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3. Target Learners: Target activity learners: primary school and middle school students.
Target game learners: pre-schoolers.
5. Duration: One- two hours/day over the course of two weeks. Total time: 15- 20
hours.
6. Game Design Task: The students will be asked to work in pairs to design a top-down
computer game that will help a preschooler to learn their ABC’s by sight. In order to
accomplish this, they must follow these design instructions:
Design Instructions:
Game designers: your task is to work as a team to design a mixed computer/real
game for preschoolers that will help them to learn their ABC’s by sight. The game
will consist of both the software the game will be played in and physical, real world
game pieces in the form of cards to be drawn and played throughout the game.
Gameplay will consist of preschool students teamed up to play in pairs. Each pair
will have specific tasks within the game. One player (player 1) will be in control of
the computer interaction, while the other player (player 2) will be in control of the
cards. Player 2 will shuffle and draw cards in sequence and call out the letter
identified on the card to player 1, who will then locate the corresponding letter from
the card to the letter within the game. All cards must be drawn and all letters
identified/eliminated accurately in order to complete the level. The preschooler pair
may interact and share knowledge with one another in order to complete the level.
Once a level has been completed, the players will switch positions and
responsibilities and resume play.
So, the design problem is two-fold: first, design physical playing cards using
whatever design methods you choose; and second, design the video game.
6.1. Designers will create a deck of 26 cards, one for each letter of the alphabet.
The cards should be consistently themed and have easily identifiable letters in both
upper and lower case.
6.2. Design and create level(s).Using the selected software, decide on the
appropriate playing area and environment, that is, how big should each level be?
Should there be more than one level, or should the game be on loop using the same
environment? How should the player be able to move around within the level? For
example, is the default room an adequate space for the game, or should it be
different than the default? Once you have decided on the answers to these
questions, create the level in the game software.
6.3.Design and create player avatars. Decide how you want the player’s
avatars to look. Should you use the default characters, or let the players design
their own? How will this be determined?
6.4. Decide on and create the letter form sprites within the computer game
environment. Should they be similar or different to the game cards previously
created? Which will be used for game play: upper case, lower case, or both,
and why?
6.5.Decide on manner of attack. What method will the player use to
accomplish the goal of identifying the ABC’s by sight? For example, do the letter
forms appear in order at random, and how will the player interact with them?
6.6. Decide how levels proceed. Do the letter forms change behavior? How is
the player impacted as the game play progresses?
6.7. Decide how game ends. What is the “reward” for success? Are points
allotted and acquired, or is there some other manner of identifying victory?
7. The Main Purpose of the Game Design Task: The main purpose of the game design
task is to teach problem-solving skills, critical thinking skills, programming skills,
and the design process. Additionally, learners will be challenged to be creative
and collaborative.
Link https://www.yoyogames.com/get
10. Procedures: this game design activity will rely heavily on viewing of and
understanding of various tutorials (provided in appendix A. Once the design team
has viewed the tutorials, especially 1-3, they are ready to move into the design
phase.
Step 1 (1-2 hrs)- Team begins ABC card design as stated in the design
instructions (6.1). Decide on hand-drawn or computer designed cards and do
some initial layouts. Discuss among team members which are more successful
and why. Once you have settled on a design, begin to produce cards.
Step 2 (1/2-1 hr)- Team decides on game levels according to instructions (6.2)
Once that decision has been made, create first (possibly only) level.
Step 3 (1-2 hrs)- Design player avatars based upon team discussion and
awareness/understanding of players limitations. It might be interesting and fun to
have the players help, but it also might present some significant challenges in
terms of having usable art for screen depiction.
Step 4 (1-3 hrs)- Create letter form sprites (enemies?). This step will be more
involved as you’ll have to create all 26 letters, possibly in upper and lower case,
depending your team decision. Be sure to follow labeling suggestions from the
tutorials as there will be so many they may become confusing.
Step 6 (1-2 hrs)- Decide on game progression. Will the entire game take place
within one single environment, or will there be a progression of some kind, from
level to level? If so, how will player/ letter interaction change, or will it?
Step 7 (1-2 hrs)- How does the game end? Are points acquired, or is merely
identifying letters enough? Will there be time limitations, or no restrictions at all?
11. Research Questions: This game design activity will not include a research study. If it
did, however, the main research question I would be interested in would be, what
types of knowledge transfer occurred between learners, as well as what learning
occurred with the players?
12. Research Design: If a study were to be conducted, it would be a mixed
methods study. For the game designers, the study would be qualitative and
consist of a pre and post-assignment survey as well as observation of the
learners during the design and implementation phase of the game to
preschoolers, followed by semi-structured interviews with each learner, along
with a group interview.
Appendix A
(GameMaker Studio 2 Design tutorials)