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Solving mysteries isn't just for the X-Files and other TV shows, it's science! In Ghost in the machine students are special agents investigating paranormal phenomena. It is a thrilling context for pupils to learn about electromagnetic induction, in order for them track down the ghosts, and even explain their existence.

The activity is a class game where groups of students are competing against each other. The game lasts about 70-80 minutes, and consists of:

  • Video drama sequences where students (in mission control) follow 'live' the progress of their field agents in a haunted, disused factory.
  • Experimental and decision-making challenges, where groups compete to, for example, construct simple pieces of equipment that the agents need.

Ghost in the machine is a 'learning adventure game' designed to be straightforward for a teacher to operate, with one computer and a big display screen. It is played with the class as a whole, not by individuals with their own machines.

The resource files consist of:

  • The game software.
  • Teacher information (the first screen of the software) - a 'quick tour', and 'teaching point diagrams' screens for recapping the learning.
  • Pupil sheets for the challenges and homework.
  • Teacher and technician notes.

Browse this CD ROM and open the 'sycd' folder. Within 'sycd' you wil find the folder 'gitm'. This should be copied from the CD ROM to your hard disk before playing. The game will not work properly from the CD ROM because full screen video files are very large.

Ghost in the machine begins with a team set up screen. Then 'live TV links' introduce the field agents and the mission, and show their progress through the haunted factory. When they find a broken 'ghost detector', the pupils are set their first experimental challenge - to repair it. It is a problem solving task to assemble the basic electromagnetic induction circuit. Further challenges include using a motor as a dynamo, and analysing magnetic field and current data.

There is an option to finish the game in a later lesson, or to preview any part of it in advance.

© ASE 2002