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Educational Card Design. Advantages, Limitations, Examples, & Options. Strengths of Card Games. Compact Playable anywhere Mastered quickly Played quickly Good for reinforcing facts, classification, simple relationships. Limitations of Card Games. Can’t be used for higher level objectives
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Educational Card Design Advantages, Limitations, Examples, & Options
Strengths of Card Games • Compact • Playable anywhere • Mastered quickly • Played quickly • Good for reinforcing facts, classification, simple relationships
Limitations of Card Games • Can’t be used for higher level objectives • If not designed carefully, could be played for fun without learning • Producing more than one deck takes careful planning (use of database or page layout program) and tedious assembly
Example: Krill • Used to teach ocean food chains • Simple relationships: what it eats, and what eats it
The Algebra Game • Rummy-like game in which combinations of equations and their graphs are matched and discarded. http://www.mathstudio.com/product.htm
Mental Disorder Educational satire of the mental health profession. Players “diagnose” each other. http://www.mentaldisorder.com/
Problems & Programmers http://www.ics.uci.edu/~andre/research/publications.html#ICSE2003-2
Compost Gin http://www.stanslaughter.com/compost/cpstgin.html
Planetaire • Rummy-like game that can also be played like solitaire. http://www.homestargames.com/product.htm
Nanofictionary • Players combine and recombine Settings, Characters, Problems and Resolutions to create the best story they can, while other players mix things up with wacky Action cards. http://www.wunderland.com/LooneyLabs/Nanofictionary/Index.html
Example: Triangle • Object: to put down triads of cards that represent sides and angles of triangles
Native American Rummy • Each card represents an historically important Native American.
Categories of Card Games • Bridge/Whist • Poker/Rummy • Happy Families/Snap • Patience Solitaire
Bridge/Whist • Emphasis on winning tricks • Suits have relative strengths • Sometimes involves pairs as partners • Sometimes involves bidding • It’s not easy to create educational games in this format!
Poker/Rummy • Emphasis on building a pattern of cards and discarding them • Patterns can be based on suits or ranks or both (e.g., three of a kind, flush, straight) • Applicable to wide range of content involving categories and ranking within categories
Happy Families/Snap • Mostly children’s games • Simple relationships (e.g. greater than) • Sometimes involves element of speed • Typical educational use: drilling simple relationships
Patience/Solitaire • Players start with a pattern of cards and work to an end state with a different pattern • Could be used educationally to represent complex interrelationships among elements
Educational Card Design Advantages, Limitations, Examples, & Options