Final Idea for Pitch - ITS

Guess What - Chemistry Edition

This is a game to practically teach chemistry and other topics through play. This truly brings interactive systems (ITS) into the classroom. 

ITS is a connection between the user and the system. In my system I want both the user and machine to share information and learn from one another. This system promotes team work and being collaborative. It is also a goal of this system to facilitate creativity and creation/experiments

Schools still teach in an absorption of knowledge method, rather than a more hands‐on, activity‐based education. [Collins Halverson, 2010] Schools are in this way limiting their students as practical skills especially in technology is important in all aspects of life nowadays. All facts and general knowledge doesn’t need to be remembered as it is all a few taps away at any moment, don’t get me wrong I also believe knowledge is power. However, it is much more important nowadays is practical skills, creativity, and problem solving skills.

I want to offer a better method of teaching in a more interactive and interesting way to keep students focused and interested. I want to teach skills in a way that students can actually use in their everyday lives or practice.

How it actually works:

The game consists of a workstation that allows you to create anything and do experiments to find how certain materials react and how to use them.

The workstation is both physical and augmented allowing a greater range of supported features.

The system gives you challenges and games to use these skills.

One example is a game where each user is given an element and the other user needs to ‘guess’ the element and each turn they can test a property or examine it in one way.


This system was first thought of as a game like guess who but with the elements of the periodic table and the questions had to be about attributes. This upgraded to be much broader and complex, allowing for real reactions and physical interaction. It is a interactive system with the goal of facilitating practical learning of skills.

A key direction I want to take is as new technologies and teaching style are invented they can be incorporated into the system.


References

ActiveVision. (2018, 10). ActivStation. Retrieved from ActiveVision: https://www.activevision.co.nz/interactive-panels/activstation/

Barnatt, C. (2017). DIGITAL GENESIS - The Future of Computing, Robots and AI. explainingcomputers.com.

Collins, A., & Halverson, R. (2010, Jan 12). The second educational revolution: rethinking education in the age of technology. Journal of Computer Assisted Learning, 26(1).

Connor, A. M., Marks, S., & Walker, C. (2015). Creating Creative Technologists: Playing With(in) Education. Springer Series on Cultural Computing, 35 - 56.

Google. (2018, 10). The new Chromebooks are here. Retrieved from Google.com: https://www.google.com/chromebook/

Proctor, B. (2008). Group Supervision: A Guide to Creative Practice. SAGE.