Analysis

PROJECT DESCRIPTION

Decked Out Learning has been asked to create an Uno instructional program for a local middle school to help students strengthen their communication and other soft skills. Amlen notes in her 2019 article, “How to win your next uno game”, that there are over 600 types of uno. The introduction of house rules can further complicate the game.

Many children are taught uno by their parents or siblings, and rules can easily become muddled under house rules.  If the 11-13-year-old middle school students are to benefit from the game, official rules must be adhered to.  At the end of the instruction period, students between the ages of 11 through 13 will be able to play  Uno following the designated instructions 100% of the time the game is played.

NEEDS ANALYSIS

The desired outcome is that “children between the ages of 11 to 13 will be able to play the game Uno, following the designated instructions 100% of the time the game is played.” The current performance gap is that not all students play the same version of Uno, whether it be the deck or the house rules. The critical tasks include:

1. Rule familiarity
2. Card familiarity
3. Streamline gameplay for students
4. Uno variations

LEARNER ANALYSIS

Molnar and Hermann identified that students have lost social skills to prepare for a career in the 21st century. They also need to master 21st-century skills. These skills can be summed up into three categories: Learning (Critical thinking, creativity, collaboration, communication), Literacy (information, media, technology), and Life Skills (flexibility, leadership, initiative, productivity, social skills). According to a recent multi-year study, 75% of fifth and eighth graders are not proficient in 21st-century literacy skills (2017). Another study by the Organization for Economic Co-operation and Development (OECD) shows more than 20% of students are not learning basic life skills by age 14-15 (Oketch. M, 2021). 21st-century skills have always been important, but these skills have become increasingly vital in our rapidly changing workforce.

The OECD Programme for International Student Assessment (PISA) shows that students with higher 21st-century skills and a solid core math, reading, and science knowledge contribute to future economic health. Recent PISA data shows that student achievement in the United States is stagnant, leading the United States to fall from being the highest-scoring country to number 22 out of 74. This assessment shows the importance of incorporating 21st-century skills into our current school curriculums.

Although our target audience is young students in the fifth through eighth-grade range, anyone can benefit from participating in our course. All instructional materials will be aligned with 21st Century Leadership Skills Standards (OSPI, n.d) and P21 Framework (2009) to support our target audience. To engage our learners, students will participate in a course that helps them learn how to play the group card game UNO. While participating in our online UNO course, learners will develop their communication skills and social skills by taking turns and following the directions of the Uno game.

PERFORMANCE GAP ANALYSIS

Post-COVID-19, schools are seeing increasing deficiencies in students’ 21st-century skills. There is also a large consensus that our education system is failing to prepare students with the skills they need to be successful in the 21st century (Kay, 2010). Our world is rapidly changing, making it difficult for students to keep up with the latest skills and information. To bridge this gap, Decked Out Learning is determined to engage students in fun, real-world experiences, like playing card games, where they can practice and develop their 21st-century skills. By the end of our course, students will be able to communicate effectively, take turns, follow directions, and learn from failure.

CONTEXTUAL ANALYSIS

ORIENTING CONTEXT ANALYSIS

There will be equally distributed Context Orientation from the instructor, material, and students. Multimedia assets will have cues like bold print, italics, or highlighting.  The instructor-led will include verbal highlighting and responding. The final portion of the instruction will be students actively participating in their own instruction while practicing Uno with other students.

INSTRUCTIONAL CONTEXT ANALYSIS

As a part of the instructional design process

TRANSFER CONTEXT ANALYSIS

UNIT GOALS

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TASK ANALYSIS

1. Goal:  At the end of the instruction period,  students children between the ages of 11 to 13 will be able to play the game Uno following the designated instructions 100% of the time the game is played.

Step 1:   Setting up the game

Step 2: Demonstrate Shuffle

Step 3: Identify all 108 cards

1. Basic Uno Card
2. Colors

      c. Numbers

      d. Skip

      e. Reverse

       f. Draw-Two

       g. Wild Card

Step 4: Dispense Seven Cards

Step 5: Place the Remainder of the Deck Down

Step 6:   Flip the Top Card Over

Step 7:  Follow the Top Card

Step 8: Win round/Call Uno

Step 9: Play Uno until one player reaches 500 points.

Step 10:Score in Uno

Step 11: Play Uno Assisted

Step 12: Play Uno Unassisted

PROCEDURAL ANALYSIS

See Task Analysis.

INSTRUCTIONAL OBJECTIVES

Uno has been around since 1971, with very few changes. Mattel, the creator of Uno, has used the same red box, making it easily identifiable by most American children.   The level of complexity allows for many options, including nonprimary uses, as it is a well-known skill by most of the population; if not, it’s simple to learn.

Implementation Summary: At the end of the instruction period,  students between the ages of 11 to 13 can play the game Uno following the designated instructions 100% of the time the game is played. This will be achieved through instructor-led.  The objectives: Given a deck of Uno cards, the learner will identify, shuffle, and distribute the deck cards with 100% accuracy.  Upon completion of the instruction, Learners will demonstrate 100% of the time an understanding of Uno rules by adhering to game rules. At the conclusion of the instruction, the learner will accurately keep score 100% of the time.