Gamification Simultaneous Action Selection Mechanic

Dr. Mays uses the Simultaneous Action Selection mechanic to structure his lesson. He creates two decks of cards—one with names of different cellular components (e.g., ribosomes, endoplasmic reticulum) and another with a wide assortment of cellular functions and processes. He seats students in groups of five or six and explains the rules. During each turn, one student is going to pick a card from the component deck and read it out loud. Then the other students select a card from their hand (of four function/process cards) that they think best matches the card played. (This is more or less exactly like Apples to Apples.)

Now the critical thinking comes in. The student whose card was selected now has 60 seconds to make the case to the rest of the players that his or her card was in fact the best match. If the rest of the players agree with the argument, the player wins that round. If the players don’t agree, Dr. Mays breaks the tie by evaluating the argument offered by the player whose card was selected. The first player to win four rounds (i.e., to have his or her card chosen and to successfully defend that selection based on good science) wins the game.

Notes:

Folksonomies: education gamification

Taxonomies:
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/education/homework and study tips (0.377352)
/finance/personal finance/insurance (0.270636)

Keywords:
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Entities:
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Concepts:
Critical thinking (0.956429): dbpedia | freebase | opencyc | yago
Thought (0.702737): dbpedia | freebase | opencyc
Selection (0.673437): dbpedia | freebase
Endoplasmic reticulum (0.651014): dbpedia | freebase | opencyc | yago
Simultaneous action selection (0.639078): dbpedia | freebase
Game theory (0.614790): dbpedia | freebase | opencyc
Players (0.590614): dbpedia
The Players (0.586447): dbpedia
Logic (0.510423): dbpedia | freebase | opencyc
Natural selection (0.481925): dbpedia | freebase

 Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students
Books, Brochures, and Chapters>Book:  Cassie, Jonathan (2016), Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students, ASCD, Retrieved on 2017-03-10
Folksonomies: education gamification