Monthly Archives: April 2016

project19week12

Today is another great opportunity to address some important points concerning the game The Secret of a Healthy Diet. As we mentioned in the previous blogs, a lot of propositions were made in order to modify the game. We were in a process of trying in analyzing the proposition, now we agreed on one proposition that allowed us to make some interesting modifications in the game. The same methods were still applied. For the apparatus, we still use paper, marker and  pen to make up the game. For collecting data, we used computers, notebook. Modifications were made in the presentation of the game. Players have the opportunity to choose which one of the two answer is correct. The rewards, the we mentioned in the previous blogs are still applicable. Responses are still measured according the players performance at school after playing the game.

The game is now presented  on a set of 18 cards. Now, instead of one card having one answer writing on it, now each answer card has two answers (A and B). Players have the opportunity to choose which one of the two answer is correct. There is a separate sheet on which players can read the instructions provided by the designer. To measure the responses, the performances of the players at school after they’ve played the game were considered. The conditions that were created and compared were students that have played the and those who did not. The experimental group was asking to play the game and the control group was not assigned to do anything. The data were still collecting on computer or notebook.

For the result of the experiment, a normal curve distribution representation with the mean of 100 were used. Students who kept playing the game had scores that fell on two standards deviation above the mean. However, those who did not spend too much time playing had scores that fell at one to two standard deviations below the mean.

Project 5: Week 12

There were four subjects that were used. They were recruited at random. Kids from the age thirteen and older were included. Kids who were twelve and under were excluded. The four subjects were given the rules of the game and told to complete the game. In order to get the competition started, each player needs to roll a six. The latest songs were used to present the game. Artist such as Future, Bryson Tiller, and Chris Brown were used to collect data. The song you land on is what determines if you continue your journey to the party or if you go all the way back to your room. Each subject was told to roll the dice. The number that showed up on the dice is the amount of spaces they have to move. The idea is to stay clear of any songs from Future. Those songs cause people to become stressed. When you become stressed it causes you to become antisocial. Therefore, you aren’t able to make it to the party. Instead you stay in your room. It proves that the type of music you listen too affects your emotion. Music that promotes happiness will make you feel happy. Music that promotes drugs as fun will only cause you to take them and eventually you will become depressed.

Project 8- Week 11

Speed Into Math

Learning Objective:
The game is trying to teach students the concept of math, and their area of struggle. To analyze each word problem to identify the given information and to develop strong problem solving skills. I am making a game that is suitable for beginners and non beginners who are just starting to become familiar.
They are to solve math problems along their way.

Formal Elements:
2-4 players may be engaged in the game. The way the players interact may be competitive. The primary objective of the game is to reinforce the learning objective.

The rules of the game is each player begins at start, their goal is to reach to the finish line.
player is required to roll a dice.
if they land of a pick a card, they are to grab a card from the math deck and solve it.
If their answer is correct they move forward 3 times
if their answer is wrong they move back 2 times
they goal is to get to the finish line before anyone else does,
the math deck is based on their grade level and struggle

The conflict between players are maintained, each player is to focus on reaching to the finishing line by solving word problems.

Boundaries: The game prevents players from behaving frustrated because of the struggle they might have with word problems. To prevent they may seek help from other players. if they solve it correctly they move forward 5 times and if wrong they move back 2 times.
the game is competitive

Dramatic elements:

Students motivation is to get their superhero to the finish line

Challenges:
challenges represented to the player are the word problems.
The skills the player will learn to master is analyzing word problems and being able to develop strong probem solving skills

Functionality:

The game is functional and complete.

Fun:

The game is engaging and the elements supports engagement to learning. The math deck are based on the area of struggle and grade level.

Project 9- Week 11

Rise to your Ability- The Scavenger Hunt

downloadThis game is trying to teach homeless people that live in shelter different skills that can be useful for a particular type of job or to help improve their abilities. The goal of this game is to help homeless people find a job base on the skills they preform best. Also to help them find places around the area that can benefit them. The learning experience is being able to gain new skills that can be beneficial to get a job or to get them out of homelessness.The dominant form of interaction the player has with the game is the ability to do what they want. They have the free will to choose how to play the game. But there are certain rules they must follow. For example the player cannot more on to the second task without completing the first task. This supports the learning objective because each gamer can develop the same skills in different ways. Also the player must complete each task step by step as it is written on the card.The behavior processes system is most affected by this game design. The game design attempt to affect this system because everything about this game is based on the gamer’s behavior.

This is a multiplayer game. The players can interact with each other or even help each other on a certain task. Players can get more points for assisting another game through their task. This game is a competitive game. It is competitive because each player is aiming to win the game because there is a big prize for the person who finishes and completed each task given.The primary objective of this game is to allow the homeless players to broaden their skills so that they can find a job based on the skill they are really good at. Also so that they can use those skills to make their life better. The game objective reinforces the learning objective because both are trying to achieve the same purpose.

There are a few rules to this game. Number one, each player is not allowed to move on to another task without completing the task before it. Number two, no cheating. When caught cheating the player will have to wait 5 minutes before continuing the task. This complements the game and the learning objective because it gives everyone the opportunity to develop the skills intended.Throughout the game players are given the opportunity to collect fake money from each task completed. Each card has a certain amount of money that will be awarded. The resources can be spent by collecting the fake money from each take to trade it in for something they may need to help their homelessness. The fake money is what governs the exchange of resources.Conflict between game elements is introduced by how well the player knows the area they live in. There is a possibility they may get lost or doesn’t know where a particular place is located. It can be maintain by working together with someone or search around so that they find the place. It can be resolved by asking people on the streets direction to a particular place.This game prevents players from behaving in a negative way because they need to be positive in order to beat the game. This limitation is fun because it builds their character and determination skill. Makes them want to strive to win against the other player. It contributes to the objective because they gain skill just by working had and having the mind set to beat the game.This game ends by receiving a grand prize. The player that wins gets awarded with a lot of money and a job interview for the skill which best fits them.

There is no main character in this game. The motivation is the grand prize at the end of the game. The character is the player.The challenges presented are the task. Each player will need to complete the task in order to move on. The skill the player must learn is the skills that particular task is trying to teach.The premise of this story is to help homeless people develop skills so that they can find a job or so that they can help better themselves.This game is playful because it has a lot of mini games in this one big game. All of these plays are most prevalent because each is working on a particular skill for the player. In Bartle’s taxonomy all the different types of players are most likely to enjoy this game.The information that is exposing to players is the grand award they will achieve if they win the game. The information that is hidden is that each task they go through they will gain a new skill that can help them to get a job. Players interact with the system good because they will gain a lot from it. The players control the system by having the free will to do what they want. The players receive feedback from the game by the awards they get from completing each task before the next player completes it.

This game is fully functional.This game is very engaging. The elements that support engagement promote learning by allow them to develop new skills that can be helpful to them in the future.This game is very easy to play. It does not take long to learn how to play this game. The instructions are direct and very easy. The players learn how to play by listening to the direction of the game spoken by the game director in the beginning of the game. Also by the directions presented on the card.imageshh

Project 20 Week 11

I have the beta of the game tested and it went quite well again.  No new improvements has been made because I have received good feedback so far.  However, I am still thinking on how I can make this game even more fun.  it will take some time because I am thinking about every possible angle but so far I am not able to proceed with a valid improvement.  I added more questions to give the contestants more opportunities of trying to gain more points in order to win.

Project 20 Week 10

Noticing how quite entertaining this game has evolved by adding a few more questions is impressive.  The players were intrigued by the game.  They became fascinated by trying to roll the highest number on the dice to achieve an opportunity of answering a question to gain that amount of points to their overall score.  This is needed to win the game in the long run.  This game has evolved impressively and the contestants were truly astonished by the amount of fun they had with the game.

project 5: week 11

My game is called McKinley High’s Home Coming. The game is trying to teach the player that the music they choose to listen has a major effect on their emotional health. The dominant form of interaction is player versus player. The cognitive process is affected the most by the game design. It teaches the player to make better decisions when it comes to music. There are 4 players involved in the game. They interact competitively. The objective of the game is to get to the party first and win the game. The rules of the game are to roll the dice and get a six in order to be able to come out your room. Once you are born you are able to make your way around the board in order to attend the party. Once all four of your pieces make it to the party, you win the game. The board is filled with songs from all types of artist. If you land on a song from Future, you become depressed and you have to go back to your room. If you get a double your able to roll again. The conflict is introduced from the beginning of the game. The player who rolls a six first obviously has the upper hand. The conflict is maintained by one player doing better than the others. It is resolved by a player winning. The game only allows the players to move one way on the board. It allows more of a fun challenge for the players. The game ends by the players getting all four of their pieces to the party. The challenge that is presented is to stay clear of any song by Future. His songs cause people to become depressed and they can’t socialize with others. Therefore they have they go back to their room. Yes, the elements promote the players to choose better music. Music greatly influences our emotions. The wrong ones can cause us to become greatly depressed.

Project 5: Week 10

There were four subjects that were used. They were recruited at random. Kids from the age thirteen and older were included. Kids who were twelve and under were excluded. The four subjects were given the rules of the game and told to complete the game. In order to get the competition started, each player needs to roll a six. The latest songs were used to present the game. Artist such as Future, Bryson Tiller, and Chris Brown were used to collect data. The song you land on is what determines if you continue your journey to the party or if you go all the way back to your room. Each subject was told to roll the dice. The number that showed up on the dice is the amount of spaces they have to move. The idea is to stay clear of any songs from Future. Those songs cause people to become stressed. When you become stressed it causes you to become antisocial. Therefore, you aren’t able to make it to the party. Instead you stay in your room. It proves that the type of music you listen too affects your emotion. Music that promotes happiness will make you feel happy. Music that promotes drugs as fun will only cause you to take them and eventually you will become depressed.

project 5: week 9

My game is called McKinley High’s Home Coming. The game is trying to teach the player that the music they choose to listen has a major effect on their emotional health. The dominant form of interaction is player versus player. The cognitive process is affected the most by the game design. It teaches the player to make better decisions when it comes to music. There are 4 players involved in the game. They interact competitively. The objective of the game is to get to the party first and win the game. The rules of the game are to roll the dice and get a six in order to be able to come out your room. Once you are born you are able to make your way around the board in order to attend the party. Once all four of your pieces make it to the party, you win the game. The board is filled with songs from all types of artist. If you land on a song from Future, you become depressed and you have to go back to your room. If you get a double your able to roll again. The conflict is introduced from the beginning of the game. The player who rolls a six first obviously has the upper hand. The conflict is maintained by one player doing better than the others. It is resolved by a player winning. The game only allows the players to move one way on the board. It allows more of a fun challenge for the players. The game ends by the players getting all four of their pieces to the party. The challenge that is presented is to stay clear of any song by Future. His songs cause people to become depressed and they can’t socialize with others. Therefore they have they go back to their room. Yes, the elements promote the players to choose better music. Music greatly influences our emotions. The wrong ones can cause us to become greatly depressed.