Development > Scenarios > 1 – Mystery

Mystery Scenario Screenshot – View The Scenario –

– Instructions –
Solve the clues to decipher the code. Clues refer to objects around the room.

– Interaction –
Mouse, point and click.
Keyboard to enter answers.

– Learning Content –
1) measuring angles
2) angles on a straight line
3) angles within a triangle

– The Mystery Scenario –
This scenario was inspired by the Crystal Maze mystery challenges and ‘point and click’ detective games. With this method of content presentation the creator can get away with showing some dry textbook content as it is in context with the scene theme. Also, the main motivation is to decipher the code from the clues and probe the scene, so less focus is then put on the actual maths by the player. Knowledge is mainly extrinsic as the scene is recognisable, objects are familiar and based on reality. Students use their problem-solving skills to work out what objects the clues are refering to and they use the maths they have learnt from school to solve them.
– 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) large quantity of questions and clues (all hotspots kept enabled to make game more engaging, player must fully understand the clue and view correct objects)
2) questions and clues should be randomly selected from a large list and shown in a random order (therefore questions and clues will be different each time the game is played and also not in the same order)
3) need of more realistic graphics and interaction with objects (eg: flip back through pages of exam, clock animated in real time, sun shining through window, view out of window animated, sound effects)
4) improved interaction design (intuitive navigation, positive and negative feedback both audio and visual)
– Extensions –
1) my initial idea to accompany this scenario was to provide further motivation for the player to decipher the code. The way I would do this is by providing multiple mini games which are at first locked and unplayable by the player. The code they decipher in teh first game will then unlock the next game, and so on. This is a simple element of motivation to add that has been used in many popular commercial games. Regarding the teaching of Maths, each mini game could target a small section of the curriculum to be covered.
2) the mystery scenario can be modified to cater for almost all areas of mathematics (change look and theme in context with learning content)
3) easily modified to import all text and questions from xml files, this makes it easy for educators to change the questions and answers used by the scenario.
4) also easily made SCORM compliant storing data which can then be viewed via a simple LMS (codes found, session time, question attempts, order of navigation etc.)

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