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Pages:
2 pages/β‰ˆ550 words
Sources:
1 Source
Style:
APA
Subject:
Education
Type:
Essay
Language:
English (U.S.)
Document:
MS Word
Date:
Total cost:
$ 7.92
Topic:

How the Game "GaPear" is Played and How it Benefits the Students

Essay Instructions:

Creating the Scenario: Task 5 Submit the assignment by 11:59 PM PT Sunday of Module 5. In this module, you will compile all the information created in the module assignments into a game user guide. You will use graphics as appropriate both for aesthetic appeal and information purposes. You also will write a reflective piece which will serve as the conclusion for your game user guide. • You will compile and submit your final game user guide in Module 5. Use graphics as appropriate both for aesthetic appeal and information purposes. • The reflection will serve as the conclusion for your final game user guide submission. • Use APA format for the guide components, references page, and in-text citations. You may choose the design and fonts for your game user guide cover page. Step 1. Compile Compile all the information for your mathematics game in a final user guide. Use graphics as appropriate both for aesthetic appeal and information purposes. You may choose the design and fonts for your game user guide cover page. 
DIGITAL LEARNING CONNECTIONS Step 2. Reflect Guided by the questions, compose a reflective piece. Address each question in two or three paragraphs, adding appropriate citations to demonstrate an understanding of how research has shaped your mindset. • How does the fixed versus growth mindset apply to your practice? • What has been your current approach to mathematical instruction and how do these differ from the paradigm modeled in this course? • How does time impact performance and guide mathematical instruction? • What strategies or approaches will you use to support mathematical instruction moving forward? Step 3. Conclude Incorporate the reflective piece into a conclusion for your game user guide. Please read the Assignment Guidelines o before you begin working. 

Essay Sample Content Preview:

Game User Guide
Name
Problem Solving: Exploring the Practical
Module 1 Analysis-Application
Date
Game User Guide
Every student gets to a point where they have to choose whether they will take a gap year or not. A majority of students struggle to make this decision and often leave their parents to decide for them. However, this decision is crucial and should be driven by the students immediately after completing their high school education. The game called GaPear is specifically designed to help students decide the activities they could engage in if they decide to take a gap year. It is highly likely for a student to become irritated by their options, especially if they are unsure of their decision. Choosing whether or not to take a gap year can be considered a problem that needs a carefully thought-out plan or decision. However, the problem goes beyond deciding to take a gap year or not to what someone would like to do after deciding to take a gap year. According to Nicholson (1992), problem-solving leads people to develop solutions to problems or difficult situations through the development of scenarios. Math can become the foundation upon which students base their choices and problems. As indicated by the South African Institute for Distance Education (2008), problem-solving has to be the essence of math. The focus should never be on routine exercises but on helping students solve their problems and dilemmas. Therefore, it is against the backdrop of the above statements that this game is developed to help students decide which activities they would like to engage in if they choose to take a gap year. The game will be played by students in the 11th and 12th grades.
Setting and Theme
The setting of the game is a high school. The focus will mainly be on junior and senior high school students. The game should help them decide what they would like to do upon finishing high school. These activities will be different and entail some of the most popular options often chosen by students worldwide. Every decision they make will be guided by math challenges that will have them use the math skills learned and acquired in class. Every option available will unlock a new challenge, and the students will continue to the last unless they decide to quit the game.
Identify Concepts
The tasks outlined in the game should be solved using mathematical concepts that the students should be conversant with. The concepts that will be used include Algebra, Calculus, and Geometry. These three should help the students to interact with the decisions they are making regarding their future.
Algebra
Algebra is a mathematical concept that is highly applicable in real life. Some people could believe that algebra is not highly applicable in real life because of the lack of Xs and Ys in their daily lives. However, algebra is heavily applicable in life. In algebra, people use symbols and then institute standards that they then use to manipulate the symbols. For our game, the students will be applying their knowledge of algebra to solve a challenge.
Calculus
In life, the small steps make up the distances we travel. When someone wishes to take a flight to a far-off country, the chances are high they will have to take several stopover...
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