Sunday, February 9, 2014

Proposal Review for Brandon Lites

Review of proposal: "Ambient Algebra"

Proposal author:  Brandon Lites
(blog: http://blitescs460.blogspot.com)
Reviewer: James Vickers (jvick3@unm.edu)

Proposal restatement
         The proposal is to make a set of mini-games which teach college students algebra concepts when played.  The project seeks to address high failure rates in college math courses and low proficiency of students.  The games will be accessible online and the site will track user progress and provide facilities for leaderboards and achievements for players.

Reviewer reaction
         As a former math tutor at CAPS, I know first-hand many of the problems this article discusses.  Many students are not motivated to learn math early on.  They actually can get quite interested if the topics are presented to them in more relevant ways.  I think educational games are a good way to do this, if they can be made appealing enough for college-age students.  I, like many others, have learned skills from games.  I learned to type at a young age by playing educational typing games.

Quantitative scores

Format: 4
            Overall, the format is good.  I would consider trimming down the previous work section.  Some of the information included there does not appear relevant to the proposal.  The budget and timelines could be nicer (the budget should probably be in a spreadsheet or table rather than the way it's displayed).

Writing: 4
            The writing style is clear and concise, but the paper needs a proofread and polish - some sentences are missing words or have the wrong word if you read them aloud.

Goals and tasks: 4
            The timeline lists each member for 3.5 hours for the first two weeks, but at least 10.5 hours per person for each subsequent week.  Sounds like a risky slow start to me.  Otherwise, the timeline and its milestones seem reasonable.  I like how the timeline has a min-max range for hours worked each week.

Scope: 3
            Project is stated to be a supplement to mathematics instruction throughout the proposal.  However, at one point it is stated that "Ambient Algebra is designed to replace a student's homework in which they solve problem after problem".  I think this single statement may be a dangerous overreach of scope for this project.  This would likely cause backlash from universities, and it may not be best for students to practice for exams and quizzes in a totally different format (game vs. on paper).

Plausibility: 5
            Project appears perfectly feasible, and the author clearly identifies the technologies to be used.  There is, of course, a serious challenge to be had in making a game both fun and educational.  I think this may be amplified by the fact that the game is targeted for college-age students; I think marketing may be a key factor in getting these students to want to play games of this nature.

Novelty:  3
            Early in the article you say that, of existing educational math games, there are "none in which learning algebra is the secondary motivation of playing the game" (page 2).  Later, on page 4, you go on to say that "there are websites that offer games to teach algebra".  As a reader, I read the first statement as a claim that no game websites for math education existed (which I was skeptical of).  The second statement acknowledges the other games and explains the differences between them and your proposal.  The main novelties of the idea are a different target audience (college-aged instead of grade-school aged) and the use of leaderboards and achievement tracking.  It's not clear to me if the second novelty exists elsewhere already.
        
Stakeholder identification: 2
            Students (the main users) are identified as the major stakeholder.  The United States as a nation is sort of an implicit stakeholder in the article, through the discussion of its dismal test scores.  I think more should be said about some other key stakeholders, namely universities (who may suggest the site for students or even make donations of time/money to it) and people or groups that sponsor students (such as scholarship foundations or parents).

Support and impact: 3
            The project will charge a fee of $10 per semester for access.  The budget section of the proposal claims that "With around 1400 students taking this course each semester, we can assume a revenue of $14,000 dollars per semester."  I find this statement way too optimistic.  You can hardly expect every kid in a math class to buy the correct version of the textbook and a calculator as it is.  This claim also forgets that the problem it seeks to address (high failure rate of these classes) will also work to invalidate this projection - many students drop in the first 2-3 weeks from a lack of motivation or self-confidence.  The pricing model suggested may or may not be appropriate, as similar educational game websites instead collect revenue from advertising and do not charge their users any fees.

Evidence:  4
            Your motivation section (II) is SOLID.  Giving stats on the failure rates of early algebra classes at UNM and the relative scores of the nations of the world really highlights the issue your project seeks to address.  The budget could perhaps use a little more break-down and thought.  For example, programmers are going to be paid $35 per hour (when the national average is more like $45), and the workstation for the project manager costs twice as much as for a team member (though it's not clear why that is).

Challenges and risks: 4

            The main challenge discussed is making games that are both fun and educational.  Another one mentioned is making sure the games are relevant to common areas of struggle for students.  The only gave this section a 4 because I think another one exists that should be mentioned: convincing instructors to get over biases they may have about educational games so they may recommend this one for their students.

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