Jump to content

Teacher Experience Exchange

United States - English

Learn and share – exchange lesson plans, tips and questions with other teachers.

null

Video gamer (virtual classroom tour)

Video gamer (virtual classroom tour)

In this lesson, students 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.

1 Rating

Video gamer

"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

This content is reprinted with permission from Microsoft. For additional content, please visit http://www.microsoft.com/education/default.mspx.