UMD Globe
 























EDUC 475/698A
Mindtools for Investigation and Education


 

Assistive Technology Challenge

By: Scott Sines, Bryan Shuy, Ron Charnis

| Instructional Objective | Learners & Context | Object of Game | Game Materials |
| Time Required | Rules | Design Process | References |

Instructional Objective

To illustrate to an undergraduate course, all aged students, or families interested in A.T. the important laws, policies, and traits surrounding the Assistive Technology Field in a fun and productive manner.

Learners & Context of Use

College students aged 18-endless or parents/teachers trying to familiarize themselves and their students with current legislation and policy.

Overall, this game could be applied in the general classroom, college classroom, or everyday family households. Through the question and answer race from start to finish, this game could be played more than once, as the provided question cards allow for various questions to occur, with limited repetition. As a result of this design, the more one plays, them more A.T knowledge one gains. After completing the game, the players can take their newly gained knowledge of A.T, and apply it to their everyday encounters.

Object of the Game

To successfully get to the finish line firs by answering questions correctly. For players seeking advanced learning, they can go to the finish line and return to GO again, using an alternate route.

Game Materials

  • Game Board
  • 6 sided die
  • Approximately 50-75 folded question cards, with answers to the questions on one side, and questions on the other. [Word ... PDF]
  • 1 Stack of Chance cards with specific directions for the player to follow. Such instructions can include, but are not limited to asking the player to advance two spaces if he/she answers the question correctly. [Word ... PDF]
  • 4 pieces/tokens for players to use in order to advance on the board. [Word ... PDF]

Time Required

Varies based on skill knowledge. On average, the game will last 30 minutes.

The Rules

Game Play:

  1. Open board game, select game token and place selected tokens at go.
  2. Shuffle question cards and chance cards.
  3. Roll die to determine who goes first. Player rolling highest value goes first, second highest goes second etc. If a tie occurs, re-roll between those who tied, and apply the above rule to determine who goes next.
  4. Player going first rolls dice and moves token appropriate number of spaces forward.
  5. Player answers question on that space otherwise returns to go.
  6. If he or she fails to answer correctly, the next persons turn arises.
  7. Once passed go, a player landing on space is required to answer a question card. If he or she answers correctly, he or she remains on that space. If he or she answers incorrectly, the player would be required to return to there previous location.
  8. If a player lands on 'chance' he or she must draw a chance card, and follow instructions written on them. If the player answers the chance question incorrectly, he or she will remain on the chance spot.
  9. The first player to reach the finish line wins (see object of game, for more advanced version).

Design Process

After several drafts of classic traditional linear paths, we as a group finally concluded that this game would be most effective if the game board was more related to the topic of assistive technology. With this in mind, we then created the pathway resembling the abbreviation of assistive technology, AT. Having done this, it now offers its game players multiple pathways, and a more interesting game play design. Secondly, after creating the initial game objective, of a start to finish progression and game play style, more and more ideas were generated in addition to what was already agreed upon. In particular, we as a group then agreed that for a better challenging interactive game play style, more obstacles were needed. After concluding this, and through many ideas of possible barriers and obstacles, we finally agreed that chance cards allowing for the player to advance him/herself further along would ultimately allow for such improved gaming. As a result of this, and multiple trial and error ideas, the game evolved into its current state, and illustrates the various ideas we as a group created.

References

Electronic




College of Education
University of Maryland
Benjamin Building
College Park, MD 20742
http://www.edtechpolicy.org
dpruitt@umd.edu
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  University of Maryland, College Park
  http://www.education.umd.edu