Development > Scenarios
The main focus of this project is to experiment with and create methods of presenting dry learning content in engaging ways, by applying elements of game design. Below are a few of my initial ideas for presenting dry Maths content in more engaging ways. These are very simple ideas/sketches which put the learning content into context with the scene. Just to remind you, my learning content focus is Key Stage 3 Mathematics (years 7-9/ages 11-14) Ma3, angles in particular.
|– Stationary Drawer –
Pairs of stationary objects at different angles to each other fly into a desk drawer. The player must state the number of acute/obtuse/right/reflex angles that have entered the drawer. Each level includes a handful of objects at a time (not too many as the game will then be a memory game instead of an angle identification one). Levels could get harder with pairs flying in quicker (giving the player less time to identify the angle) and more speficic angles could be used (eg: 89, 181 which are borderline between two different types of angles).
This scenario was inspired by a mini game on the Wii in which coloured balls fly into a basket.
|– Pie ce Together –
The space in Pie ce is not accidental as the concept of this scenario involves pies and putting pieces together. A pie with a slice missing is shown on screen with a selection of different sized slices next to it (different sized angles). The angle sizes in degrees are shown on both the pie and the separate slices. The player must drag and drop the correct sized slice to make a complete pie and must complete as many pies as they can in time given. Simple n quick gameplay and this type of scenario can be modified so the player is required to make half a pie (angles on a straight line), or even other sized agnles by adding the correct slice. It can also be adapted to work in the opposite way, starting with a complete pie sliced up and the player must take away the correct slice to make show the correct angle size in degrees.
This scenario is a very simple concept and is reminiscent of basic puzzle gameplay.
|– Target Quadrant / Fly Swatter –
Gun sights are split into quadrants much like the quadrants used to explain the classification of angles into acute, obtuse and reflex angles. This gave me the idea of placing objects in the quadrants randomly and asking the player to identify the type of angle (acute/obtuse etc.). If they got it right the gun would shoot and hit the object. The gun firing concept is quite a violent one but I had another idea to make it more fun, amusing and universal. I thought of windows and swatting flies in the corresponding window pane by identifying the quadrants (acute/obtuse/reflex). This concept would allow for more amusing sound effects and would not be as violent as the gun one.
The motivation here could be similar to the previous pie one, scoring the players on how many flies they can swat in the time given.
|– Human Canon-Ball –
This scenario is quite a basic one in which the player is required to estimate the angle at which to fire the human canon-ball through the circus hoop. The canon can be turned through 180 degrees and a point system can be implemented for motivation (eg: 50 points on hit and minus 20 for a miss). Some cartoon-like graphics and audio feedback will add a lot to this scenario and levels can be made harder by moving the hoops further away at which point gravity plays a role and much more thought will be needed in estimating the angle.
The two scenarios below are ideas I took forward and developed more. Please bear in mind that these are not fully-functional games, nor are they polished in terms of graphic design. They only seek to explore more engaging methods of content presentation, inspired by popular games. [Please click on the thumbnails or titles to view the scenarios and access further information.]
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