Education Development Center, Inc. Center for Children and Technology
Wordplay Games: A vocabulary skill-building suite of games ...
Educators often take advantage of educational technologies as they make the shifts in instruction, teacher roles, and learning experiences that next gen learning requires. Technology should not lead the design of learning, but when educators use it to personalize and enrich learning, it has the potential to accelerate mastery of critical content and skills by all students.
This online puzzle adventure game promotes middle school students’ math and literacy learning. (Lure of the Labyrinth was developed under a grant from the Institute for Education Sciences awarded to Maryland Public Television, MIT's Education Arcade, and Fablevision.) It embeds math directly into a story line that engages students in an eerie world to prevent monsters’ world domination. Students are never explicitly told that they are doing “math,” but they must solve game puzzles using logic and understanding of the ways numbers work together in order to progress through the game.
The game is divided into three wings, each associated with a different pre-algebra concept:
Each wing contains three increasingly difficult puzzles presented without any explicit instructions. Students must experiment to figure out how to solve them. Lure of the Labyrinth’s messaging system promotes deeper learning skills by encouraging teammates to correspond with one another and strategize about the game.
Common Core State Standards: Lure of the Labyrinth games aim to improve Common Core proficiency and deeper learning skills, and align with these Grade 5-8 Common Core State Standards.
Why teachers use Lure of the Labyrinth in their classrooms
Technical Education Research Centers (TERC) performed a full evaluation of Lure of the Labyrinth. Highlights of the findings:
The Education Arcade of MIT used NGLC funding to launch a nationwide contest, the Labyrinth Challenge, to encourage Lure of the Labyrinth’s widespread adoption. Contest promotional efforts targeted:
Promotional efforts secured over 30,000 student accounts, 25,000 of whom actually played at least one puzzle. While the Challenge focused on students in the U.S., viral promotional efforts reached teachers outside of the U.S. including but not limited to Australia, Canada, Qatar, and Singapore.
Long Term Goal: Lure of the Labyrinth developers—Education Arcade at MIT, Maryland Public Television, and FableVision—will continue to support Lure of the Labyrinth’s availability and its associated support materials, currently hosted on Maryland Public Television’s Thinkport website.