The Student's Journeygo to Game of Pikmin

From their homes students travel on a long journey using their minds which often collide with new and confusing experiences. As if waking up with different parts of their brains scattered and disconnected, they need to learn new skills and executive functions to survive in the unfamiliar landscape of the future. Unable to survive for long without learning new, difficult skills they have about 4 years to reinvent themselves if graduation is to be a successful event that launches them into a new level.

With only limited skills and a naive viewpoint, students must somehow find the scattered parts of their brains and organize their critical thinking before their hormones eat them alive.

Wandering around, students bump into strange numerical relationships and logical concepts that when manipulated produce bizarre outcomes that probably look as strange as a carrot walking around on two tiny legs.

These numerical relationships and logical concepts are called mathematics and they are allies and helpers and there are hundreds of them. Mathematics come in a variety of different types with different applications. Students must understand the strengths and weaknesses of math in order to master the control of math so that they may command math effectively if they are to navigate the hazards, solve the puzzles, avoid the predators, get their minds together before graduation.

™Pikmin, Olimar and Hocotate are trademarks of Nintendo. © 2009 Nintendo.