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Epsilon
Entertainment
Whitepapers
Description of our years work
We strive for the best in every aspect on our company.
Pomperaug
Epsilon Entertainment
5/10/2008
Contents
The Team..............................................................................................................................3
Introduction..........................................................................................................................4
Research...............................................................................................................................6
Process Flow Chart..............................................................................................................9
The Concept.......................................................................................................................10
The Game...........................................................................................................................11
Bibliography......................................................................................................................12
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The Team
Group photo
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Introduction
Pomperaug High School students. The goal was simple, helping younger students
succeed, and better their future. Not only did we want to help our fellow students, we
wanted to entertain, engaged, and most importantly, teach. As a group of students that
must work together to get any work done, it was necessary that we put one more variable
into our product, collaboration. With in our first brainstorm meetings we had successfully
chose our leaders, company name, and a basic website design. Junior, Philip Simmons
(President) and senior, Steve Northup (Vice President) were chosen by the team to lead
and conduct for the next 6 months. Both Simmons and Northup had previous years of
experience in, what was, the Information Technology Leadership Academy and were
looking for a future in the industry. After picking out key players and getting an idea of
After careful research of Connecticut Mastery Test, along with SAT, and CAPT
Physical Science had significantly lower scores than reading, mathematics, and history.
Clearly we found our target subject. For a group of students inspiring to become
engineers, graphic designers, and business leaders this stuck home hard. We know how
important basic science is to succeed in life, and students need to know the subject now
more then ever. With global technology on the rise the world needs engineers and
scientist, and problem solvers. With a new generation not knowing this particular subject
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may mean a different future for not only technology, but the people who live in a tech
savvy world.
Epsilon landed on a specific topic inside of Physical Science. Basic Physics, first
because it is what eighth graders are learning coming into high school, and it is the basis
of what freshmen learn in their first year of high school. Second because it is usually the
most popular subject in American high schools. It tends to be nature to have an interest in
physics, most kids have played with dominos, and all gamers want realistic physics.
Experimenting and manipulating objects is just plain fun inside of video game, which is
why Epsilon chose to considerate on simple machines. Our team set out to research
professional findings on the topic, and we were surprised at what we found. Research
shows that students want a new, interactive, and fun median to learn.
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Research
would both teach, and allow students to have fun undertook, and studied research.
conclusions were made. In the study undertaken by the AAPT, the six member board
reviewed middle school physical science text books for “scientific accuracy, adherence to
effectiveness of the material for the grade for which it was presented.” Hubisz also noted
“My colleagues and I recorded instances in which material was inappropriate for the age
level of the students for whom it was written” This just shows that book manufacturers,
editors and authors, are not publishing the correct information or engaging the student
enough, which is making it difficult to tech, to the level of 6th-8th graders. The AAPT
board went further and “…determined that, according to the criteria we set forth, none of
the 12 most popular middle-school physical science texts was acceptable.” This just
shows that the current way that middle-school students are being taught the sciences is
dislike of science and inability to “get it””. This just told Epsilon Entertainment, that a
new medium had to be created that would teach kids science, but at the same time keep
them engaged and learning to like the sciences. This same article also found that the
United States lost its “edge” against the international community beginning in the middle
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school years, so it was clear that something had to be done to stop the slide vs. the global
competition.
Another piece of research that Epsilon Entertainment has obtained, and is using in
formulating the game in production, was the Texas essential knowledge and skills (known
as TEKS). In the TEKS handbook, there are six objective areas that a student in the 8th
grade should know upon entering high school. The very first objective is “the student will
requirements that EE believes that our new game can address. However the objective that
Epsilon Entertainment, can most effectively address is the fourth goal and its sub-goals of
“The student will demonstrate an understanding of motion forces and energy.” This goal
CAPT test there are five rankings going from exceptional to poor, with the passing grade
being a three. In the state of Connecticut almost one fifth of students in the tenth grade
that took the test did not pass the states standards. This just shows that if science is
emphasized and enforced during the middle school years, scores are likely to rise
significantly.
Epsilon also found astounding statistics on how many students are playing video
games. David Walsh, Ph.D. of the National Institute on Media and the Family found this
interesting information. “9% of American children now play computer or video games on
a regular basis. Children between the ages of seven and 17 play for an average of eight
hours a week.” Another poll done by Business Week Magazine had this to show. “The
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study polled 4,000 kids up to the age of 15-years-old (both boys and girls) and discovered
that 61 percent play video games on a daily basis.” Kids are playing video games. Why?
Simple. We found that in this new generation of kids are being placed in a world of Ipods,
flat screen, and a new kind internet. Almost everything is instant, and with that,
entertaining. Electronics are being marketed from children from ages 3-10. Digital
cameras, televisions and computer programs are things that one would think an adult
would want. JULIAN E. BARNES of the New York Times has this to say about the
subject “Pre-teenage boys who might once have spent hours building Erector models,
now play mostly with video games, remote-controlled robots and other toys of the
electronic age.” Companies are now selling LCD televisions, fully Digital Cameras, and
electronic game systems designed, colored, and made just for kids. These products are
made durable, and kid friendly which is changing how they grow. We believe that kids
who grow up in this kind of atmosphere are expecting the same from our schools, who
are not bearing in mind this concept. This could be a major reason why students a starting
to loss interest in our curriculum. Education is just not as interactive as the world that’s
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Process Flow Chart
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The Concept
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The Game
Game description, level design, how it was created, programs, trial error, final product,
screen shot
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Bibliography
• http://query.nytimes.com/gst/fullpage.html?res=9E02E5DE1331F933A25751C0A
9679C8B63&partner=rssnyt&emc=rss
• "CAPT Results." Region 15. 2004. Regional School District 15. Mar. 2008
<http://www.region15.org/captscores.shtml>
• Hubisz, John. "Middle School Texts Dont Make the Grade." Physics Today. 2008.
• "TEKS Grade 8." SSC. 2001. Texas Education Agency. Mar. 2008
<http://www.tea.state.tx.us/ssc/teks_and_taas/teks/teks8.htm>.
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