Digital Compass ©

Yep! It is yet another game we have up for review this week. This game is entitled Digital Compass. DC (Digital Compass) tries to teach the player to make good and not so good decisions. In order to create real life situations that will impact their future and their relationship. The game is attempting to create a twist of experiences of daily digital life. Digital Compass seeks out to engage the player, Operating under a cognitive process. The player learns to acquire and understand knowledge through thoughts , experiences and the use of their senses.   redbird 

Formal Elements

There are eight different players in the game. Each player interacts and teaches a different lesson. Some of the lessons include: relationships and communication, cyber bullying and digital drama, and self-image and identity. The primary objective of Digital Compass is to learn valuable digital citizenship skills by stepping into the shoes of eight characters to experience the twit and turns of the daily digital life. Just like any other solely recreational game , Digital compass uses the idea of a no rule theme and applies it to their educational game. With each character comes different conflict. For example, in the portion about relationships and communication, one character despised the fact that her friend and the star football player liked each other. She thought that her friend was wasting her time and that the football star was using her friend. By using communication and by not acting based on instincts, the character came to a positive conclusion that the football star genuinely liked her friend.

DIGITAL COMPASS ” Digital Compass is a creative and engaging way to spark reflection about the digital dilemmas that are routine in young people’s lives today. This dynamic platform is a great addition to Common Sense Media’s extensive collection of digital citizenship resources.”– Dr. Carrie James, Research Director of Project Zero at the Harvard Graduate School of Education

Digital Compass allows a positive and negative response to portray the outcome of making positive and negative decisions in daily situations. This contributes to the objective because the players experience the twist of daily digital life. The game ends based on the choices chosen during the different scenarios. The outcomes does not conflict with the objective, it reinforces it. The game is engaging. The elements supports obscure learning. There isn’t anything that is hidden to the player. Everything is exposed and far upfront. All the characters and the players interact with the system, control the system, and receive feedback from the system.

Get the App     AT&TPlay Online Now

Lets Get out there and Play Digital Compass It is very easy to play and only takes seconds .

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