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@alba.monedero MCDEM La Salle Barcelona

edukgame.wordpress.com    

THE PLAYER SCREEN  

Screen to follow the progress of the player and, at the same time, they can view stats and other results from peers connected to the same network.   In this screen they will have to choose their avatar, related to the profession they would like to follow the path. The avatar will appear bare from any features, which will be a d ded a l o n g t h e l e v e l s gathered. The avatar will not only build its own “life” (uni, starting a new job,

getting a house, marry, etc), but all of them will be reflected in a multiplayer screen. This is where all the other gamers of the network will fund a new city, built by the students thanks to their improvements along the game.  

REWARDS PANEL     The players will be gathering

points for surpassing the exercises, but at the end of each level, they will have gained r e w a r d s t o i m p r o v e t h e performance of their avatars. They could choose which path or another to follow among some options given by default, to grow on every step of life. There will be recommendations about which path to choose, where the system gives hints for a better future of the avatar.  

There can be the risk for not taking a good option, so they won’t be able to arrive to some of the goals on the highest level.   There will be also a complementary data about the profession chosen, with messages to motivate the enthusiasm towards the game.

ANIMATION SCREEN    

The first screen on all levels will be an animation where the player has to make the test to gather points to have more opportunities during the next drills.   The animation will have to be related to the subject chosen (EX: Maths, Science, English), and it will focus in a specific word cluster (EX: Maths – equations / English – parts of the speech).

The words will be explained with an story animation, in which the meanings will be displayed in its real life environment. It will be a way to reinforce the learning by introducing them in a real-life scenario , where they can see how the material learnt can perform in reality.

During the animation there will be displayed different kinds of tests, where the player quickly review what just learned. He or she will have to surpass them in order to gain points for being able to survive in the next screens. If they lose all their points, the players will have to repeat the first screen again. However, the animation will be open to review at any time of the game, as well as any of the other tests if the player wants to practice the vocabulary. Once they have passed the screen, and gain points to have more life on the next games, the words that are mean to be learnt for each level, will appear with its definition close to the elements to have a visual recognition.   For EAL there will be an option to be read in their language.  

ANIMATION SCREEN    

DRILL AREA  

Once they have tasted a bit of the CALP vocabulary, they will have to practice with a series of exercises based on classic word games:

HANGMAN VISUAL CARDS

SCRABBLE CROSSWORDS

The games will be independently from the level, the player could chose them in any stage, repeat them in any moment with no relation to the rewarding system, but just for practising. There will be two mode of playing: competition and practice.

DRILL AREA   During the exercises, besides

the definition, there will also be another resources (graphic, external info, etc .), to reinforce the visualization of the concept. It would be linked to the first interactive screen.  

The player won’t be able to access to the next level until he has not reach a minimum in the drill exercises.

 Every three screens, the

player will have a major

assessment in order to

surpass to the next level.

The test can be to pass

the interactive screens

again, this time with no

mistakes, and filling up

the definitions of the

words learned. There

could be fill in blanks

too.

ASSESTMENT SCREEN

Principles of

GAME based LEARNING

P r o v i d e opportunities to learners t o m a k e d e c i s i o n s

Exposition: c r e a t i n g stories in where the p l a y e r s feel to be i n v o l v e

Relate to prior interests of the learner: focus on their p e r s o n a l l i f e

MULTIPLAYER PLATFORM Encourage social interaction between learners: game linked to social platforms to follow up progression and share tips

Have clear and m e a n i n g f u l g o a l s : t h e c h i l d r e n visualize the aim of their l e a r n i n g .

Possibility of choice: player f e e l s t h e p o w e r t o d e c i d e .

Competition and status

S e n s e o f m a s t e r y : specialization for virtuosity

Possibility of choice: player feels the power t o d e c i d e .

Intrinsic motivation: Use of fantasy and n a r r a t i v e f o r engaging content.

Authenticity: c o n t e x t u a l s k i l l s i n l e a r n i n g p r o c e s s e s , grounded in practices that can be roles and endeavors.

S e l f - r e l i a n c e a n d Autonomy: encourages independent exploration

E xper i m en t a l l e a r n i n g : simulation for a l e a r n i n g b y d o i n g

C h a l l e n g e : i n c r e a s i n g l e v e l s o f difficulty to n o t overwhelming t h e p l a y e r

Freedom of failure: let the player to repeat and review their learning at a n y t i m e

Concentration: the countdown of the test help players to focus on t h e w o r d s l e a r n e d

The players h a v e t h e opportunity to repeat t h e t e s t and do the assessments a s m a n y t i m e s a s t hey l i k e

Progression and s e l f l e a r n i n g

P r o v i d e i m m e d i a t e f e e d b a c k : reinforcement o f t h e definitions in every of the g a m e s

Sense of mastery: specialization f o r v i r t u o s i t y