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By: Michael McDaniels Mobile Game Concepts. Game Philosophy Short mini-games for short attention spans(children ages 4- 11) Fun for kids in Developing.

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Presentation on theme: "By: Michael McDaniels Mobile Game Concepts. Game Philosophy Short mini-games for short attention spans(children ages 4- 11) Fun for kids in Developing."— Presentation transcript:

1 By: Michael McDaniels Mobile Game Concepts

2 Game Philosophy Short mini-games for short attention spans(children ages 4- 11) Fun for kids in Developing and Developed Countries Can Pick up anytime to resume play or start anew Tasks get more challenging as the user’s learning evolves Reward system will reinforce learning and encourage friendly competition

3 Rhythm Counter Goal: To make mental math feel more natural Concept: Use the rhythm of music to promote a rhythm for doing math

4 Rhythm Counter Gameplay Count the “___”: Music plays out of a speaker and the user must perform a “math dance” while counting “___”. “___” can be anything from parts-of-speech to specific vocabulary. Ex: User shakes the phone everytime they hear a noun and compares final number Math Dance: Shake phone to a rhythm to solve math problems Ex1: Shake phone to a to a ¾ rhythm to express the fraction ¾ Ex2: To solve 2x3, shake phone 3 times in rapid succession twice as well as 2 times in rapid succession 3 times. Accelerometer calculator: Shack your phone and gesture as a calculator input Ex: Shake 3 times, gesture X, and shake 2 times to perform 3 x 2 and receive an answer back in number of vibrations.

5 Rhythm Counter Challenge: Harder questions in story mode, measuring comparing digital measurements to real-world measurements Rewards: Free Cell phone minutes, Popular Songs for Download Required Technology: Accelerometer

6 Geometry/Trigonometry Tools Goal: Get an intuitive sense for using geometry and trigonometry in the real world Concept: Use pictures, virtual math “tools”, and digital objects to simulate measurement/calculation in the real world

7 Geometry/Trigonometry Tools Gameplay Tutorial: Learn how to manipulate a protractor, ruler, compass, etc… Ex: Rotate/tilt phone to place the protractor in the correct orientation to measure the angle between lines b and c Story Mode – Answer trig/geom. questions based on pre-existing pictures Ex: Measure the angle between the two large brackets

8 Geometry/Trigonometry Tools Challenge: Harder measurements, compound measurements(e.g. angle and distance required to solve for new distance) Rewards: Cell phone minutes Required Technology: Accelerometer, tilt

9 Problem Solver Goal: Use math and critical thinking in real-world scenarios Concept: Have players use digital math tools to solve stories of real-world situations in a scenario-based RPG game

10 Problem Solver Gameplay Tutorial: Learn how to use digital tools Ex: Practice selecting in-game items and manipulating them with the digital tools(eg sawing by physically doing a sawing motion using the phone) Story Mode: Solve stories using digital tools Ex1:The local carpenter needs to build a house before the monsoon season arises. The carpenter must: select a plot of land, figure out the maximum width and length the house can be, figure out how many rooms it must be/how tall to fit a certain family size, cut the wood to length. Tools include moisture meter(stick w/ruler), protractor, marker, hammer, saw, etc… One task is to cut two 3ft long pieces of wood into the following proportions using the saw for the base: 2ft, ½ft,1/4ft, 3/8ft,1/8ft Next, the user must saw and hammer some of the wood together to make right-angled wall supports(geometry/trigonometry)

11 Problem Solver Challenge: More complicated stories, Useful & Useless “Tools”, Multiple Correct Solutions Rewards: Create your own story in-game, get apprenticeship with real village engineer Required Technology: LCD Display, MIC, Speaker, Keypad, Accelerometer


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