Deadly Distribution helps students understand the Central Limit Theorem, sample size, and sample distribution.
In Deadly Distribution, the student assumes the role of regional disease control director for a small nation. A deadly infection is rapidly spreading through the area, and the student must gather data about infection rates to decide how to allocate resources and ration limited treatments and vaccines, sending them where they are most needed.
To most accurately reflect real-world statistics, Deadly Distribution uses the SIR model of epidemiology and realistically modeled sampling techniques. This allows the student to see both the patterns and unpredictability of statistical data while experiencing unique, challenging gameplay.
Deadly Distribution emphasizes the tradeoffs required by statistical sampling. Larger, more accurate samples are more expensive, while smaller samples are cheaper but provide less useful information. By playing Deadly Distribution, the student will gain a better understanding of how sample size, variance, and cost interact. Only by balancing these factors and being mindful of the data can the student contain the disease, save the population, and progress to the next level.
Instruction on the Central Limit Theorem and related topics connects with game concepts to help students ground their understanding of difficult topics. Feedback at the end of each scenario helps the player understand how their interpretation of the data has affected the outcome. After playing Deadly Distribution, students will have a strong foundation upon which they can move into more difficult concepts in statistics.
Urick, A., Wronowski, M., Wilson, A., Wilson, S., Thompson, W., Elizondo, J., Ralston, R. (2017). The effect of a strategy game on academic and affective outcomes for statistics instruction. Computers & Education. Accepted.
Best Web-Based game: Deadly Distribution. 10th European Conference on Games Based Learning. (2016).
3rd Place, Best Overall Game: Deadly Distribution. 10th European Conference on Games Based Learning (2016).
I was the primary instructional game designer for Mind Your Own Budget. I was in charge of defining the game mechanisms, instructional content, and evaluations used in this learning experience. I worked directly with developers, artists, and subject matter experts to ensure that the instructional experience was both engaging and effective at achieving the required learning objectives.