Roller Coaster Tycoon 1 Roller Coaster Tycoon: A Learning Tool for High School Math Variables Roller Coaster Tycoon 2 Table of Contents Teaching Guide Overview ...................................................................................... 3 Roller Coaster Tycoon Description .................................................................................. 3 Using Roller Coaster Tycoon in the Classroom.................................................................. 4 The Advantages of Teaching with Games ......................................................................... 4 Grade Level Standards.................................................................................................... 5 Learning Objectives ....................................................................................................... 6 Where the Game fits into the Curriculum .......................................................................... 6 What Teachers Need to Know Before Beginning ............................................................... 7 Hardware Requirements ................................................................................................. 8 Lessons Overview .................................................................................................. 8 Lesson One ................................................................................................................... 9 Lesson One Learning Objectives ............................................................................................... 10 Lesson One Setup .................................................................................................................... 11 Lesson One Activity/Gameplay ................................................................................................. 11 Lesson One Follow-up/Debriefing ............................................................................................ 11 Lesson One Extensions ............................................................................................................. 12 Lesson Two ................................................................................................................ 12 Lesson Two Learning Objectives ............................................................................................... 14 Lesson Two Setup .................................................................................................................... 15 Lesson Two Activity/Gameplay ................................................................................................. 16 Lesson Two Follow-up/Debriefing ............................................................................................ 16 Lesson Two Extensions ............................................................................................................ 16 Appendices .......................................................................................................... 18 Appendix 1 ................................................................................................................. 18 Xbox Controls ......................................................................................................................... 18 Appendix 2 ................................................................................................................. 19 PC Controls ............................................................................................................................ 19 Roller Coaster Tycoon 3 Teaching Guide Overview Ever wonder what it would be like to open your own theme park, build your own roller coaster, or create your own “fantasy world”? Well just as curious as you are, so are students. With this teaching guide students get to experience what it is like to build and manage an amusement park through the integration of the video game, Roller Coaster Tycoon, in their classrooms. As they enjoy this experience, they will also stimulate their minds by learning that different variables such as ride design, stall location, and guest demands play key roles in “peep” satisfaction and park revenue. But just as important, the lessons in this guide are fun, engaging, and take minimal preparation. So sit back and enjoy as your students launch themselves into an educational world of rides and variables and link the obvious gap between education and entertainment! Roller Coaster Tycoon Description Roller Coaster Tycoon was developed by MicroProse and published by Hasbro Interactive in 1999. It is rated E for everyone; however, it is more suited for ages 10 and up due to its complexity. It is both a simulation and strategy video game that demands higher thinking of its single player since he or she must construct and manage an amusement park. The game is available on PC, Xbox, and (soon) mobile devices. There are several versions of this video game, but the focus of this teaching guide will be the original Roller Coaster Tycoon. Roller Coaster Tycoon 4 Using Roller Coaster Tycoon in the Classroom Roller Coaster Tycoon will definitely give your students many ups and downs trying to balance different variables and posing such questions as, are the rides too intense or break down too often, are there enough food stalls, and are bathrooms properly placed. Thus, students must weigh these and other such situations and reach a valid conclusion in order to develop the most successful outcome. In so doing students will develop the ability to recognize relationships between seemingly unrelated variables. It is this relationship between variables that is critical in mastering statistics. The Advantages of Teaching with Games • Entertaining and engaging. • “As they observe that each action creates a reaction, they become increasingly motivated.” (Duplàa and Shirmohammadi, p. 2). • “…encouraging an emotional reaction and encouraging players to quickly synthesize an alternative explanation” (Squire, p. 19). • Reinforces content through real life simulation. • “…video games and computer simulations offer an interesting context for learning because they reinforce student motivation” (Duplàa and Shirmohammadi, p. 2 ). • Hands-on, independent learning. • “…learning through performance requires active discovery, analysis, Roller Coaster Tycoon 5 interpretation, problem‐ solving, memory, and physical activity and results in the sort of extensive cognitive processing that deeply roots learning in a well‐ developed neural network” (Foreman, 2003). Grade Level Standards The following standards are foundational of both ISTE and Georgia education, and they are addressed in the lessons and activities in this guide. ISTE standards: 1.a - apply existing knowledge to generate new ideas, products, or processes. 1.c - use models and simulations to explore complex systems and issues 1.d - identify trends and forecast possibilities. 2.b - communicate information and ideas effectively to multiple audiences using a variety of media and formats. 2.d - contribute to project teams to produce original works or solve problems 3.d - process data and report results 4.a - identify and define authentic problems and significant questions for investigation. 4.c - collect and analyze data to identify solutions and/or make informed decisions 4.d - use multiple processes and diverse perspectives to explore alternative solutions. Roller Coaster Tycoon 6 9-12 Math Standards: MCC9-12.S-ID Interpreting Categorical and Quantitative Data MCC9-12.S-IC Making Inferences and Justifying Conclusions MCC9-12.S-CP Conditional Probability and the Rules of Probability MCC9-12.S-MD Using Probability to Make Decisions Learning Objectives After successfully completing the lessons in this guide, students will be able to: Students will understand variables and probability through the success or failure of relationships created by them in the game. Students will be able to identifying relationships between park design and its success or failure in revenue and guest experience. Students will use problem-solving skills to design and redesign their parks for successful outcomes. Students will make connections between real world and theory by implementing their hypotheses in the game. Where the Game fits into the Curriculum Before introducing this teacher’s guide to your class, the students will need to have a basic understanding of these following skills: Intermediate mathematics Knowledge of cause and effect and making inferences Roller Coaster Tycoon 7 An understanding of variables and probability Once these lessons are introduced, students will need to be able to assess the interaction between variables such as in ride intensity and excitement and how these variables improve or aggravate other variables such as guest experience and revenue. After the students make their assessments, they must weigh these variables and deduce probabilities in order to create a successful outcome. What Teachers Need to Know Before Beginning Before you can introduce these lessons to their students, you first need to have a basic understanding of the game and the machine that the game will be played on so as to be able to explain and illustrate how the game is played and how it links to the concepts being taught as well as to be able to question, answer questions, and test students. The following links aid you in understanding how the game and the game console works: • Game controls, set up, start up, modes and saving https://www.youtube.com/watch?v=kB7gjm1mCQg • Game FAQs http://www.gamefaqs.com/pc/132866-rollercoaster-tycoon/faqs Be sure to play the game for at least a few hours so that you are comfortable with the game itself and its layout and can illustrate how the save/load procedures work and the ins and outs of the menu and icons. Once you are comfortable enough with the game, proceed with the lessons in this guide so that you are just as comfortable with the tasks and will be able to explain, illustrate, and aid your students when presenting them. When going through these lessons yourself, take note of any changes you would like to Roller Coaster Tycoon 8 make or potential problems that these lessons may have. Once you are comfortable with the console, game, and lessons you are ready to implement this guide. Hardware Requirements Copies of Roller Coaster Tycoon (one for every one or two students) PC (one for every two students) LCD projector for presentation to class Writing materials Lessons Overview Students act as amusement park developers and managers as they design, develop and control all elements of the park’s function with the purpose of maintaining and/or improving the experience of guests (called “peeps”). To do so, students will examine the interaction between variables (availability and placement of food and facilities, ride intensity and excitement, prices of admission and rides) and how these variables improve or aggravate guest experience, park revenue and popularity. For example, not having a bathroom near an intense, nauseating ride will cause a vomit covered path and a decrease in guest happiness). Also, the lessons will demand that students weigh different variables and probabilities and use higher thinking problem solving skills to create a successful outcome. Roller Coaster Tycoon 9 Each lesson will take between three to five days to complete depending on the number of game consoles available and the length of time to observe park and guest ratings. The introduction to the unit should consist of a lesson overview and a tutorial of how to operate the console and a basic run down of the game. This tutorial should only take a half hour and should be accompanied be a controller reference guide (appendices 1 and 2). Upon completion of the tutorial students should move on to exploring the game and follow along as the teacher demonstrates the start up of the game and a couple of scenarios for the game. Given that there are numerous scenarios that players can do, demonstrating two opposing ones should be sufficient for the students to attain a grasp of how the game works and the options available to them. As you demonstrate each scenario and upon completion, it is important that you point out the different variables and probabilities that each poses. The following days should be devoted to the lessons. Students should work in groups of two with the class meeting as a whole at the end of each lesson to discuss their findings and hypotheses. As the teacher, you should be available for issues that may arise, questions students may have as well as posing questions to them, and as a guide when needed. Lesson One In lesson one, students will first watch as the teacher illustrates how the game is started and operated. The teacher will give examples of good and bad placements, how to build a ride, and how to “tweak” different elements to improve experience with emphasis on evaluating variables and making projections. Roller Coaster Tycoon 10 Students will then pair up and discuss different theme park designs that will bring positive ratings and profitability before moving on to creating their own theme park. Before building their park, have students sketch their best park design illustrating where paths, stalls, rides, and concessions will be located. Once completed, have students write down their predictions of success or failure and why. Next, students will spend ten minutes getting orientated with the game before moving on to building their park. Once orientation is done, each group will build their park using their sketch as a guide. The teacher should allow independent learning—trial and error— and encourage students to collaborate and watch their park ratings. The teacher should also allow thirty minutes for the groups to build their parks and record their highest and lowest park ratings and what factors caused these ratings as well as what they did to rectify low ratings. Lesson One Learning Objectives After successfully completing this lesson, students will be able to: Students will understand variables and probability through the success or failure of relationships created by them in the game. Students will be able to identifying relationships between park design and its success or failure in revenue and guest experience. Students will use problem-solving skills to design and redesign their parks for successful outcomes. Roller Coaster Tycoon 11 Students will make connections between real world and theory by implementing their hypotheses in the game. Lesson One Setup Review of variables and projection Discussion on how variables and projection can be used in real life Teacher uses LCD to introduce the game Illustration of game controls, set up, startup, modes and how to save their game. Discuss lesson objective Lesson One Activity/Gameplay Teacher gives an overview of the lesson Using the LCD, the teacher should visit https://www.youtube.com/watch?v=kB7gjm1mCQg to illustrate how to operate the game. Teacher should divide students into groups of two Distribute paper and pencils for notating ratings and reasoning Lesson One Follow-up/Debriefing Have each group save their game for Lesson 2 and move on to discuss game experience and park ratings. Are there any common factors such as concession and facility locations? Roller Coaster Tycoon 12 To end the lesson, have each group create a blog that summarizes their lesson one Roller Coaster Tycoon experience and what they have learned about the importance of variables—placement and availability affecting ratings. Lesson One Assessment Sketch of park layout. List of predictions of success or failures and reasoning. Highest and lowest ratings and causes and changes made that impacted ratings. Blog URL. Lesson One Extensions Have each group present their Lesson One experience and blog to the class. Research the history of amusement parks in the United States, examining closely the relationship between parks and the surrounding economy. Visit the Roller Coaster Database at http://roller.coaster.net and examine the statistics surrounding roller coasters using a graph to illustrate findings. Lesson Two Students are asked to focus on roller coasters while keeping park layout in mind. Students will build at least three roller coasters with different intensity ratings and notate any increase and decrease in rating and what they did that affected their rating. The teacher should advise the students that they have the option to use coaster cams to view force Roller Coaster Tycoon 13 impact, the sandbox to test roller coasters before use, and to evaluate guest comments and feedback after coaster development and use to ascertain “peep” satisfaction or dissatisfaction. Students should be given forty-five minutes to create coasters and fifteen minutes to update their group blog. Example that teacher can show and discuss on projector or illustrate via game: Figure 1 shows undesirable ratings and though the ride can be opened its success is low. The student must evaluate the ride to find which part of the track can be modified to increase its rating and improve ride experience. Roller Coaster Tycoon 14 Figure 2 illustrates how weighing variables and using previous knowledge or trial and error can lead to a better roller coaster design and guest experience. Figures 1 and 3 exemplify the important relationship between variables—the slightest change can tweak a ride and guest experience for better or worse. Lesson Two Learning Objectives After successfully completing this lesson, students will be able to: Students will understand variables and probability through the success or failure of relationships created by them in the game. Students will be able to Roller Coaster Tycoon 15 identifying relationships between park design and its success or failure in revenue and guest experience. Students will use problem-solving skills to design and redesign their parks for successful outcomes. Students will make connections between real world and theory by implementing their hypotheses in the game. Lesson Two Setup Review what students learned about the relationship of the differing variables in park layout that result in better ratings Discuss how these variables can be used in creating roller coasters and project where to place paths and facilities around these coasters Teacher uses LCD to show examples of different coaster ratings and how they relate to ratings. Discuss lesson objective and allotted time. Roller Coaster Tycoon 16 Lesson Two Activity/Gameplay This lesson is a continuation of Lesson One. Follow the same startup and setup procedures as Lesson One. The teacher should give an overview of the lesson and then divide the students into their original groups. Students should be given paper and pencils to make notations of their different ratings and reasoning just as in Lesson One. Lesson Two Follow-up/Debriefing Have each group save their game and move on to discussing their roller coaster design experience and subsequent park ratings. Are there any common factors such as intensity rating with high nausea rating or absence of a bathroom near a high nausea-rated ride? To end the lesson, have each group add to their existing blog with a summary of their experience and what they have learned about the importance of variables such as track and facility placements affecting ratings. Lesson Two Assessment Creation of at least three roller coasters with different intensity ratings List of different rating and the group’s theory as to the reason for each rating fluctuation. Blog URL. Lesson Two Extensions Have each group present their blog and discuss experience with the class. Roller Coaster Tycoon 17 Visit an amusement park and focus—layout and ride intensity/enjoyment. Are there other variables that increase or decrease guest enjoyment and profitability? This “live” experience will help students gain a better understanding of variables. Roller Coaster Tycoon 18 Appendices Appendix 1 Xbox Controls Roller Coaster Tycoon 19 Appendix 2 PC Controls
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