Final Project Idea

28 Mar 2024

Project: Reverse Bingo

Team members: Jennie Parrott, Candace Huynh, Matthew Matsuo

Overview

The problem: Educators face the challenge of keeping students engaged and effectively supporting their study habits. Traditional educational games like bingo, while useful, often fail to fully capture students’ sustained interest or offer deep learning engagement. Reverse bingo introduces a novel twist on this classic, promising a more dynamic, strategic, and interactive learning experience. This approach aims to rekindle student enthusiasm for game-based learning, making study sessions more engaging and productive.

The solution: A reverse bingo app tailored for educational use, designed to captivate students’ interest and enhance classroom engagement. This app features customizable content to match curriculum requirements, supports real-time participation to foster a competitive learning environment, and offers analytics for educators to monitor progress.

Approach:

The reverse bingo app serves two main user groups: students and educators. Each group has distinct capabilities within the app to enhance the learning and teaching experience. Every player gets a card consisting of 25 squares with definitions to questions. The instructor generates a random question and reads it aloud. If the student can match the definition/answer on their bingo card to the question, they can mark the square the definition is on. The first student to mark five in a row wins.

Possible mockup pages include:

Use case ideas:

User Registration and Login:

Joining a Game:

Playing the Game:

Beyond the basics:

Viewing Scores and History: