Development > Scenarios > 2 – Battleships

Battleships Scenario Screenshot – View The Scenario –

– Instructions –
Destroy hostile craft and defend your territory.

– Interaction –
None. Animation demonstration.

– Learning Content –
1) measuring angles
2) identifying compass directionsbearings
3) measuring bearings
[see ‘extensions’ for scope concerning learning content]

– The Battleships Scenario –
This scenario was inspired by the traditional battleships game and the original Logo logic turtle. With this method of content presentation the player is required to repeat the same Maths learning content rapidly to achieve the ultimate goal of destroying the enemy. The repetition provides for better understanding of the content and information retention. Although the Maths used in this scenario is quite obvious, it ties in nicely to the theme. The need for quick action on the player’s behalf helps to acquire their full attention and engages them almost immediately. The knowledge required to play the game successfully is both intrinsic and extrinsic and the compass is available with visual help with bearings for those who are less familiar with them. Students/players use many skills with this type of game and the rapid action element provides an effective mental workout.
– Minimum Required Additions –
As the scenarios are not functional games there are certain elements that would need to be implemented to make the scenario more engaging if it is to be built as a game-based learning piece. These elements are as follows:
1) audio and visual feedback to interaction and resulting action
2) deeper narrative and storyline
3) improved graphics and interaction design (eg: authentic battleship look to control panels, shortcuts to enable/disable compass/ship selection for faster and easier control, mini map showing enemy targets and ranges)
– Extensions –
1) multiplayer mode through a server, could be an effective exercise for a lesson on bearings creating an element of competition between students
2) could take graphics, storyline and interaction design to a higher level with an Age of Empires twist (enemy harbours, people, supplies, varied ammunition)
3) learning content can also include other Maths such as the Pythagoras theorem (hypotenuse = distance), triangle trig (sin, cos and tan) and equations of a straight line (like Tabula Digita’s DimensionM – Dimenxian Algebra)

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