Using the Game of Mastermind to Teach Experimentation
Megan F. Cole
Tested Studies in Laboratory Teaching, 2017, Volume 38
Abstract
Mastermind is a code-breaking game that utilizes critical thinking skills similar to those necessary for scientific experiments and analyses (Strom and Barolo 2011). It can be used as a cheap and easily implemented ice-breaker activity on the first day of lab that also promotes student engagement, communication and critical thinking. The only materials needed are colored crayons and student handouts (see Appendix A and B). Mastermind can be used to illustrate concepts such as controlled variables in experiments, the benefits of negative data, and dangers of over-interpreting data. By playing a simple and fun game in lab students are able to practice their critical thinking, communication and collaboration skills. Students can also concretely experience improvement in these skills with practice over a single lab period. We’ve found this to be a fun way to get both major and non-major students talking, thinking and motivated in lab from day one.
Keywords: experimental design, game
University of Houston (2016)