FA16- Week 13- Project 17

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Question Killers

The game is teaching players how to deal with answering questions. It can help players enhance their skills in everyday subjects. The questions range from our typical learning criteria such as math, reading, science, and history. I am trying to teach a general skill of studying more. The cognitive is most affected because this game requires the players to use their head. The design doesn’t affect the system they complement each other. The game design affects the cognitive process of memory and decision making during game play. It attempts to affect the system because it’s up to the player to make the correct decision and have the muscle memory to remember what they have learned to advance.There is one player engaged in the game at a time. It’s a one player game so there is no other player to player interaction.

Abstract

The rules of the game is to answer as many questions as the player can without losing their lives. If the player loses all their lives they have to wait a certain amount of time for them to refill.Once the player beats the level the questions alternate from being easy to hard going to level three, then switches from hard to easy on the other levels. The resources that is spent is the amount lives the player has. The level of difficulty or easiness the player faces once completion of a level.

Conclusion

The game is for people that want to learn something from a different type of game. Its not the average game you see on t.v. that will appeal to most people but it has its specific type of appeal to a particular group of people. The game is also fun to play and adventurous at the same time. It makes you think outside the box and you’ll want to complete all the houses.

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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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