Project 23 Week 3

The game I played is Sidekick Cycle. the game is trying to teach you can play a game using your skills to finish the race and collect what you’re supposed to collect within the time.the learning experience its trying to create is that finishing a race within time. the dominant form of interaction the player has with the game is using your finger to jump. this supports it by showing the player, you can finish a task within every timing if your smart enough. cognitive processes is most effected by this game because this game has a lot to do with thinking ahead of time to jump and pick up gears. it is a one player. the player interacts with the game by using their finger. the primary objective of the game is to master your racing skills. the objective reinforces the learning objective. the roles of this game is not to fall and fail while riding the bike. this complements with the game and learning objective because the player learns how to master at a skill to finish within time. the items that occurred while playing the game is scenario with mountains and clouds. the resources thats spent is every 387 downloads of this bike racing game sends a bicycle to an impoverished community. the conflict is introduced by showing a map that the player has to finish a map without falling or bumping against items. it is maintained and resolved by jumping overtime an obstacle comes the players way. the game prevents them from showing sometimes you have to follow the rules to win the race. it eliminates the fun because not everyone might want to play to collect all gears. they might want to play for fun. it might contribute because the whole point of the objective is to learn and master the racing skill. the challenges thats presented is the hills that come your way and the obstacles that come your way. the player must master in the jumping skills and collecting all the gears. the game is playful in a way almost like playing temple run. the most prevalent one is when you first start the game, you have to test out the challenges if you have not looked at how to play. the tension and resolution is controlled by jumping over the obstacles to finish the race and collect all the point. the story creates conflict by showing what can come across on your way. the map can keep going when you finish every level. you can also buy a pet with your points. the only thing required for this game is having points and enough gears to move to the next level. the game is based on collecting points behaviors are required for the game. the basic relationship between system elements is jumping over obstacles. you control the dynamics of the system by completing the task within time. there is no economy that exist in the game. the only new system that emerge from the game play is learning jumping too much can you fail the level. there is procedurally generated systems. the system about the benefit of every level is exposed to the player while it is hidden how to get the bike to ride faster. the game is fully functional. the game is complete and balanced. the game is very engaging. the choices to use your points to continue the game when you fall without restarting the whole level is meaningful. these relate to making smart choices to use your points. there isn’t any part that is broken. picking the level on your map is a bit micro managed. the boring parts of the game is when it is difficult to find out how to get your bike to ride faster. there is insurmountable obstacles in the game. it is very easy to play the game. all you have to do is tap to jump. it takes less than a minute to learn how to play  the game. they can either look at how to play or just play the game to find out.

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About Robert O. Duncan

I'm an Assistant Professor of Behavioral Sciences at City University of New York, with joint appointments in Neuroscience and Cognitive Neuroscience. I also have an appointment as a Visiting Scholar at New York University. My research interests include cognitive neuroscience, functional magnetic resonance imaging, glaucoma, neurodegenerative disorders, attention, learning, memory, educational technology, pedagogy, and developing games for education.

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