through the whole project to determine how each activity will best meet the needs of your class. Make sure you have all the necessary materials before beginning any activity. Also, feel free to change and modify any aspect of the project to suit the interests and needs of your students. How Long Will This Project Take? The estimated time frame for this project is 3 – 4 weeks. However, there are many variables (such as the number of computers you have and the individual skills and reading levels of your students) that may affect the actual time it will take your class to complete the project. Each activity includes a suggested time frame, but you may have to adjust this for your own class and circumstances. Once you begin this project, it is important to set up a time frame and stick with it to the extent possible. Planning when to have your culminating game show and giving students a real deadline will help keep them focused throughout this project. How Will This Project Help Me Address NY State Standards? The Master Guru software is a learning tool based on New York State Standards in English Language Arts, Mathematics, Social Studies, and Science. It is designed to help students build critical thinking skills, which, in turn, will help them prepare for the New York State Exams. For documentation as to how the software aligns to state standards, you can request a report from [email protected]. In addition, the project addresses specific standards, some of which are not supported by the game format of the software. These standards are listed on page 2 and 3. You may also wish to adapt some of the activities in order to address specific content objectives and standards as needed. Should Cooperative Learning Be Used With This Project? Yes! Cooperative learning is an integral component of this project. If you haven’t used cooperative grouping before, this may be a wonderful opportunity to ease into it. For tips on how to organize a cooperative learning experience, visit: http://www.sedl.org/scimath/compass/v01n02/welcome.html Page 5 How Many Computers Do I Need? This project is designed to work in a wide variety of school settings. You can complete this project whether you have one computer in the classroom, several computers in the classroom, access to a computer lab or media center, or laptop computers. There are several things that you should do before your students can use the computer. You should: • Arrange computer(s) and desks (if possible) to accommodate group work. Having students work in pairs or small cooperative groups may provide them with more opportunities to use the computers. • Establish rules and procedures for using the computers and Internet. • Set up a time schedule for students so they know what they’re doing and when it is due. • Demonstrate each program or activity on the computer to the whole class. • Limit students to one activity at a time. Students should be prepared before going to the computer. You can assign one or two “computer savvy” students to help other students with simple tasks, like Internet searches or saving documents. The following is a checklist of things you should do before introducing this project to your students: • • • • • • • Install Master Guru into each computer. Students should also have access to the basic tool software, such as word processing and presentation software. Download any templates you plan to use. The required templates can be found at http://www.techKNOWassociates.com/guru/. Bookmark resource links students will be using to conduct additional research. Make sure necessary browser plug-ins are loaded and working. Make sure your speakers are installed and working. Students will need to hear sound for this project. Be sure to have all reading and project handout materials copied and available for your students ahead of time. Prepare for what to do if the technology doesn’t work. If the printer breaks, or your connection to the Internet goes down, you should have ready activities as substitutes. Can More Than One Class Participate In The Project? Yes! The project is designed so that each class completes the activities independently. When it comes time for the culminating event, multiple classes at the same grade level can submit teams to compete. Each class should be given the opportunity to contribute to the final presentation. BBeesstt ooff aallll,, pprroojjeecctt--bbaasseedd lleeaarrnniinngg iiss ffuunn ffoorr ssttuuddeennttss aanndd eexxcciittiinngg ffoorr tteeaacchheerrss!! Page 6 Introductory Activity: Who Is Master Guru? Expected Time Frame: 2-4 days The Great Game Show Challenge is designed to work in conjunction with Master Guru software. Before beginning any of the project activities, it is important that your students become familiar with this program. This introductory activity will provide your class with a context for becoming familiar with the software, as well as provide them with practice in all four content areas: English Language Arts, Mathematics, Science, and Social Studies. Adapting this Activity: If your students are already using Master Guru, you can modify this activity by skipping The Guru Challenge and starting with The Review. T HE G U R U C HAL L ENG E Tell your students you are going to have a contest to see which student in the class will be the “Master Guru.” There are three rounds to this game. Every student should compete in the first round. Determine ahead of time how many games each student will play in this first round, taking into account (1) how many students are in your class and (2) how many computers you have and (3) how much time you have to spend on this activity. Up to four students can play at a time. If you have an odd number of students, you can have some groups with only two or three students. You can also allow students to play independently, and just keep track of their individual scores. Use a chart, like the one below, to keep track of student’s scores. A student’s score is calculated when the first student reaches “Master Guru” level. In the example above, Diamond reached “Master Guru” level with 87,300 points. At this point the other three students, Rosie, Venus, and Max, have 44,500 points, 59,500 points, and 87,200 points respectively. The game calculates points by both how many correct answers and how quickly the student answers each question. Page 7 Enrichment Idea: Ask students to create a chart or table to keep track of individual scores. They can create this using Microsoft Word or similar program. For instructions, download the document Bells & Whistles Using Microsoft Word at http://www.techKNOWassociates.com/tips. Students with the top scores move onto the second round, using the same conditions as above. Approximately one third of your students should compete in round two. Finally, the top four scores from round two compete in the final round. In this final round, the first player to reach “Master Guru” wins the challenge. T HE R EVI EW By now your students should be thoroughly familiar with the Master Guru program. Ask students to work individually or with a partner to write a review of this software. Begin by introducing the genre of reviews. Most students may be familiar with book and movie reviews. However, you may want to show them examples of reviews for video games and software programs so that they become familiar with the differences. Tell students that a software review has two purposes: it should provide information about a product as well as persuade readers to accept the reviewer’s opinion about said product. Many reviews loosely follow a general format: 1. A rating system – It may be a number of stars, thumbs up/thumbs down, a numeric score or other system. 2. A description of the product – what is the software like and what does it do. 3. An opinion – what you liked or did not like about the software, who should buy this product, and why or why not? In addition, software reviews may give practical information such as system requirements, ease of installation, troubleshooting, and price. The following websites have examples of typical software reviews: • • • • http://www.kidsdomain.com/review/kdr.html http://www.edutainingkids.com/software.html http://www.superkids.com/ http://www.childrenssoftware.com/ The reviewer should give specific examples of what he or she liked and did not like about the product. Encourage students to avoid vague words like “good,” “great,” or “boring” and use more descriptive words. Enrichment Idea: As a class, have your students choose one or two of the reviews that they think best reflect the classes’ overall opinion and submit these reviews to Harbor Town Games, Inc. This company is always eager to hear honest reactions to their software. Page 8 Activity One: Welcome to the Show Expected time frame: 1 week The first thing your students need to do is come up with a concept for the show. How much flexibility you give your students is up to you. However, the more input you allow your students, the more they will get out of the project. This will work best as a whole class activity. Begin by distributing the Project Introduction Letter included in the Appendix. This letter invites your students to participate in all aspects of designing and producing a television game show based on the Master Guru software. Carefully review the letter with your class. Have your students generate a list of the tasks they are being asked to do, and what they think may be involved in each task. Create a graphic organizer with their responses on a large piece of chart paper. The following is an example of possible student responses: Your students should come up with some variation of this example. Although responses may vary, it is important that your students be able to determine at least the five main tasks: An idea for the show, rules for the show, questions, hosting the Page 9 show, and the optional activity of creating a home game version. You may need to guide students through the letter to determine each of these five areas. Post this graphic organizer conspicuously in the classroom. As you continue throughout the project, you may want to add to it. You can also check off (√) each item as it is completed. 1 . W HAT M A K E S A “ G REAT ” G AM E S HO W Begin with a discussion about game shows. Ask students which game shows they like and what they like about them. You may want to show students video of some popular game shows. Show students a few minutes of the show and ask them to take notes about what they observe. After each show (or part of a show), ask students to respond to the following questions: • • • • What What What What did you like about the show? didn’t you like about the show? would you change or do differently? would you keep the same? Prompt students, if necessary, to be specific. Ask them to talk about the set (the look), the action, the prizes, the host, the contestants, and the questions. As a class, develop a rubric2 to rate the game shows in general. Students should determine the criteria on which game shows should be evaluated. What is a rubric? The word rubric generally means a set of criteria against which work is judged. A good rubric insures that the assessment of these types of tasks is both reliable and fair. A rubric can be something as simple as a checklist as long as it specifies the criteria for evaluating a performance task. It generally has objectives and performance indicators. The objectives are the outcomes you are measuring. The objectives for a game show could be: Content – Is the show exciting enough to keep the viewer’s attention? Are the questions interesting and relevant? Organization – Are the rules clear and fair? Does the show make sense to the viewer? Presentation – Are the prizes valuable and enticing? Is the set design attractive and visually interesting? Is the host personable? The performance indicators refer to the scale against which each objective is evaluated. You can use a numerical scale (0 - 1 - 2 - 3) or a descriptive scale (Not Yet - Getting There - Meeting the Standard - Above Standard). You can have as few as 2 indicators (yes - no) or as many as required. You may need to guide your students through the process of developing the rubric, but this will help them determine on which features they need to focus for their own game show. A sample rubric is included in the Appendix. To see more rubrics, or to learn more information about creating rubrics, visit http://rubistar.4teachers.org/ or http://www.teach-nology.com/web_tools/rubrics/. . 2 When working with lower grades, consider using a checklist, which is a simple version of a rubric. Page 10 2 . W HAT W O RKS , W HAT W O N ’ T ! Next, have students brainstorm what they want their game show to look like. Use the rubric you have created as a starting point. If students said that a great game show should have an entertaining host, then they should include that as part of their plan. A simple T-chart, like the one below, can help students determine which features of the computer program should be preserved and what new features should be added. Remember: This is only an example of the types of information that should be included. Your students may come up with very different responses. You may have to prompt students to make a comprehensive list. IDEAS FROM MASTER GURU GAME - Four players take turns. Each player represented by a symbol (globe, mouse, computer, and book) - Three levels of questions going from easiest to hardest. - One question at each level for each subject (English Language Arts, Math, Social Studies, and Science) NEW IDEAS FOR SHOW - Players spin a spinner to see which type question they answer. - If a player gets the questions wrong, another player can “steal” the points by answering the question correctly. - A player who misses three questions is eliminated. By now your students are beginning to develop a picture of what the game will look like. As the teacher, you may need to take an active role in guiding student responses. If students come up with ideas that are unworkable or don’t make sense, you may have to help them refine their ideas or change them. If students can’t agree on certain points, help them reach fair compromises. Metacognition3 Activity: This type of group meeting can be a valuable learning experience by helping students understand the process they are undertaking. Ask them to write about the process in their journals. You can prompt student responses with questions such as: How did we determine the final design of the game? What compromises did we have to make? What do you like best about our game design? What do you wish we had done differently? 3 Metacognition is the process of understanding one’s own thoughts and the factors that influence them. Page 11 3 . T HE P I T C H It is time your student formalize their ideas into a pitch. Tell your students that a pitch is a speech or presentation that tries to persuade someone to buy or accept something. In this case, you are pitching your game show idea to Harbor Town Games to get them to accept your idea for the show. Remind students that the company hasn’t participated in the planning meetings so it is important to provide them a clear picture of what the show will look, feel, and sound like. Vocabulary Activity: This definition of pitch may be new to your students; however, they may already know other meanings of the word. Ask students to work with a partner to create a mini-dictionary of different meanings of this word. For each definition, they should include the part of speech (noun, verb, etc), how the word is used, and a sample sentence. Students can publish their mini-dictionaries in a “Fold-A-Book.” Instructions can be found in the Appendix. Your class will create a multimedia presentation4 that outlines each of the important aspects of your game idea. While this presentation will primarily be a slideshow presentation, students may also want to create posters or models to show visual aspects such as the set design. Some possible features that should be included in the presentation are: the set, the music, the sequence of the show, the prizes, the host, the contestants, and sample questions. Divide your class into cooperative groups. Each group will be responsible for one or more features of the show. Each group should create two to three slides that highlight their assigned feature(s). They can use the multimedia-planning sheet, found in the Appendix, to help them plan each slide. After each group has created its slides, you can combine them into one presentation. You can make the simulation seem more real by having someone pretend to be a representative of Harbor Town Games. Another teacher, an administrator, or a parent could play this role. Encourage students to dress in “business clothes” for their important meeting and keep the tone of the presentation formal. Each group should prepare what they will say ahead of time. Emphasize that students should not write out every detail on their slide. Instead, each slide should briefly state key facts. Students will elaborate on these facts during the presentation. Have students prepare note cards for what they will say with each slide. Give students plenty of time to rehearse. If students have not given speeches before, you may have to model this for them. Discuss criteria for presenting, such as making eye contact and speaking slowly. 4 You can find instructions for creating a slide show presentation in Microsoft PowerPoint by downloading the document “Simple PowerPoint Presentations” from http://www.techKNOWassociates.com/tips. To create a presentation in AppleWorks, see the online tutorial at http://smoran.8m.com/slideshow/index.html Page 12 Activity Two: Questions? Questions? Expected time frame: 2 weeks Master Guru comes with more than 2,000 questions divided into four categories. Your students will need to write their own questions (although not as many), using the same format, for their game show. This activity will help students develop an understanding for the types of questions and the format of questions asked on the New York State assessments. This activity is organized as a “jigsaw.” The jigsaw is an effective cooperative learning technique that can be used in a wide variety of situations. To learn more about this technique, visit http://www.jigsaw.org. First, divide your students into cooperative groups of 4 students. As much as possible, the groups should be diverse in terms of gender, ethnicity, and ability. Each student in the group is assigned one content area: English Language Arts, Mathematics, Science, and Social Studies.5 These students will become “experts” in their content area. They will bring their expertise back to their cooperative groups for writing the questions. B EC O M I NG A C O NT ENT A R E A E X P E R T Next, you will form temporary “expert groups” for each content area. All the students assigned to English Language arts are one group; all the students assigned to mathematics another, and so on. If you have a very large class (more than 30 students), you may want to create two “expert groups” for each content area. This will ensure that all students have the opportunity to participate. The first thing each expert group should do is review the Master Guru curriculum guide for their assigned content area. This can be found in the “Flash Card Game” section of the software, or on the software packaging. The exact content of the curriculum guide differs with each grade level. Students should note that each content area is divided into two or more subcategories. Students should use the flash card game to review questions in each subcategory and take notes on the types of questions they find. They will need to play the game three times for each subcategory in order to determine the differences between level 1, level 2, and level 3 questions. Students should choose a subcategory for each “expert.” Some subcategories, such as “English Language Arts: Comprehension” are large and can be divided among two or three students. Other subcategories, such as “Mathematics: Number and Numeration” can be handled by one student. It is up to each group to divide the content area among the “experts,” although you may have to guide them in this. 5 If you have an odd number of students, some groups may need to have five students. In that situation, two people from the group may have the same content area assigned. Page 13 The subcategories for each grade level are as follows: CONTENT AREA English Language Arts Mathematics GRADE 3 - Comprehension - Grammar - Conventions of GRADE 4 - Comprehension - Grammar - Conventions of Language Language - Mathematical - Mathematical - Reasoning Number and Numeration Operations Modeling/ Multiple Representation Measurement Uncertainty Patterns and Functions - Reasoning Number and Numeration Operations Modeling/ Multiple Representation Measurement Uncertainty Patterns and Functions GRADE 5 - Comprehension Grammar Conventions of Language Writing/ Speaking Skills - Mathematical Reasoning Number and Numeration Operations Modeling/ Multiple Representation - Measurement - Uncertainty - Patterns and Functions Science - Physical Setting - Living Environment - Physical Setting - Living Environment - Physical Setting - Living Environment Social Studies - World Communities: - Geography - US/NY State History - - Regions World Communities: Cultures and Civilizations World Communities: Geography World Communities: Economy World Communities: Government History of the United States History of Canada History of Latin America Geography Economy Government Document Based Questions To help students take useful notes, you may want to provide them with copies of the handout How to Write a Good Question, which can be found in the Appendix. This handout will help students examine the content and format of questions in a way that helps them write their own questions. Page 14 W RI T I NG T HE Q U E S T I O NS There are two aims to this activity. The first is practical; your students need to have a pool of questions to use for the game show. The second is to provide students with a learning activity that helps them explore the types of questions they will encounter on various state assessments. It is important to keep these objectives in mind during this activity. Although you are asking students to write leveled questions, don’t be too concerned with this aspect of the task. It is more important that your students write questions that are appropriate to the content, make sense, and use appropriate grammar and syntax. You will need to carefully edit all student questions. Ask your “experts” to return to their original groups with their notes. Tell your students that each group is responsible for writing six questions6 for each assigned subcategory. Two questions should be level 1, two questions should be level 2, and two questions should be level 3. It is up to the “expert” for each content area to guide the group in what types of questions are appropriate for the assigned subtopic. However, the group should work cooperatively in writing and editing the questions. Each group should submit their finished questions using the Comprehensive Game Show Question handout, which can be found in the Appendix.7 They will need one form for each question. As you review the form, remind students that writing questions is a comprehensive activity. They need to write both the question and the possible answers. For most questions there are four possible answers: one correct and three incorrect. For some questions, students may have to provide additional information, such as a reading passage, listening passage, map, graph, chart, timeline, or graphic organizer. 6 If you have a small class, you may want each group to write nine questions (3 for each level) in order to insure that your “pool” of questions is large enough for the game. You may also choose to supplement the student-written questions students with some of the questions from Master Guru. 7 You can download an electronic version of this handout from the Internet. For Microsoft Word, go to http://www.techKNOWassociates.com/guru/question1.doc and for AppleWorks, go to http://www.techKNOWassociates.com/guru/question2.cwk. Page 15 P R E S E N T I NG T HE G AM E How you present the questions during the game show will depend largely on what type of equipment your school has. The easiest format for presenting questions is using a computer connected to a projector. You can create a slideshow with questions and possible answers using either Microsoft PowerPoint or AppleWorks. Have a group of students create a template for the questions and answers, and type or copy the student created questions into the template. If you have students do this part, make sure they are not the students that will be participating as contestants in the actual game show. Timesaving Tips: You can download a generic template for Microsoft PowerPoint at http://www.techKNOWassociates.com/guru/template.ppt. You may need to adapt this template based on the rules your students have established for the game show. For additional PowerPoint templates based on other popular game shows, such as Jeopardy and Who Wants to be a Millionaire, visit http://www.teachnet.com/lesson/misc/winnergame022500.html. These templates can show you (and your students) a variety of ways to use hyperlinks to make interactive games using PowerPoint. If your school does not have access to this type of computer/projector combination, you may want to choose one of the following alternatives: 4 Video Tape: Many schools have a system to project videotapes. You can print out each of the questions and answer choices and use a video camera to record them. Then, the MC can use the Play and Pause buttons to navigate. The advantage of this method is that the questions and answers can be projected to a large screen or television. The disadvantage with this method is the questions must be presented in the order in which they are videotaped. 4 Poster Format: If your printer allows you to print out poster-sized pages, you can use that feature. Alternatively, have each group create a poster by hand of each of their questions. Colorcode the questions by category to help keep them organized. (Red=English Language Arts, Yellow=Mathematics, Green=Science, and Blue=Social Studies. 4 The Listening Challenge: You can save time and paper by simply reading the questions and possible choices to the contestants. Recognize that this changes the dynamics of the challenge by giving an advantage to auditory learners. When determining which students will participate as contestants, keep this factor in mind. Page 16 Activity Three: The Rules Expected time frame: 1 week8 In this activity, students will use the 5 stages of the writing process to write and publish an official rulebook for their game. Although your class has already determined the general design of the game show, it is in formally writing out the rules that the details of the game are determined. The rulebook your students create should include an overview of the game, the object of the game, and a procedure for playing the game. It should include all relevant information and anticipate problems, mistakes, and misunderstandings that might arise during the game show. The rulebook should not include extraneous information. This process will also help students understand the stages of the writing process and how each of the stages works together. You can find a graphic organizer detailing the five stages in the Appendix. Use this graphic organizer with your students to help them become familiar with each of the stages and its importance. P RE - W RI T I NG The first step of the writing process is pre-writing. This can include a variety of aspects. In the case of the rulebook pre-writing should include; determining your purpose, defining your audience, and brainstorming your ideas. Each of these is important in creating an effective, well-written rulebook. First, spend some time as a class discussing why it is important to have an official rulebook before your first game is played. Ask students the following questions: • • • Why do we need to have a rulebook? Who will read this rulebook? What information needs to be included in our rulebook? Prompt students to discuss issues such as how much time contestants have to answer, what to do in the case of a tie score, and the like. You may want to show students a variety of rulebooks from board games to give them a frame of reference. Next, create a graphic organizer that lists everything that needs to be covered in your rulebook. Tell students they will be brainstorming their ideas. Let them know that brainstorming is a process designed to generate the maximum numbers of ideas in a short period of time. In this case, they will be “pooling” their ideas to make a master list of ideas using a Think-Pair-Share structure. Think-Pair-Share9 is one of the most common cooperative learning structures because it is versatile and easy to implement. The steps are simple. First, provide students time to “Think” individually about a topic, in this case, what needs to be included in the rulebook. To insure individual responsibility, ask students to write down a list of as many ideas as they can. Make sure you give students enough time to think before moving onto the next step. 8 9 To save time, this activity can be concurrent with Activity Two. You can learn more about Think-Pair-Share activities at: http://www.users.csbsju.edu/~tcreed/tpsd.html or http://www.wcer.wisc.edu/nise/CL1/CL/doingcl/thinkps.htm Page 17 Next, students are “Paired” with a partner to discuss the topic and share their ideas. In this case, they should compare their ideas to make a shared list. Tell students that ideas that they both had are probably more important and should be put at the top of the list. Remind them that they may have used different words to write about the same idea. In addition, each pair should try to add two or three new ideas to add to their shared list. It is important to walk around and monitor this discussion stage. You will frequently hear things brought up that you will want to address during the whole-group discussion. Finally, come back together as a class to create your final graphic organizer. Ask students to share their ideas in turn; starting with what they think is the most important issues. Continue taking turns until all the ideas are exhausted. You may also want to spend some time categorizing the ideas, putting related ideas together. D RAF T I NG You should decide if you are going to write the rulebook as a class, or divide the sections of the rulebook and have each cooperative group work on one section. Furthermore, some classes may want to draft the book as a whole, and then divide into cooperative groups for revising and editing, while others may want to draft in small groups and then come together as a class to revise. Writing as a class can be a very effective approach if your students are struggling with the topic or if you want to demonstrate specific writing skills. This approach is called shared writing. Ask students to dictate their ideas as you act as scribe. Encourage students to build on each other’s ideas. Make sure that all students participate at some level and that certain students don’t dominate the writing experience. Most importantly, make sure that students are respectful of each other’s ideas, even if they disagree. Alternatively, students will have more direct input if you decide to have each cooperative group tackle one section of the rulebook. In this model, each group should present its version of the rules to the class in draft form, before moving to the revising and editing stage. Since everyone will have to abide by these rules, it is important that the small groups get feedback before moving on. Remind students that the drafting stage is the time to turn their lists of ideas from the brainstorming process into sentences and paragraphs. They shouldn’t worry too much about mechanics, style, or organization at this point. It is more important to get all of their ideas down on paper. They may even want to write the same idea two or three different ways to help them see which way is best. If you have enough computers10, it may be helpful for students to write their draft directly onto the computer. This can be a timesaver later when students are editing and revising. If your access to technology is limited, then the first draft can be done on paper. Encourage students to skip lines and to write on only one side of the paper. This will give them plenty of room to edit later. 10 If you are drafting as a whole class, you can use a computer connected to a projector. Some schools may have “white boards” that connect to computers. This is an excellent way to demonstrate writing skills. Page 18 R EVI SI NG & E DI T I NG Students should understand the difference between revising and editing. Revising is the amending of a text in order to correct, update, improve, or adapt it. There are typically three forms of revisions in writing: • Adding on: Writers realize they have left out important details or information, which they add to the text. • Moving Around: Writers realize they may have to move words, sentences, or even paragraphs in order to express their ideas clearly and fluently. • Cutting Out: Writers may have included too much information and need to cut out unnecessary words, sentences, and, sometimes even whole paragraphs. This is often the most valuable revision. A simple rule of thumb is “If you don’t need it delete it!” Writers often revise many times, adding, moving, and cutting their words until they are satisfied with the finished product. Only then do they begin the editing stage. Editing, in terms of the writing process, means to make it correct. At this point, the writer focuses on mechanics, grammar, usage, punctuation, and spelling. Some of these things may be corrected during revising; however, it is important that students understand that it is only at the end that this becomes the focus. It is appropriate to use direct instruction at this stage. Research indicates that instruction in grammar and other conventions is only effective in the context of real student writing. Use this opportunity to conduct mini-lessons using students writing as examples. The result of the revising and editing stage should be a conventionally correct, fluent, and organized piece of writing that requires only typing and/or formatting to be completely finished. P UBL I SHI NG The finished rulebook is now ready to be published. Books can be created using a variety of software programs. Most teachers use word processors such as Microsoft Word, Works, or AppleWorks. There are also products designed specifically for student publication. If you are interested in learning more about student publishing, you can request a free copy of A Guide to Publishing Student Work from: [email protected]. Timesaving Tips: You can download a generic template for Microsoft PowerPoint at http://www.techKNOWassociates.com/guru/book.ppt. This template is formatted for printing as a full-sized book (9 x 12). It can also be printed as a half-sized book (6 x 9). You can choose this option by printing two slides per page. Encourage students to use drawings, diagrams, photographs, or other artwork to decorate their rulebook. Page 19 Activity Four: The Home Game Version Expected time frame: 1 - 2 weeks This activity is optional. Master Guru already has a wonderful board-game version. However, many students will enjoy making their own board game based on their game show. If you do decide to complete this activity, it will work best if your students have not already seen the Master Guru board game. This activity works best with cooperative groups of 4-6 students. You can use the same groups from the earlier activities or change your group structures. While students should be encouraged to be creative in designing their game, it is acceptable for groups to base their design on an existing game. For example, students could take the game Sorry® and make a “Guru” version in which you have to answer questions when you land on certain spaces. For some groups this might be easier than creating a game from scratch. To create their game, each group will have to develop an idea, build a prototype, and create a rulebook. First, students will create a plan or a proposal for their game. They should sketch or draw designs to accompany the plan and write down the basic rules or procedures for playing. Once they have a plan in place, they can begin to construct a model or prototype of their game. Students can use a variety of materials and resources to create their prototype. They can create game pieces from scratch, design and print out pieces on the computer, or modify parts from existing games. Encourage students to use their own artwork rather than using clip art. Technology Tip: Students can create a simple computer game. Multimedia programs like HyperStudio can be used to create a computer game. More information on how to do this is available at the HyperStudio Web site: http://www.hyperstudio.com/showcase/hyperlogo.html Finally, each game should come with a rulebook. Students should use the same process they used to make the rulebook for the game show, including the 5 stages of the writing process. They can use their game show rulebook as a guide. G AM E O N Each group will test, or demo, another group’s game and create a report that provides feedback to the game’s creators. Students will read the rulebook and play the game they are testing by following those rules. Players should keep careful notes while playing. Each group will use its notes and evaluations to prepare a short report about the game it is testing. The report should evaluate the game: Was the game fair? Was it fun? Was it too easy or too hard? What changes would you suggest to improve the game? The report should also review and evaluate the rulebook for the game: Was the rulebook clear? Was it easy to understand and follow? Did it provide answers for problems and misunderstandings that arose or might arise while playing the game? Students may want to include suggestions for improving the rulebook. Page 20 Culminating Activity: On The Air After completing this project, it is time to host your first episode of the game show. This is one of the more important aspects of the project and will give your students a genuine opportunity to share their accomplishments. It is important to invite people outside your classroom, such as other classes, teachers, administrators, and parents. Better yet, hold the presentations in the auditorium and invite everyone! W HO ’ S D O I NG W HAT A presentation such as this one will require your whole class to work together. The first thing you will need to do is assign students their responsibilities. There are things that need to be done before the day of the show and things that need to be done during the game show. Try to involve students in planning this event as much as possible. Students should feel that this is their day! Some possible student responsibilities before the show could be: 4 Create an invitation and/or posters advertising the game show. Distribute these to other classes, teachers, administrators, and parents. 4 Decorate the auditorium or room in which you are holding the event. Use the designs students prepared in Activity One as a model. 4 Plan and prepare refreshments for the audience. 4 Write memos or letters informing other teachers, administrators, and custodial staff of any schedule or room changes caused by the event. During the show it is important that every student feel that he or she is an integral part of the production. In addition to the student contestants you may want to assign students some of the following responsibilities, as applicable: 4 4 4 4 4 4 One or two students to emcee the event. Readers to read questions and answers choices aloud. Hosts and hostesses to attend to guests and the audience. Cameraperson(s) to videotape the event. Timekeepers and judges (as appropriate with your rules). Sound and lighting person(s) to handle sound effects and lighting effects. Each student should prepare what he or she will do. Give students who are speaking publicly plenty of time to rehearse prior to the event. You may have to model good presentation skills for your class. In addition, your students should showcase their published rulebooks and board games they created for this project. They may also want to display some of their early designs as well. Many teachers take pictures of students during the project and display these as well. Choose a space that can accommodate all the exhibits and displays. Work should be displayed attractively using display boards, bulletin boards, or large tables. Finally, have fun. Remember, it is only a game! Page 21 Project Introduction Letter Robert Hartz, President Dear Class ________________________: As president of the Harbor Town Games, Inc., it is my pleasure to inform you that our company is planning to take our popular software product, Master Guru, and turn it into a thirty-minute television game show. Although several television studios have approached us, we believe that it is students that know Master Guru best. Therefore, we would like your class to be involved in this very exciting project. Apparently there is a lot involved in translating a computer program into a television show. We believe the game show should capture the flavor or feeling of the computer program, but still offer something new and exciting. This is where you come in. We want you to come up with a great idea for our game show. You will determine the rules for the game, write the questions, and even host the first episode of the game show. If time permits, we’d even like you to create a homegame version of the show for our fans. I know that this sounds like a lot of work, but your teacher will guide you. I know you will have a lot of great ideas to help make this project a big success. I look forward to hearing from you. Sincerely, Robert Hartz President Fold-A-Book Directions First: Fold 1: fold paper in half lengthwise. Fold 2: Fold in half Fold 3: Fold in half again Second: Open up to first fold (lengthwise) Cut a narrow strip between points A and C along fold as indicated. D A A C re Cut he B Open the slit and refold side D so that all folds crease towards the outside. C 2 Third: A D 3 1 C B 4 Bring points 1, 2, and 3 towards point 4. Pull at points D and B to form a "plus sign." Fourth: Finally: Lay flat and crease all edges. created by Susannah Moran TechKNOW Associate Corporation To make a book with more pages, paste two books together. Templates, resources and ideas available at: www.techKNOWassociates.com/ Name: Date: Proposed Title: Slide #: of: Sketch the Slide Design: What you will write: Describe interactive buttons, graphics, etc.: What you will say: HO W TO W R ITE A GO O D QUESTIO N ! Use this form to help you write your questions. (Use a separate form for each subcategory) Subcategory: List the sections of this subcategory (if any): What type of information is included for this subcategory? (Be specific) Give an example of a Level 1 question. Give an example of a Level 2 question. Give an example of a Level 3 question. (Use another sheet of paper if necessary) Describe how the questions are made harder at each level: What do you have to remember when writing questions for this subcategory: C O MPR E H E N SIV E G A ME S HO W Q U E S T I O N F O R M English Language Arts Mathematics Science Social Studies Write your question here: Correct Response Incorrect Response Incorrect Response Incorrect Response Include additional information (such as map, graph, picture, or reading passage below or on back. The Writing Process Research Brainstorm Determine Audience Outlines Publishing Newsletters Choose Topic PreWriting Activities Book publishing and binding Graphic Organizers Author's day and sharing student work Post work for display Post work on Internet Capitalization Revising Spelling "Getting it all down" Grab the Audience attention Smooth transitions First Draft Emphasize Ideas over Structure and Mechanics Add and Delete information Reorganize Created by Susannah Moran: [email protected] Editing Refine Word Choices Correct grammar Punctuation SA AM MP P LL EE R U UB BR R II C C: F O OR R A PR R EE SS EE N NT TA AT T II O ON N 1 Not Yet 2 Getting There 3 Meeting the Standard 4 Above Standard Topic and Content Includes little essential information to support argument. Includes no sense of audience and purpose. Includes some essential information to support argument. Includes little sense of audience and purpose. Includes essential information with enough elaboration to support argument. Includes some sense of audience and purpose. Covers the topic completely and in depth. Includes an understanding of audience and purpose. Mechanics Includes more than __ errors in grammar, spelling, punctuation, capitalization, etc. Includes between __ and __ errors in grammar, spelling, punctuation, capitalization, etc. Includes fewer than __ errors in grammar, spelling, punctuation, capitalization, etc. Grammar, spelling, punctuation, and capitalization are correct. No errors in text. Cooperative Group Work Cannot work with others in most situations. Cannot share decisions or responsibilities. Works with others but has difficulty sharing decisions and responsibilities. Works well with others. Takes part in most decisions and contributes a fair share to group. Works well with others. Assumes a clear role and related responsibilities. Motivates others to do their best. Oral Presentation Has great difficulty communicating ideas. Uses poor voice projection. Shows little preparation or incomplete work. Has some difficulty communicating ideas due to one or more of the following: voice projection, lack of preparation, or incomplete work. Communicates ideas effectively with proper voice projection. Adequate preparation and delivery apparent. Communicates ideas with enthusiasm, proper voice projection, appropriate language, and clear delivery. Is able to get audience enthusiastic or interested in topic. Scale: 4-6 7-10 11-14 15-16 SA AM MP PLLEE R U UB BR RIIC C: F O OR R HO OSST TIIN NG G AN N EV VEEN NT T Check the boxes as appropriate. Add up the total score. Use the scale below to determine if the student is meeting the standard 1 Not Yet Planning and Organization Develops a plan for the event that considers available resources and other variables Implements the plan, meeting specified deadlines Understands priorities and uses time effectively Working With Others Participates and shares responsibility for group decisions and planning Consults with others to plan what needs to be done and how the work will be tackled Takes a share of the responsibility and workload Self Management Keeps accurate, orderly records (such as “to-do” lists, schedules, budgets, minutes, etc.) Communicates Information Dresses/behaves appropriately for the event Organizes the presentation clearly and logically Writes and formats appropriate information and correspondence, including memos, letters, invitations, posters, etc. SCALE: < 21 = below standard 22- 33 = approaching the standard 34 > = meeting the standard 3 5 With Independent Support Awarded to For your contribution to The Great Game Show Challenge On this day of Robert Hartz Signature , 20 Signature
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