Project Proposal


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Project Proposal

School: Vartan Gregorian Fox Point Elementary School
Teacher: Ellen Lynch
Audience: ESL Kindergarten
Initial Project Description: We've worked with Mrs. Lynch and her students for several years, and the collaboration has produced both Buzz! (2000) and The Frax! (2001). This year she would like a program that serves as a "function machine", primarily but perhaps not exclusively for Kindergarten math concepts. In kindergarten the basic math concepts are 1,2 and more; 1,2 and less; double numbers, and patterning. The students also do basic addition and subtraction problems to 10. Mrs. Lynch would like some kind of interactive game for the children to have for their computer time late in the school year. Possible tools include Hyperstudio, Director and Authorware.
Initial Comments: Ms. Lynch's students have limited skills in English and perhaps the greatest challenge of this program is to create something that does not rely on English text to convey the concepts and offer exciting exercises for the students on the computer.


Revised Proposal:

We will be working within the bounds of the kindergarten math curriculum to devise a way to let kids practice manipulating function machines.  The concepts that they have learned are the number line to 30, "one more", "two more", "one less" and "two less".  They also have done simple addition to ten and doubling numbers to ten.  A "function machine" is something that takes an input, applies a rule, then produces an output.  Learning how to use these is a favourite class activity.  Mrs. Lynch gives one example of an input/output pair then the children have to figure out the rule (i.e. the function of the machine), and correctly determine the corresponding outputs to a series of inputs.

For example, if she wrote "aaa  |  aaaaaa", the kids will figure out that this is a "doubling machine", and if the next input is "bb" they decide that the output should be "bbbb".  In class, if someone writes a wrong answer, she circles it and lets someone else try.  Generally they do about 6 examples of a rule before moving on to a new one.

Our machine is going to have a list of rules, each of which will have lists of examples.  The program will select from these at random.  We envision an environment in which kids click buttons or drag objects to produce a response to the input.  When they signal that they are done constructing an answer, one of three scenarios will be acted on:  1.  It is correct, on to the next problem or next rule; 2. It is incorrect and they have a chance to try again; 3.  It is incorrect, and they can ask for a hint.  We want the sample and all previous answers (including incorrect ones) to be visible on the screen.  The average child's session will last 15-20 min.

Considerations:

  1. There is apparently a fairly large variation in ability levels, both developmentally and in terms of aptitude.  Therefore, we would like to build in levels that the kids can graduate though.  These will probably be implicit (the kids won't know that they're on level 3, for example) and they will be placed in a level as a result of their success with the first machine.
  2. Language:  This is a multilingual classroom, and also at a very basic reading level.  Our goal is to create a game without ANY written words if possible.  Animations, sounds, colors, and layout are going to have to convey goals, encourage actions, display approval or disapproval, and engage the user.
  3. Motivation:  Having met Mrs. Lynch, we think a lot of the reason that this is a favourite game is that the kids enjoy interacting with HER.  A major challenge that we face is how to instill the same intellectual curiosity and pride in correct answers that the children currently enjoy in a group setting.
  4. Lovable character:  Whether this will be an animated machine or some sort of animal, we want some sort of personality for the user to interact with. 

Team Goals:

  1. Interact with and observe the kids playing and actually working on function machines.  We don't want to directly copy the real life experience, but we need to see what works about it.  (They are on vacation the week of Feb 17, but after that, mornings before 11:30 are best, according to Mrs. Lynch.)
  2. Testing:  Especially for this age group, what we expect to work may not.  We want to be able to bounce ideas off of the kids all the way along the development cycle, not just at the end.
  3. Finish early.  This is mostly a consideration due to several entreaties from Mrs. Lynch.  She's seen the last minute rush, and doesn't want it to happen again.
  4. Even division of work.

 



questions? [swarren].
Last updated: 02/14/03.