Title: Using the Game of Mastermind to Teach Experimentation
Url: http://www.ableweb.org/volumes/vol-38/?art=26
Author: Megan F. Cole
Author's Address: Emory University, Biology, GA
Email Address: megan.f.cole@emory.edu
Description: Mastermind is a code-breaking game that utilizes critical thinking skills similar to those necessary for scientific experiments and analyses (Strom and Barolo 2011). It can be used as a cheap and easily implemented ice-breaker activity on the first day of lab that also promotes student engagement, communication and critical thinking. The only materials needed are colored crayons and student handouts (see Appendix A and B). Mastermind can be used to illustrate concepts such as controlled variables in experiments, the benefits of negative data, and dangers of over-interpreting data. By playing a simple and fun game in lab students are able to practice their critical thinking, communication and collaboration skills. Students can also concretely experience improvement in these skills with practice over a single lab period. We’ve found this to be a fun way to get both major and non-major students talking, thinking and motivated in lab from day one.
Keywords: experimental design
Topic: Teaching Tools and Techniques
BEN Subject/Discipline Taxonomy: Teaching Tools and Techniques
Learning Resource Type: Assignment/Activity non-laboratory (DCMI Type Vocabulary)
Context: Undergraduate lower division 13-14
Format: pdf
Access Rights: This resource is for ABLE members only.
Rights: http://www.ableweb.org/volumes/copyright.htm
Conference Location & Year: University of Houston (2016)
Cumulative Rating: NOT YET RATED
Resource Comments:

(no comments available yet for this resource)

Log In: