In this Remarkable Idea, students will play a game as an introduction to using flowcharts. Flowcharts can be very simple or very complex graphic organizers. Students can use flowcharts to assist them with learning new tasks or as a cognitive support for remembering the process for more difficult tasks.
- Critical thinking
- Cause and effect
- Alternative methods of access
2. On the floor (using masking tape) or a white board (using markers) create a flowchart.
3. Example flowchart for the game:
Start (shape=squircle) > Spin (shape=rectangle) > Did you gain points? (shape=rhombus) > flow line “no” should lead to “next players/teams turn” (shape=rectangle) AND flow line “yes” should lead to “Do you have 10 points? (shape=rhombus) flow line “no” should lead to “next players/teams turn” (shape=rectangle) AND flow line “yes” should lead to “You win” (shape=squircle).
4. The “Next player/team’s turn” box should have flow lines connecting to another box that says “Did the other player/team go?” flow line “no” should lead back to “Next player/team’s turn”, flow line “yes” should lead back to “Spin”
2. The first team follows the flow chart and spins.
3. Using the iTalk2, they answer if they scored points or not and follow the appropriate flow line.
4. Keep track of each player/team’s points, the first team with ten points wins.
Terminator: marks the beginning or end of the process; represented by a rectangle with rounded corners or squircle.
Flow line: denotes the direction of the flowchart; represented by a ray.
Process: a step in the flowchart; represented by a rectangle.
Decision: the end of the chart; represented by a rhombus.
To add depth and make the game more fun, add extra steps to the flow chart (ie. you could add a rhombus that says “Give up?” and a yes flow line to a rhombus that says, “you can’t give up, spin again!” and a no line that says “Keep going, spin again!”.)DOWNLOAD PDF