Project 3- Week 7

This week I designed my game.The name of my game is called Cloud Nine. The learning objective of this game is to try to inform people (smokers and non-smokers) about marijuana. The primary interaction that the player has with the game is guessing correct answers using cards that the player himself can’t see but the other teammates can. The player can ask questions to help find the answer, but they can only be yes or no questions. This supports the learning objective because the repetition of these actions will help them memorize and learn about the key facts about marijuana. The cognitive behavior process will probably be most affected by the game design. The game attempts to affect this system because players will be able to learn and must use critical thinking skills to find answers. In this there can be a total of 6 to 8 players who can be engaged in the game each round. This game is both cooperative and competitive because as the player you’re depending on other players to help obtain the correct answer. However, it is also competitive because although the teammates are helping you obtain the correct answers, you’re also trying to lose all of the chips so the person who is able to guess all of their cards correctly and has the least amount of chips will be deemed the winner of the game. The primary game objective of this game is to teach others about marijuana, using key facts and terms. The game will reinforce the learning objective through repetition.

The rules of this game are pretty simple. Each player begins the game with 3 clear chips. They must place a head band on their heads which has a clear slot for them to insert their cards. Players are not allowed to look at their own cards, only the teammates can see the cards. Each player has a total of 60 seconds to try to guess the information on the card. Players can only ask questions which will only be answered as yes or no questions and only one hint can be allowed. Questions such as it is a person? Place? Or thing is acceptable. Questions such as does it start with an M or what does it rhyme with are not permitted. As the game after 1 round is completed players who are unable to guess the correct answers for their card switches to a different card. If a player is unable to guess the answer for their card after they’ve gone twice (2 attempts to guess. 2x 60seconds.), the player will gain another chip. This helps the learning objective because it motivates players to continue to play and guess the answers. This also conflicts with the learning objective because it makes it a little harder to actually win the game, so players might be more focused on trying to win the game rather than learning. Conflict between the players occur when they gain chips for not guessing the correct answer after two rounds. It’s only resolved when they begin to get correct answers this will help them loose chips and hopefully win the game. The only boundaries that this game has are that it will prevent players from asking certain questions which will eventually give the answers away. This will contribute to the objective because these way players are learning and are not being spoon fed the answers by their teammates. The game ends when one person has no chips left. But if the game continues for an extended period of time the player with the fewer chips is the winner. Also, after the game players will be tested on their knowledge to see if they really learned from the game.

The players must learn to master the cards to help them learn the key facts of marijuana. The game is playful because players are competing to get rid of the chips all while trying to guess the correct answers. According Bartle’s Taxonomy this game will probably appeal to the achievers, because they’re able to learn about marijuana and try to achieve the goal of the game by playing to learn and loose chips. Only index cards, facts about marijuana, head bands to hold the index cards and a small hour glass. The only properties required for the game system are the clear plastic chips. The basic relationships between system elements and is guessing the right answer and losing a chip or not guessing the right answer for two rounds straight and gaining a chip. The player’s decision ultimately controls the dynamic of the system. The item on the card is hidden from the player. Players receive feedback from the game when they take a questionnaire which will test the knowledge gained from the game. This game is functional. This game is complete all voices and aspects are represented in the game. I think the game is a little imbalanced but it’s imbalanced to help make the game more interesting and more fun for players. This way the player will be learning. This game is engaging it helps promote learning through guessing and basic repetition. Also cards will have little definitions and key points on the cards which will help players learn. There are no choices that are meaningful to the game. But the way questions the players ask will help them when trying to decipher the correct answer. I think it’s fairly easy to play this game. It shouldn’t take more than about 15 to 30 minutes’ maximum to learn the game. A sheet with rules was given to players in order to inform them of the game mechanics and rules of the game.

In this week I also worked on the apple picking tutorial in this tutorial I had to create a game where the apple falls from a tree and a basket will catch the apples. Creating the game objects and material was easy to create i didn’t get far in the tutorial. I successfully created some C scripts for the apple tree, and the the basket. I didn’t get too far because of problems in the c scripts.

This entry was posted in Project 3 on by .

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.

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.