1. Scoring points: In the scoring structure I tried to reward behaviors each round like minimal number of draws and maintaining a high accuracy level. I also didn't want a kid to be able to just keep doing poorly but getting more points just for persistence. (This feels like a metaphor for classroom grading policies...). As part of my class activities surrounding this game I will ask students to create a function that rewards these game behaviors using something like desmos.com to set up some sliders and view possible point values. Maybe some will actually figure out the function I have in the game itself.
2. Probability: I want students to be thinking about sample size, potential combinations, experimental vs theoretical. There is a high reward value for guessing the correct combinations without drawing be we all know how that will end. I anticipate many conversations when they get one wrong that shows 8 greens and 3 red and the actual composition in the bag that round is 2 green and 2 red.
3. Ending the game: I didn't want to have to program an end to the game and I wanted students to decide when that stopping point occurs. As the number of games played increases, the points possible for each round will reduce...and actually approach zero : ) I like that it is hidden in the game play and they will discover it as they get further along. #evilteacher.