Video Gamer

Updated: April 6, 2004

Virtual Classroom Tour

Video Gamer 
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Students assume the role of video game developers to learn about central tendency and to understand how data can be used to make decisions. They conduct a survey, interpret the data that they collect, and determine the appropriate audience for a new video game. Business skills are used as students write a memo to the CEO of a hypothetical company explaining their choice of audience for the game, and create a presentation for the board of directors of the company. For extra credit, they write and produce a commercial for their game.

“Some [students] focused on how the data graphed and clustered, while others strictly used the measures of central tendency, and still others used combinations of the measures and the graphs... We had a great discussion about this at the end of the project.”

Dora Swart, W. F. West High School

Objectives

Students learn how data can be used to make decisions.

Students demonstrate an understanding of the measures of central tendency and analyze measured results.

Students make decisions based on their findings and support their decisions with evidence.

Learning Areas

Math

Language arts

Levels

14 to 15 year-olds

Software

Microsoft® Excel

Microsoft PowerPoint

Microsoft Word

About Virtual Classroom Tours

Virtual Classroom Tours are created by educators and selected for publication by the AACTE Innovative Teachers Advisory Board. To learn how to use VCTs in the classroom, click on the links below:

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