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STUDENT : NIKHIL JOSHI 
PROGRAMME : Post-Graduate Diploma Programme 
DIPLOMA PROJECT 
DESIGNING MATH BASED FUN EDUCATIONAL GAMES FOR WEB & TABLETS 
Sponsor : Playpower Labs, Gandhinagar 
GUIDE : DR. JIGNESH KHAKHAR 
COMMUNICATION DESIGN FACULTY ( NEW MEDIA DESIGN) 
National Institute of Design 
Gandhinagar 
2012
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The Evaluation Jury recommends NIKHIL JOSHI for the 
Diploma of the National Institute of Design 
COMMUNICATION DESIGN (NEW MEDIA DESIGN) 
herewith, for the project titled "DESIGNING MATH BASED FUN EDUCATIONAL GAMES FOR WEB & TABLETS" 
on fulfilling the further requirements by * 
Chairman 
Members : 
*Subsequent remarks regarding fulfilling the requirements : 
Registrar(Academics)
Designing Math based fun educational games for web & tablets
ACKNOWLEDGEMENTS 
Dr. Khakhar Jignesh, 
Faculty & Project Guide, 
Coordinator - New Media Design 
National Institute of Design, India. 
Lomas Derek, 
CEO, Playpower Labs. 
Patel Kishan, 
COO, Playpower Labs. 
Special thanks to my team members at Playpower labs : Ankit Patel, Chandradip Rana, Darsh Shah, Diwas Bisht, Nikhil Poonawala, Nirmal Patel, Part Rao, Priyank Kapadia, Sharan Shodhan, Vivek Fitkariwala for helping and encoraging me. 
My parents, family and friends at NID for all the love and support.
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TABLE OF CONTENTS 
1. 
2. 
3. 
4. 
1.1 
2.1 
3.1 
4.1 
4.1.1 
4.1.2 
2.3 
3.3 
4.3 
4.4 
4.5 
1.2 
2.2 
3.2 
4.2 
2.4 
Synopsis 
The company 
Understanding Playpower Labs 
Design brief 
Secondary reserach 
Company motto 
Approach 
Goals 
Understanding Market 
Web 
Approaching devices 
Math fluency 
Target user group 
Games and play 
Casual games 
Curriculum Mapping 
Playpower Labs 
Why? 
Challenege and scope 
Why Tablets are different? 
How does it help? 
13 
15 
17 
21 
25 
25 
30 
17 
21 
33 
34 
34 
15 
17 
21 
33 
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5. 
6. 
7. 
8. 
5.1 
6.1 
7.1 
8.1 
5.4 
6.4 
7.4 
7.6 
5.2 
6.2 
7.2 
8.2 
5.5 
5.3 
6.3 
7.3 
7.5 
5.6 
Primary research 
Understanding technologies 
Developing Games 
First Game 
School visits 
Games designed for Tablets and 
Building framework vs individual 
Initial understanding 
Literature review reflection in game 
Product technical model 
Scoring Models 
The prototype product 
Literature review 
What was being Developed? 
Understanding MDA framework 
Educational Importance of Number line estimation. 
How can games accelerate learning? 
Research influences 
Technical requirements altering 
Understanding content development 
Different mechanics used 
Need of math games? 
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47 
53 
9 
44 
50 
58 
60 
39 
47 
53 
9 
44 
42 
49 
55 
59 
45
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9. 
10. 
11. 
9.1 
10.1 
11.1 
10.2 
11.2 
11.3 
11.4 
8.3 
9.4 
9.2 
8.4 
8.5 
8.6 
9.5 
9.3 
9.6 
9.7 
9.8 
9.9 
Games 
Conclusion and learning 
Appendix 
Refrences 
Bubble POP! 
Conclusion 
Interviews 
Learning 
Content structure(BSNL) 
Website 
Video 
The game redesign 
Jelly Beans 
Magnitude comparison 
Concept it covers 
Final game design 
Results & Learning 
Place Value 
Right Wrong 
Angle asteroid/Space coordinate 
Clock game 
Number jumble 
Games conceptualized (Design Documents) 
112 
71 
97 
97 
100 
99 
101 
107 
65 
79 
75 
67 
67 
69 
82 
77 
86 
88 
90 
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SYNOPSIS
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SYNOPSIS 
The project was aimed at designing and developing fun, engaging math based educational games that are backed 
by strong scientific research for students in K-7 grades in the US. The need of math games was to address a 
core problem in STEM (science, technology, engineering and math) education - Number Sense. Over 30% of 
8th graders lack basic proficiency in mathematics infact, over 50% of all 8th graders could not place 3 fractions 
in the right order, from smallest to largest, according to a recent NAEP(The National Assessment of Educational 
Progress) test. This is a clear reflection of the need for effective educational interventions that improves number 
sense. 
I started off by first understanding the current math based games/products in market, looking at research on 
learning science and difficulties children have in understanding mathematics. 
One of the challenges of the project was to ensure that the games designed for the web could easily translate 
to the tablets/smartphones with minimal design changes. This required a detailed study of different products 
available on the tablets and their interaction style. At the end, a total of 11 games were developed covering various 
math concepts. Most of the games were mapped to the US common core state standards for Mathematics. Based 
on these mini games two iPad applications were also developed for the Apple App store. 
Looking at my contribution to the entire product, I was the first designer in the company and paved the way for 
setting up a design team of four members. My responsibilities included understanding the research literature 
around specific mathematics concepts and then translating them to meaningful game design. Having a strong 
background in technology, I played an important role in bridging the design and development environment. 
During the period of six months that I spent developing games, I realized the importance of the subtle decisions 
that one takes and their impact on the entire game play. Lastly, I perceive games to be something much more 
than just being fun; they are more of a culture now.
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THE COMPANY 
1
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New Media Design | Diploma Project 
1.1 Company Motto 
1.2 Playpower Labs 
Playpowerlabs is an output of playpower.org , which 
is a high energy open-source community focused 
on creating high-quality educational games for 
underprivileged children around the world. 
The PlayPower Foundation supports the sustainable 
development, distribution and evaluation of effective 
educational games and other media, particularly for 
underserved children around the world. 
Playpower was founded at MIT’s International 
Development Design Summit in summer of 2008, with 
the goal of developing culturally appropriate learning 
games for the world’s most affordable home computer. 
Playpower labs aim at developing games to build core 
math skills that provide a foundation for success in 
Science, Technology, Engineering and Math (STEM). 
They are a small team of developer, designer and 
researcher that work together to make learning 
fun and engaging. 
“Designing games 
that are fun, 
engaging, backed 
by research and 
justify the platform 
on which they are 
played”
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UNDERSTANDING 
PLAYPOWER 
LABS 
2
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2.1 Approach 
At Playpower labs they have systematic curriculum 
design approach which is based on “backwards 
design”. Here, they start with a clear identification 
of their educational goals. So far, these goals have 
been to improve number sense. Then, they clearly 
identify which assessments they would use to 
measure number sense. This way, they get aware 
how to test whether their instruction is working. 
Finally, they develop games with the precise 
knowledge of what they are trying to accomplish. 
In order to test the efficacy of the games, they first 
play test the games with kids to eliminate usability 
issues. Then, they collect data from the games 
and document whether there is a learning curve. 
A learning curve shows how students improve 
at particular items within the game, over multiple 
opportunities. While the learning curve is not proof 
that the game improves number sense, it does 
provide powerful evidence of learning. At this point, 
the games can be tested online, with thousands of 
players. They then run experiments with the games 
to identify knowledge component models (i.e., 
identify the specific skills present in our games that 
students are learning) and to investigate a range of 
game design factors to optimize player engagement 
and learning. 
With the finished game, they then use a pre/post 
test randomized experimental design to evaluate 
whether students number sense improves as a result 
of playing the game. This experiment provides them 
concrete scientific evidence for the efficacy of the 
game, according to their original goals. 
2.2 Why? 
The games are designed to address core problem in 
STEM education, which is Number Sense. 
There are several evidences to it such as: over 
30% of 8th graders lack basic proficiency in math, 
in fact, over 50% of all 8th graders could not place 3 
fractions in the right order, from smallest to largest, 
according to a recent NAEP test. 
All these evidences points towards a clear need 
for effective educational interventions that improve 
number sense. 
Another important aspect to problem that supports a 
digital intervention is, it is hard for teachers to provide 
individualized number sense instruction to students in 
classroom setting or their personal space. 
That’s why Playpower created a set of games 
that provide highly effective practice activities for 
students, both in and out of school. 
The goal is to develop an intuitive understanding of 
math amongst kids, called “MATH FLUENCY”. 
2.3 Math Fluency 
What is math fluency? 
Math fluency is when students can perform basic 
math without effort quickly and accurately. 
Why is math fluency important? 
When students are fluent in basic math, they don’t 
need to think so hard about basic concepts. This 
frees up their mental resources to focus on higher-level 
problem solving. 
How is math fluency achieved? 
Practice! Practice allows tasks to be performed 
faster, easier and with fewer errors. Over time, 
practice produces automaticity, where tasks can be 
done quickly, accurately and without effort. 
From tying your shoes to using computer programs 
to spelling, all performance begins with a lot of 
conscious effort. But with practice, everything 
becomes easy. 
Why is math fluency so hard to achieve? 
1. The main reason is that math fluency, 
like language fluency, takes lots of practice. 
Unfortunately, many students view math tests, math 
worksheets and math homework as tedious, boring, 
disengaging and frustrating. 
2. The second reason why math fluency is so hard 
to achieve is that many students use slow and
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inefficient strategies when studying basic math. 
It’s like they don’t trust their gut sense! While 
students clearly need to understand the concepts 
behind math, thinking too hard about basic math 
functions can prevent students from succeeding in 
higher-level math. For instance, when solving an 
algebra problem involving 5+7, students shouldn’t be 
counting on their fingers, they should just “know” the 
answer. 
2.4 How does it helps? 
The learning games make it fun and rewarding to 
practice math skills. Unlike math tests, worksheets 
and homework, games make it possible to play 
around, experiment and even fail. 
Games that are designed introduce an element of 
competition and cooperation that can be extremely 
motivating for students. 
While there is a high bar of challenge for the players, 
the emphasis is on rewarding success, rather than 
punishing failure.
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DESIGN BRIEF 
3
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Fig 1. Exloration and Age relationship 
3.1 Goals 
1. To identify a viable target user group. The decision 
would also include Playpower’s expertise at math 
based data analysis, their development skills and 
size of the market that was on stake. (Western (US) 
and Indian domain). 
2. Figuring out a revenue model for the product. This 
becomes crucial in terms of placing playpower in the 
best slot. 
3. What kind of revenue models will support a start-up 
like Playpower with a strong research backing but 
a new approach towards learning? 
4. How do products go about analysing and 
visualizing the data they store while there users 
interact with the product. There needs to be a 
consciousness about the way one would show the 
data analysis gathered while user interacts with the 
product. 
5. There was a need to study the in- game currency 
models for most of the sites and how were they being 
used in generation of revenues, if any? 
6. To study the products that are present both on web 
and tablets? Are there any games that are present 
simultaneously for web and tablets? What is the 
interaction style for these games? 
3.2 Challenges and Scope 
1. The idea was to make small games that do 
not teach but partially assess the user. By partial 
assessment, the primary goal is not only assessment 
but to develop a sense of fluency in users. This 
fluency builds up with rigorous practice and hours of 
game play and it is called “MATH FLUENCY”. 
2. Both India and the Western market were to be 
considered as the target population. It was still not 
clear if the product would be released in India or not. 
This makes the research work more challenging, 
as one needs to incorporate insights from both user 
groups while playing safe. 
3. Most of the games need to be based on research 
insights gained during research studies. The task 
would be to simplify these insights into meaningful 
game play. 
3.3 Target User group 
• Understanding based on Papert, Sugata 
Mitra, Resnick and Piaget 
The target user group would include children’s from 
age 3 to 12. The rationale for such a target group 
would be their willingness to explore. Exploration 
ends with structures and structures are learned with 
age in our education system. So the target group is 
focussed between an age group where one is willing 
to explore and learn. 
• Understanding based on CMU 
Being mentored by CMU, there was another 
understanding of the user group which was heavily 
following the US government’s emphasis on 
STEM (Science Engineering technology and Math) 
focussing on K to 12. 
*The expression is a shortening of Kindergarten (K) for 
4–6-year-olds through twelfth grade (12) for 16–19-year-olds. 
• Target group based on the product, market 
and revenue model 
The final target group for the product was based on a 
strategic decision. The product was aimed at schools 
in US and India. Looking at the needs and building 
blocks of math at elementary level , 3rd to 7th grade
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suited the needs better. 
• India or US? 
Initially the product was aimed at US with the idea 
and the mentorship coming from there. As Playpower 
started with their research and user testing, they 
realized India to be a powerful market. 
While researching, the curriculum studied was both 
from India and US, and insights came from both 
ends. Though, it was difficult to make a standard 
product for both parts of the worlds. The approach 
was to incorporate insights from both the United 
states and India, as it was difficult to narrow to one.
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SECONDARY 
RESEARCH 
(Precedent case studies) 
4
25 
New Media Design | Diploma Project 
4.1 Understanding Market 
The research started with understanding what exists 
in the market. 
There were several platforms for which the product 
could be developed. In the beginning, Playpower labs 
was not clear about the kind of product they were 
aiming at, but the core direction was still about “Fun 
and engaging math games”. 
4.1.1 Web 
The target market was primarily distributed between 
two platforms, The “WEB” and the “TABLETS”. 
There were several products in the education 
learning domain, some aimed at providing 
teaching assistance to kids where others were just 
assessment systems. 
To name a few: 
1. Apangea Math 
2. Brain Pop 
3. Edu Comp 
4. Educational Initiatives 
5. Ten Marks 
6. Extra Marks 
7. Dream Box Learning 
8. Khan academy 
9. Manga hingh 
10. Code academy 
11. Cognitive tutor 
12. Alice 
13. Sum Dog 
14. Haiku Learning 
15. IXL learning 
16. Power my learning 
17. Mathplayground 
18. PBS kids 
19. Aventa Learning 
20. Ted-Ed 
21. Think Quest 
The research through these products revealed 
different models and tactics used by the producers. 
Tactics here refers to strategies employed by these 
products, while expanding their content and market. 
Generally most of these products follow a similar 
structure of licensing their products to schools.This 
allows them to keep track on students and their 
performance through different Interfaces. A general 
product model would look like one in fig 3. 
We were mainly focussed on products that were 
developing games and were using games as a 
medium for learning. Post the evaluation of many 
existing products, there were three web based 
products which had a huge impact on the research 
and understanding for the final product : 
1. Manga high 
2. Sumdog 
3. Dream Box 
There were some interesting strategies employed by 
each one of these products that sets them apart from 
the rest. 
A. Manga high 
Manga high consists of 16 math games and four 
exercise programs for students in middle high school. 
These online, flash-based games look and feel more 
like mainstream games than traditional “educational” 
ones. The graphics on the site are in “Manga” 
(Japanese comic book) style. 
Characteristics 
• Assignable 
The product allows the instructor or teacher to assign 
a specific concept to a specific student. 
• Blended Learning 
The product lets teacher partially supervise the 
Fig 2. Manga High free math based teaching resource 
[Image Source: Mangahigh.com]
New Media Design | Diploma Project 
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learning process and partially be the content that is 
being delivered. The product also provides teaching 
assistance. 
• Informal Learning 
It allows learning outside formal learning environment 
• Supplemental 
It provides additional instruction or learning 
opportunities outside the required curriculum. 
• Interesting Points 
1. An outstanding characteristic of Manga high is a 
social component that allows schools to enter into 
“math combat” with one another. 
2. Its free for use as no licensing is required. 
3. One can register as a school and generate as 
many accounts as one desires. 
4. Every game has two versions. A simpler version 
and the hard version. So there are only 8-9 unique 
games on the website. 
5. The site has an interesting “Prodigy” product. 
The product is more of an assessment test UI which 
covers up most of the concepts from the US common 
core stae standard curricullum for math. 
A complete look at the website reveals, that the 
Prodigy actually covers 8-10 times the concepts 
covered by all the games on the games page. This is 
interesting in terms of strategy. The games provide 
the face value to the product where as the core 
is represented by a very simple UI in form of their 
Prodigy product. 
Game structure 
The inner game structuring of Mangahigh differs from 
one game to another, a close look at all the games 
reveal a uniform structure in some of the games. 
Fig 3. A generic structure for educational products 
Fig 4. MangaHigh’s Prodigy product 
[Image Source: Mangahigh.com] 
Product Student Teacher Parents 
School 
Per Student License Assessment / Games Data Analysis
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New Media Design | Diploma Project 
Each game in Manga high teaches various concepts 
based on the game mechanics. 
The level of structurization is such, that the user 
themselves can decide the difficulty as well as the 
concept to be taught. This selection can also be 
directed from the teacher dashboard. 
Revenue model 
Manga high have two revenue models: 
1. They give everything for free, their adaptive 
technology and the progress reports. 
2. They have a “M-Sensi” functionality, where they 
charge the parents for giving students challenges, 
next tasks etc. 
So the idea is to first addict students with games and 
allow schools to freely use their product, and then 
monetize from parents rather than schools. 
B. Sumdog 
Sum dog is an Avatar based free math games site. 
They offer free games which cover 120 numeracy 
skills, split in to 10 levels. The games are not 
religiously tied to any curriculum. 
Characteristics 
• Flexible 
Sumdog has a very flexible platform, where the 
choice of selection of topic is independent of the 
game one desires to play. 
• Assignable 
The product allows the instructor or teacher to assign 
specific concept to a specific student. 
• Multiplayer 
Most Sumdog gmes are multiplayer, which means 
one can choose to play against other Sumdog users 
around the world. 
• Games 
Most of the games are devoid of narratives as they 
use Physics based mechanics to raise user’s interest 
in games. 
For example, physics balancing game in fig 7, where 
user’s focus shifts from answering to balancing and 
subconsciously one ends up attempting a whole lot 
of question. 
Fig 5. Game structuring Mangahigh. 
Fig 6. Sumdog’s fun multiplayer games for grades K-8 
[Image Source: Sumdog.com]
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• Adaptive Learning 
If one keeps getting the questions right, they’ll get 
harder automatically. If user have problems with a 
specific concept, Sumdog will help user practice by 
asking more questions related to the same concept. 
• Interesting Points 
1. The product has an avatar system where user can 
earn virtual currency. One can play games to earn 
coins and go shopping in Sumdog’s online shop. 
2. Its free for use for students and parents. Teachers 
can generate up to 10 free licenses, but for schools 
they need to license the product. 
3. The product is adaptive in nature, so it lets the 
system analyze the concepts one finds difficult and 
then set questions accordingly. 
4. Single UI to assign topics, choose avatar and set 
games. This UI streamlines the process and is a boost 
to user experience. 
Game structuring 
The game structure in Sumdog is rather simple. The UI 
in the website lets the user select the topic (Concept 
to be taught) and the level, and then the user chooses 
the game that he wants to play. What is interesting 
here is that, the topics and the levels are independent 
of the game mechanics. 
For example Mangahigh’s ICE ICE MAYBE in fig9 
(A game teaching fractions)is entirely bound to the 
concepts of fraction and numbers on a number line, 
and cannot accommodate concepts like multiples etc. 
All the other products have games that support the 
game play and the concept to be taught, but here 
Sumdog makes their platform independent of the 
concepts that are being taught. The product structure 
allows them to expand their list of concepts without 
being pushed to make new games. 
Fig 7. Sumdog’s physics balancing game 
[Image Source: Sumdog.com] 
Fig 8. Sumdog’s single UI approach 
[Image Source: Sumdog.com] 
Fig 9. Mangahigh’s ICE ICE MAYBE 
[Image Source: Mangahigh.com]
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New Media Design | Diploma Project 
Revenue Model 
Sumdog’s revenue model is quite simple. 
It is totally free for students. In case of teacher’s there 
are certain restriction (5 free activities, 10 student 
report and 25 free matrices). 
The schools can buy a subscription to get detailed 
progress report on the students, to analyze their 
strong and weak skills. 
C. Dream Box 
Dream Box is a highly adaptive learning math program 
for students at the K-5 level. It is best used by 
individual students on their own (but in a classroom 
setting). The system creates an independent path 
through the material for each student. It assesses 
students’ skills based on how they solve problems 
rather than on a single end-of-session assessment. 
(For this reason, the company calls it an “intelligent 
adaptive learning system.”) 
Characterstics 
• Adaptive 
The product adapts content to the knowledge level of 
the learner. 
• Activities and Games 
The product relies on activities instead of just games 
for learning purposes. 
• Engaging 
Dream Box uses a toolbox of feedback (audio, visual, 
games, certificates). Students choose avatars and take 
part in games and challenges. 
• Supplemental 
The product provides additional instructions or learning 
opportunities outside the required curriculum. 
How does it work? 
Students pick a character (avatar) from about three 
dozen choices. With that character, they can engage in 
activities in four adventure themes (pirates, dinosaurs, 
Fig 10: Sumdog’s product model
New Media Design | Diploma Project 
30 
and pets), each with 8 stories. One can then visit the 
Adventure Park and the Carnival etc. 
The program uses “interactive virtual manipulative” 
such as sliders or bars. It can continuously monitor 
not just a student’s answer to a problem but the 
strategy the student adopts to solve the problem. 
Dream Box’s software captures every mouse click 
students make and can adjust for 60 different 
parameters of student behaviour, such as how 
quickly they answer questions, how many “hints” they 
use to get an answer and so on. The program stores 
data based on thousands of students and derive user 
insight to help them learn. 
Revenue Model 
The product directly seeks money for different 
licences it provides: 
School use: 
• License cost per student: $20 per year 
• “Unlimited” school site license: $7,000 per year 
Home use: 
• Individual licenses: $12.95 per month for one child 
or $59.95 for six months. 
4.1.2 Approaching devices 
The application market related to tablets and 
handheld devices is flooded with application on kid’s 
and education. There are several good products and 
companies that develop learning products. 
The main area of focus was “Apple App Store” and 
the apps studied were mainly concentrated around 
math’s based educational ones. 
Some of the good educational apps studied were: 
1. Brain Pop 
2. Brain Tuner 
3. Dragon Box 
4. Telling Time 
5. Math Blaster 
6. Astro Math 
7. Monkey Math 
8. Pop Math 
9. Rocket Math 
10. Wings 
11. Hungry Fish 
12. Math Frogs 
13. MathBoard 
14. ChalkBoard 
15. A day with a difference 
16. Adding apples 
17. Bugs and Buttons 
18. Didackto 
19. Marble Math 
20. Motion Math(Wings, Zoom, Hungry fish) 
21. Number sense 
Entertainment Games 
22. Cut the rope 
23. Angry Birds 
24. Where is my Water 
25. Tap the frog 
26. Subway Surf 
27. Fruit Ninja 
28. Yellow Fins 
29. Temple Run 
Most of these apps cover very specific concepts. 
There are companies that have different apps for 
different concepts (Motion Math has different apps 
on fraction and addition). Some of the products were 
designed to leverage the touch and different gestures 
on Tablets, but the major bulk were designed to be 
easily ported to web. 
App store 
The App Store is a digital application distribution 
platform for different mobile applications developed 
and maintained by Development giants like Apple, 
Google and Nokia. The service allows users to 
browse and download applications from their devices 
and install them on the device itself. 
There are number of App Stores for different mobile 
platforms. The biggest of them is the iTunes store 
from Apple. Some famous App Stores are listed here: 
App Store (iOS), the official Apple online application 
distribution system for iPad, iPhone, and iPod touch 
• Amazon Appstore, an online application 
distribution system for Android devices. 
• Mac App Store, the official Apple online 
application distribution system for Mac OS X. 
• Windows Phone Marketplace, the official 
application store for the Windows Phone. 
• Windows Store, the upcoming application 
distribution platform for Windows 8.[41]
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New Media Design | Diploma Project 
How does it works? 
The only motive placing an application on these App 
Stores is to rank them higher when related keywords 
are searched. On web platform we call it SEO – 
Search engine optimization. 
Most of the big companies running these stores have 
their closely guarded algorithm for determining where 
an application lands. 
Some of the generic steps could be formulating a 
constant stream of updates, adjusting the price tag, 
and giving users a way to spread the word about 
the app.The pricing on the app is smartly adjusted, 
more than the purchasing power of your target group, 
the pricing from your competitors makes a huge 
difference. 
Many famous app developers mention “social 
networking, uploading features, and challenging 
friends” important for an app . Some functionality built 
into the game to include features like friends lists, 
challenges, and leader boards are beneficial. They 
make applications more discoverable. 
Another interesting point would be to set an 
actual date for app release instead of releasing it 
automatically after it gets approved. [40] 
If the average time to get reviewed is ~7 days, and 
then a couple hours for review, the app is set to go 
for sale 9 days from your submit day. [40] 
Key Learning 
1. Successful games on tablets are FAST. The game 
mechanics should allow one to be fast and there 
should be equally potential reaction from the game 
(in terms of positive/negative feedback). 
2. Most of the apps aimed at teaching simple but 
specific concepts. The crux of these apps lies in 
different mechanics that were used to enhance user 
experience and engagement. 
(Though web products include teaching concepts, 
games on tablets don’t really teach) 
3. One of the important learning’s, studying app 
interfaces was to make big buttons and clean 
user interface.Clean user interface here stands for 
minimalistic and readable. 
4. Another important task about designing an app 
interface is to make it intuitive. The user should 
exactly know what needs to be pressed and which 
action initiated what reaction. 
5. Animation is always minimal. Studying all the 
major games including educational ones revealed, 
how minimal animation is used with smart 
backgrounds to create a dynamic composition. 
Here are some apps that really inspired the product 
and laid down standards for Math based educational 
application development: 
1. Meteor Math 
2. Motion Math (Math Zoom) 
A. METEOR MATH 
Meteor Math encourages users to blast numbered 
meteors together to find the correct mathematical 
solution. 
As the player progresses the game becomes harder 
and the pace intensifies. 
Features 
• Develops four principle mathematical functions; 
Addition, Subtraction, Division and Multiplication. 
• Suitable for all ages, with carefully graded levels. 
. 
Fig 11. MindShapes Meteor math 
[Image Source: http://itunes.apple.com/in/app/mete-or- 
math]
New Media Design | Diploma Project 
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• Drills that help your child develop super fast 
‘Mental Math’ . 
B. MOTION MATH (ZOOM) 
An animal adventure through the world of numbers. 
The game allows children to zoom in number lines 
exploring the concepts related to units and number 
lines. 
Features 
• The game uses concrete objects to represent 
abstract numbers: from dinosaurs in the 
thousands down to amoebas in the thousandths. 
• Fun animal animations and sound effects help 
elementary school children master the number 
line. 
Fig 12. Motion Math zoom 
[Image Source: http://itunes.apple.com/us/app/motion-math- 
zoom]
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New Media Design | Diploma Project 
4.2 Why Tablets are different? 
4.2.1 Understanding the context of usage 
When talking about tablets, we need to understand 
the need and the context in which they are used. 
With a huge boom in the tablet market, tablets are 
able to make their own place between laptops and 
mobile phones, which has considerably increased 
the amount of time people use to spend on a mobile 
device. 
When thinking about the context, try to answer the 
following questions:[33] 
• How will the user interact with your app? Whether 
seated on their lap, held with both hands, or on a 
tablet stand? 
• How long will the average interaction be? Seconds, 
minutes or hours? 
• Is the ideal way of interacting with the app 
horizontal or vertical? Sometimes a specific 
orientation will be ideal for the user. How will you 
attract the user into using it the way you want them to 
without restricting the orientation and limiting the user 
experience? 
• When will the user be interacting with your app? In 
the morning as they drink their coffee? At night, lying 
in bed? How will the time of day or the environment 
they are using the tablet in affect their interaction? 
• Do you think your content best fits the tablet as a 
medium, does it justify itself on this medium. 
4.2.2 Considerations while designing for tablets 
1. Apple has a relative standard of when and how to 
use the tablet interface in their iOS Human Interface 
Guide. 
Based on the research, we stuck to the basic 
gestures in our games. Customized gesture will 
require custom programming, from user’s point 
of view, he will need a hint if the interaction isn’t 
intuitive, or give them another way to interact with the 
app and help them discover the less-intuitive gesture 
interaction. 
2. Fat Fingers 
As frequent users of tablets know, small buttons are 
frustrating. You constantly tap the screen, turn your 
finger to find the active area, and if it’s close to other 
buttons, you could hit another button altogether. 
Small buttons that have a narrow area of activation 
are just frustrating. It’s a widely accepted fact that 
larger buttons, regardless of the device or interface, 
are easier to find and interact with.[33] 
3. Helping Hands 
Even if your app doesn’t have writing or drawing 
interaction, it’s important to keep the user’s 
handedness in mind. Most users are right-handed, 
but providing the option to change the controls to 
accommodate left-handed people might be worth the 
time, especially if the app requires the user to access 
controls while directly interacting with the screen.[33] 
4.3 Games and play 
4.3.1 Why games? 
• Games are a form of fun. That gives us 
enjoyment and pleasure. 
• Games are form of play. That gives us intense 
and passionate involvement. 
• Games have rules. That gives us structure. 
• Games have goals. That gives us motivation. 
• Games are interactive. That gives us doing. 
• Games have outcomes and feedback. That gives 
us learning. 
• Games are adaptive. That gives us flow. 
• Games have win states. That gives us ego 
gratification. 
• Games have conflict/competition/challenge/ 
opposition. That gives us adrenaline. 
• Games have problem solving. That sparks our 
creativity. 
• Games have interaction. That gives us social 
groups. 
• Games have representation and story. That gives 
us emotion.[3] 
With all these opportunities and qualities, games 
give a chance to interact and create information. 
Information which is meaning full as well as engaging
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34 
for us. 
Games as an act lets you think, strategize, 
understand, interact, involve, absorb and perform. 
This entire process is wrapped inside the envelop of 
games. 
To progress in a game is to learn; when we are 
actively engaged with a game, our minds are 
experiencing learning a new system. 
The very obvious difference between games and 
traditional schooling is that good games always 
involve play, and schooling rarely does[13].Games 
include PLAY! 
4.3.2 What is play? 
Play is a term employed in psychology to describe 
a range of voluntary, motivated activities normally 
associated with pleasure and enjoyment. Play is 
most commonly associated with children . 
Many prominent researchers in the field of 
psychology (including Jean Piaget, William James, 
and Sigmund Freud) have viewed play as endemic to 
the human species. 
Play is often interpreted as less serious; yet the 
player can be intently focused on his or her objective, 
particularly when play is structured and goal-oriented, 
as in a game [34]. Accordingly, play can range from 
relaxed, free-spirited and spontaneous through 
frivolous to planned or even compulsive. 
4.3.3 Play and games 
Games by contrast, tend to have defined goals. 
Games allow a sense of free play which the child 
pursues on his own terms. While in the game, the 
child accepts failure as a possibility. 
Games lay challenges which look worth attempting 
and channels player’s effort. 
Gaming is play across media, time and social 
spaces. It includes interaction with physical matter, 
digital artefact, humans (Parents and siblings) as 
well as games itself (hypothetical character and 
situations). 
Games need a player with an attitude to challenge, 
accept, learn, absorb, being creative and fail. Without 
a willing player a game is a formal system waiting to 
be inhabited.[27] 
A casual game is a video game targeted at or used 
by a mass audience of casual gamers. Casual 
games can have any type of game play, and fit in any 
genre. They are generally identified by their simple 
rules and shot game plays. 
Most casual games have similar basic features: 
• Extremely simple game play, like a puzzle game 
that can be played entirely using a one-button 
mouse. 
• Shot engaging game plays. 
• The ability to quickly reach a final stage. 
4.4 Casual Games 
4.4.1 Casual gamer 
“Casual gamer” is a loosely defined term used to 
describe a type of video game player whose time or 
interest in playing games is limited compared with 
a hardcore gamer. For this reason, games which 
attempt to appeal to the casual player tend to strive 
for simple rules and ease of game play, the goal 
being to present fast game play experience that 
people from almost any age group or skill level could 
enjoy.[42] 
4.5 Curriculum Mapping 
4.5.1 CBSE/GSEB 
The team at Play power Labs had to understand 
how they would establish a relationship between 
their games and what is taught in the classroom. An 
important task was to develop games which were 
meaningful to the students within the age group of 
the desired grade. Therefore they tried to figure out 
the level of questions in mathematics to be asked, 
such that the student is able to co-relate it with what 
is being taught in the classroom. 
The need was to map, which age group learns what 
kind of concepts in each class, from Grade 1 to 
Grade 7 in the Indian curriculum. With access to all 
the textbooks of GBSE as well as CBSE, the topics 
learnt by each class in mathematics with the overall 
concepts were documented.
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New Media Design | Diploma Project 
The exercise was helpful in designing the content of 
the games for specific age groups. Moreover, while 
going through the textbooks of various standards, 
many visual images were used in textbooks to create 
clarity and make concepts explicit for the student. 
The student in a specific grade makes a transition 
from visual backed understanding (i.e. pictures of 
various objects are used more rather than textual 
content) to text-based understanding. For example 
in CBSE textbooks of Grade 5, It was found out that 
the images used, to make a student understand 
concepts in mathematics were considerably reduced. 
At the end of this task, the overview of what concepts 
were taught in each grade was documented (i.e. from 
Grade 1 to Grade 7). 
An overview of the documented data of the 
curriculum is as follows: 
• Concepts like Addition, Subtraction, Multiplication 
and Division were defined for each grade. Like in 
grade 1, only single digit addition is introduced. 
The concept of carryover is not taught. 
• There is an introduction to various kinds of 
measurement in each grade. 
• Understanding of visual information in textbooks 
(which means gaining knowledge what kind of 
visual information is used in textbooks to make 
them understand concepts) 
An important understanding that was discovered 
while exploring the curriculum of the CBSE and 
GSEB textbooks was that, there could not be any 
element in the game which is outside the vocabulary 
of student, since he/she would not be able to relate to 
it while playing the game. For example a timer which 
counts up to a double figure would have no meaning 
to a student who has not learnt numbers up to double 
figures. 
The following table shows how the curriculum was 
mapped on the basis of study on the textbooks as 
well as some products. 
4.5.2 United states Common core standards 
After studying the Indian curriculum, the US common 
Core standards were studied. The US common core 
standards are religiously followed by major products 
in the US. 
The common core state standards are designed for 
consistent; clear understanding of what students are 
expected to learn, so teachers and parents know 
what they need to do to help them. 
The common core standards lay different knowledge 
components at different grades for students to 
achieve. 
Based on observations, the US common core 
state standards are closely aligned with different 
state board curriculums practiced in India (CBSE & 
GSEB). 
Having planned most of the games, we mapped 
games to different knowledge components that they 
relate to. 
Fig 13: CBSE & GSEB books, grade 1-7 
Fig 14: CBSE & GSEB based curricullum map
New Media Design | Diploma Project 
36 
The concept mapping (Fig 16) of different games 
allowed us to understand the scope of each game 
clearly. It also helped us support each of our game 
and gave us correct tangents for content creation 
practices. 
Fig 15: United states common core standards for math. 
[Image source: http://www.corestandards.org/]
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New Media Design | Diploma Project 
Fig 16: Games to Knowledge component mapping based on US common core standards
New Media Design | Diploma Project 
38 
PRIMARY 
RESEARCH 
5
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New Media Design | Diploma Project 
5.1 School visits 
For understanding the end user, there was a decision 
to visit some schools and ask questions that would 
prove essential in developing the games. After a 
few discussions within the team, few questions were 
prepared for the teacher/anyone related to education 
within schools. 
5.1.1 Observing and understanding classroom setting 
The initial visits to the schools revealed the nature 
and context in which the product was to be placed. 
Initially it was assumed as a wrong approach 
studying Indian classrooms, when the product 
primarily was for the US audience. 
In discussion with team members placed in US, the 
playpower team finally decided to go about observing 
and gathering insights from Indian classrooms . One 
of the key reasons behind the decision was to see 
the difficult terrain for the product (Internet speed, 
slow machines). 
Some of the primary observations and understanding 
from the class rooms were: 
1. Most of the computers do not have flash. Adobe 
does speak about their 99% penetration on desktops, 
but that is not true. 
Though flash isn’t the problem. It’s very difficult to 
make interactive products for school, independent of 
these platforms. It’s an obligation for school’s to have 
these platforms installed as a prerequisite. 
There was a need to clearly communicate this to 
clients when they buy the products. 
2. Generally a single section has around 50 students 
but none of the computer labs were equipped with 50 
computers, so there is a possibility of two students 
sharing a computer. 
This gives a new tangent to think about multiplayer 
games that could be played on a single screen. 
5.2 Literature review 
One of the most important parts of the research was 
the precedent studies that happened. This included 
reading through books, articles and research papers. 
Personally the most insightful information and 
understanding was developed while reading research 
papers. There were several areas which were to be 
researched. Some of those were: 
1. Educational games frameworks. 
2. Designing digital games. 
3. Understanding how learning happens through 
digital artefacts. 
4. Studying good user interface practices. 
5. Understanding interaction design for tablets 
and web. 
6. Understanding different game genres. 
9. Visual ergonomics (colours, animations and their 
impact). 
Most of the readings had a big impact on the 
understanding of user psychology and their 
understanding of the world around. 
The research domain was restricted between the age 
group 7-12yrs, though most of the research findings 
were aimed at much larger set of audiences. 
Some of the most interesting and important 
research readings that inspired and impacted the 
game designs are listed here: 
1. Piaget’s Constructivism, papert’s 
Constructionism: Whats the difference 
This paper talks about two of the most renowned 
educationist and child psychologist of their times. 
They both believed that knowledge is actively 
constructed by the child in interaction with their world. 
Teaching is always indirect. Kids don’t just take in 
what’s being said. According to them projection of the 
inner self and ideas is key to learning. 
Learning: The reading gives a clear idea, as to why 
teaching is not the only way for student to learn. It 
also supports the notion of games for math, which 
lets one build his own understanding of these 
concepts in terms of knowledge. 
2. Children’s Acquisition of Number 
Words and the counting system 
The paper talks about children and their 
understanding of the concept of Number words 
and related numerosity. The problem here is to
New Media Design | Diploma Project 
40 
understand that the number words do not refer to 
individual items, or to properties of individual items, 
but rather to properties of set of items. 
Learning: This paper gave an understanding as to 
how children look at numbers and related concepts. 
This gave a realization that we have already 
mastered and taken these concepts for granted. 
3.Moving Learning games forward 
An extensive paper that talks about history of 
educational games and how they have evolved. The 
paper talks about the entire platform (Mobile, Tablets, 
desktop, Gadgets) on which games are available and 
aims at answering many question related to design 
and development of educational learning games. 
The paper presents a good critique on categorizing 
what could be called as a game. It suggests looking 
at strength and challenges of both classrooms 
and games. there is a need to situate educational 
learning games at the intersection of both where they 
are most productive. 
The writer emphasizes that a good games always 
involve play, schooling rarely does. 
An interesting section from the paper discusses 
different kinds of freedom that a player might want to 
access: 
1. freedom to fail; 
2. freedom to experiment; 
3. freedom to fashion identities; 
4. freedom of effort; and 
5. freedom of interpretation 
Learning: The paper lays down some important 
learning game design principles. Some of them led 
to important design decision in the game design 
process. Following is a list of some principles based 
on the learning: 
• Choose Wisely 
The hype around the education gaming market 
pushes whole lot of games. Games work well for 
many audiences, topics and contexts, but they 
may not be the best tools for all kinds of topics in 
every context. There were many attempts at games 
about topics Like Photosynthesis, but most of what 
results is not a game at all, but a more typical routine 
classroom activity (like flashcards) with a score and 
the name “game” attached to it. One must consider 
what it is about this topic that may (or may not) be 
appropriate as the basis of a game.[27] 
• Think small 
There could be two reasons in support of thinking 
small: 
1. Sometimes the right choice is to make a small 
casual game, because that style of play meets the 
learning goals of the activity. 
2. At times it might be useful to create a small 
prototype of a game to test the fundamental concept 
before going for major development effort. 
• Put learning and game play first 
The principle raises a question over the famous 
discussion of “Who came first, the technology or the 
game play”. The paper suggests that both should be 
considered simultaneously. Good educational games 
will consider both the learning goals/content and the 
game play at the same time, with enough flexibility 
to iterate between the two to change one or both 
simultaneously. 
• Play Everywhere and Anywhere 
Mobile games played on cell phones, PDAs, or iPods 
are becoming more common and more sophisticated. 
People can play these games for minutes at a time 
in their personal spaces – on the bus, waiting in line, 
and even while on the go. 
Educational games can use this style of play, and 
Fig 17. The photosynthesis Game 
[Image Source: Moving Learning games forward]
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New Media Design | Diploma Project 
can be designed to take advantage of the personal 
spaces in students’ lives – the time between classes, 
before school, after school, going to and from school, 
etc. 
• Define the Learning Goals 
The success of learning games would depend on 
success of students and that could only be reflected 
through data gathered while playing. It is imperative 
that researchers and developers more clearly define 
their learning goals, and corresponding assessment 
tools should be developed. 
There is a need to simplify the process of data 
logging and data analysis. Another important aspect 
with data, is the meaningful visualization of data for 
all the stakeholders of this ecosystem to analyze and 
understand. 
The success of educational games depends on 
their ability to enhance learning and of these tools in 
quantifying learning. 
4. Howard Gardener, Multiple 
Intelligences and education 
In his book gardener goes against the old age belief 
of Intelligence being a single entity that was inherited; 
and that human beings initially a blank slate could be 
trained to learn anything. 
He divides intelligences in seven different 
categories however he maintains that none of these 
intelligences operate independently. 
Learning: The theory has helped us to reflect on our 
practices. It allows people not to look at intelligence 
as magical black box but as something that is very 
specific to an individual. 
As a game designer it allows them to design 
mechanics around a single intelligence 
simultaneously leveraging the other. 
5.Colour scheme preferences of 
elementary school children in their 
school environment 
The paper talks about colour preferences. There are 
different aspects of colour preferences like culture, 
Education Level, past experiences, Memories, 
History, perception of colour, age gender and the 
psychological and physiological conditions of the 
user. 
There were some interesting points raised when 
paper talks about different established colour 
preferences: 
1. A research suggested that women might prefer 
pink as a legacy of their fruit gathering days when the 
preference helped them identify the berries from the 
foliage. 
2. A neuroscientist argues that small differences 
between girls and boys are amplified in their 
socialisation and hard-wired into their brains with no 
biological preferences. 
Learning: There is no scientific evidence that boys 
prefer blue and girls prefer pink. Up until the early 
20th century, the trend was the opposite and baby 
boys were dressed in pink and girls in blue. There 
are also some small studies suggesting that adults 
of different cultures have different tastes in colours. 
It’s clear that colour preference is learnt rather than 
innate. 
6. Eight ways of thinking about problem 
Solving 
An interesting paper that summarizes that a problem 
solving process has three steps: 
1. The data 
2. The goal 
3. The method 
Each one of these can have different states: given, 
familiar, unfamiliar and incomplete 
Learning: From a game designers perspective it 
lets them define problems. The paper allows them 
evaluate the content of educational games and 
see if there are existing problems and what level of 
problem solving would be required from the user’s 
end, to attain the final goal. 
7. Game based learning : The learning 
revolution 
The writer suggests that digital games based learning
New Media Design | Diploma Project 
42 
enables the learners to actually experience a given 
subject rather than just reading about the subject. 
Learning: The idea of the paper is to understand 
games as a medium to stimulate motivation and 
stimulate engagement of learners in a positive way. 
8. Perception in Visualization 
An interesting article that talks about “Preattentive 
processing” in humans. There are some properties 
of human visual system that are called “preattentive”, 
since their detection seemed to precede focused 
attention. 
A simple example of a preattentive task is the 
detection of a red circle in a group of blue circles 
A viewer can tell at a glance whether the target is 
present or absent. 
There are various features that have been identified 
as preattentive: 
1. Target detection 
2. Boundary detection 
3. Region detection 
4. Counting and estimation 
There are several theories proposed to explain how 
preattentive processing occurs within the visual 
system. 
Learning: The preattentive cognition theory gives 
an insight over how our brain channels the visual 
system, this includes object that would be more 
accessible visually in comparison to others. 
This understanding proved very helpful in designing 
intuitive interfaces for fast paced games. 
9. Blooms Taxonomy 
Bloom’s Taxonomy is a useful way to categorise 
knowledge and skills. This Taxonomy categorises 
learning into three domains: knowledge (Cognitive 
Domain), skills (Psychomotor Domain) and attitudes 
and values (Affective Domain). When developing 
learning objectives for a game, one may need to 
write objectives from each of these domains. 
A major focus is given to the “Cognitive Domain”. The 
writer categorizes knowledge in six different levels, 
going toward the tip of the triangle. 
Learning: Blooms taxonomy presents a strong 
approach to evaluate learning. The six categories 
of cognitive domain allows people to understand 
learning process as a six step process which starts 
with remembering and ends at creating. 
In terms of game design at times this map is 
reversed where user create in the first act (Age of 
empires) and learn as the time passes on. Though 
while designing games one can always visualise the 
user, going through these steps in the process of 
achieving the goal. 
5.3 Research influences 
1. Jean Piaget 
Fig 18. Preattentive Processing: searching for a target red 
circle based on a difference in hue. 
[Image Source: http://www.csc.ncsu.edu/faculty/healey/ 
PP/] 
Fig 19. Bloom’s Taxonomy 
[Image Source: http://ww2.odu.edu/educ/roverbau/ 
Bloom/blooms_taxonomy.htm]
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New Media Design | Diploma Project 
- WHO? 
Jean Piaget (9 August 1896 – 16 September 1980) 
was a French-speaking Swiss developmental 
psychologist and philosopher known for his 
epistemological studies with children. 
Piaget placed great importance on the education 
of children. As the Director of the International 
Bureau of Education, he declared in 1934 that “only 
education is capable of saving our societies from 
possible collapse, whether violent, or gradual.”[46] 
- AFFECT 
Piaget clearly says that “Teaching is always indirect” 
Kids don’t just take what is being said[13]. One need 
to create a system where, they are allowed to explore 
indirectly rather than pushing things on them (As in 
playpower’s case, where the games are not meant 
to teach but to allow practicing and enjoying math). 
He understands knowledge as experience that is 
acquired. 
2. Seymour Papert (MIT) 
- WHO? 
Seymour Papert (born February 29, 1928 in Pretoria, 
South Africa) is an MIT mathematician, computer 
scientist, and educator. He is one of the pioneers 
of artificial intelligence, as well as an inventor of the 
Logo programming language. 
Papert worked on learning theories, and is known 
for focusing on the impact of new technologies 
on learning in general and in schools as learning 
organizations in particular.[43] 
- AFFECT 
In paperts constructivist theory which is highly 
inspired form Piaget. He moved from universal to 
individual learner. He terms projecting our inner 
feelings and ideas as true learning. Expressing these 
ideas help us shape our world while we communicate 
with others. Papert gives huge importance to media 
and context in shaping ones ideas as building blocks 
of learning. 
3. Mitchel Resnick (Lifelong 
Kindergarten) 
- WHO? 
Mitchel Resnick is LEGO Papert Professor of 
Learning Research, Director of the Okawa Center, 
and Director of the Lifelong Kindergarten group at the 
MIT Media Lab. 
He explores how new technologies can engage 
people in creative learning experiences. Resnick’s 
research group developed the “programmable brick” 
technology that inspired the LEGO Mindstorms 
robotics kit. He co-founded the Computer Clubhouse 
project, a worldwide network of after-school centers 
where youth from low-income communities learn to 
express themselves creatively with new technologies. 
- AFFECT 
So where papert and Piaget laid down their 
understanding about kids and learning . Mitchel 
resnik clearly applies these theories in tangible 
products. Looking at SCRATCH as a programming 
environment for kids to lego Mind storm and further 
computer clubhouse initiatives. The idea is to 
empower kids with materials to explore. [44] 
4. Sugata Mitra(MIT) 
- WHO? 
Sugata Mitra is a leading proponent of Minimally 
Invasive Education. He has a PhD in Physics and is 
credited with more than 25 inventions in the area of 
cognitive science and education technology. 
- AFFECT 
The most interesting thing about Sugata Mitra is his 
belief in child being way more intelligent than we 
expect them to be. He believes in solutions that 
complement the framework of traditional schooling. A 
solution that uses the power of collaboration and the 
natural curiosity of children to catalyze learning. 
Sugata Mitra’s “Hole in the Wall” experiments have 
shown that, in the absence of supervision or formal 
teaching, children can teach themselves and each 
other, if they’re motivated by curiosity and peer 
interest.
New Media Design | Diploma Project 
44 
5. Howard Gardener (Theory of multiple 
Intelligences) 
- WHO? 
Howard Earl Gardner, an American developmental 
psychologist who is a professor of Cognition and 
Education at Harvard Graduate School of Education 
at Harvard University. 
He is famous for his “Theory of multiple intelligences” 
which states, not only do human beings have several 
different ways of learning and processing information, 
but these methods are relatively independent of 
one another: leading to multiple “intelligences” as 
opposed to a general intelligence factor among 
correlated abilities 
- AFFECT: 
In his works gardener clearly distinguishes eight 
different types of intelligences. Describing all these 
intelligences he clearly explain the understanding 
and signs of each of these, he also points at ways 
through which one can develop these specific 
intelligences. 
6. Arvind Gupta (Toys from trash) 
- WHO? 
Arvind Gupta is an Indian toy inventor and 
populariser of science. 
- AFFECT 
For almost 30 years, Arvind Gupta has been taking 
his love for science and learning to the children 
of India. He’s the dream teacher we all yearned 
for. Gupta has travelled to over 3000 schools, 
demonstrating captivating science experiments to 
wide eyed children. What sparks their imagination 
further is that Gupta uses only everyday garbage as 
the building blocks of these experiments. 
He takes trash and creates unforgettable 
experiments and experiences for children. An encore 
purpose for everyday trash is a wonderful by-product 
of his work.[45] 
5.4 Literature review reflection in game 
design. 
There were some major design decisions taken 
based on the readings in the precedent studies, 
some of them are listed here: 
1. The human visual perception listed in “preattentive 
processing” dictated the clean UI approach in most of 
the games. 
This dictated the big elements and playing around 
with high contrasting colours in games. The idea was 
to support easy visual access to different elements. 
2. The paper on problem solving helped to frame 
questions in form of real problems. 
This paved way for creation of good problems for 
users by either providing less data or making the 
user face an unknown method. 
3. With an understanding on visual numbers and their 
relationship with Numeracy as a concept, games like 
“Jelly beans” were developed. 
4. Relating learning with engagement and immersion 
helped in developing games with interesting 
animations and small narratives. 
There was a reflection of engagement in form of 
objectives and different game design elements like 
different kind of bubbles in bubble pop. 
5. A paper suggested, that there is no born colour 
preference in kids[11]really helped the justification for 
bright colourful elements in game design. 
5.5 How can games accelerate learning? 
There are some major points to support games 
intervention in learning: 
1. One of the most important fact about games is 
“There’s no instructor”. Children and adults of all 
ages learn how to play some of the most complex 
games, and pick up spectacular Skills, without any up 
front instruction.
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New Media Design | Diploma Project 
2. Massive amounts of feedback, failure and 
Rewards are possible within a single game.[19] 
3. Players learn how to learn through the dynamics 
and the strategies they aquire within the game play. 
[19] 
4. Learners are able to take risk, learn by failure and 
have to constantly push them for the next task. The 
idea is to try things out, test them and try again. 
5. Inside games your acts are aimed at more 
than learning. You play different roles including a 
participant, teacher, creator, of course learner.[27] 
5.6 Need for math games 
Math skills need quite a lot of practice before they 
become embedded in one. Practising math skills over 
and over again can be rather boring. That’s where 
playing math games can help. There are so many 
different games to help one master all the different 
mathematic skills, that learning math becomes fun. 
Most of the math games are designed to address a 
core problem in STEM education, Number Sense. 
Over 30% of 8th graders lack basic proficiency in 
math, in fact, over 50% of all 8th graders could not 
place 3 fractions in the right order, from smallest to 
largest, according to a recent NAEP test. This is a 
clear reflection of the need for effective educational 
interventions that improves number sense. 
After all, the lack of Number Sense is not just a 
problem for these students, but also for a countries 
growth and industry, indeed these skills aren’t just 
lacking in high school students but are also a major 
problem for college students. The lack of number 
sense is a critical barrier to the personal development 
of future citizens in an economy.
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46 
UNDERSTANDING 
TECHNOLOGIES 
6
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New Media Design | Diploma Project 
6.1 Games designed for Tablets and Web 
There were several things taken care of while design-ing 
games on web as most of them were to be ported 
to Tablets: 
1. The buttons in most of the cases were purposely 
designed larger so that the game can directly be 
ported for touch interactions. 
2. The number of steps of interactions were aimed at 
reducing the input from users end, this allows user 
to take a shorter path to the desired screen on any 
platform. 
3. Use of Text fields was avoided in most of the cas-es. 
Games with text fields on the tablet will either re-quire 
a customized keypad or the default iOS keypad 
which will need huge changes in the game interface. 
4. Most of the interaction were designed in such a 
manner that they are meaningful on tablets. This 
required heavy visualization and fore planning, since 
most of these interactions were crucial parts of the 
game mechanics. 
The best example to this would be Bubble Pop game 
where the Bubble pop (the animation and the visuals) 
were planned in such a manner that they look as 
effective with touch as they do with mouse. 
6.2 What was being Developed? 
The idea was to make flash games on iPAD that 
were fun and engaging. The aim was not to teach 
Math and neither to make assessment test for 
children’s to categorize them, rather to develop an 
intuitive understanding of math with the help of short 
narrative games. 
The idea was to make small math games that talk 
about different concepts and are placed with intrigu-ing 
mechanics, interesting narratives and attractive 
aesthetics. 
With fun and engagement as primary goals, the 
Playpower team started looking at the games around 
and the only domain which looked to suffice their 
needs was of CASUAL GAMES. By very nature they 
are short in game play but highly addictive as well 
as have great replay values. The success to these 
games would lie in their replay ability. 
6.2.1 Why adobe Flash? 
Looking at different tools present in the market, one 
of the front runners was Adobe flash. Flash has a 
legacy of being the emperor in the casual games 
domain. 
There were other platforms that were looked upon: 
1. Adobe Flash 
2. Corona SDK 
3. Unity 3D 
4. IOS(Native code) 
One of the core issues to be handled was the cross 
platform ability of the tool, so that one can publish 
content sitting at the same platform for various 
Appstores and hardware devices. This would help 
developers broaden the user base and is one of the 
key strategic decision. 
The final decision was based on the power to 
reach Android and iOS devices by targeting the 
latest Adobe Flash Player and AIR runtimes. This 
paved way for a huge market to developers and 
simultaneously allowed them to publish content for 
the web. 
Fig 20. Adobe games on different 2D & 3D platforms 
[Image Source: www.gaming.adobe.com]
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6.2.2 Challenges ahead with Adobe Flash 
Flash is slow since it is a framework. One can under-stand 
a framework as something built upon a more 
native piece of code. So whatever flash call’s for, is 
sent first to some other more robust framework work-ing 
under the hood for flash and then flash is able to 
perform that function. 
One of the recent development in flash player was 
the release for the STARLING framework for mobile 
devices. This meant, there was now a more robust 
and native form of rendering technique quite different 
from flash’s own technique, which could be leveraged 
to perform rendering on mobile devices with less 
computational power. 
6.2.3 Starling Framework 
Starling is an Action Script 3 2D framework devel-oped 
on top of the Stage3D APIs, available for the 
desktop in Adobe Flash Player 11 and Adobe AIR 3. 
Starling was designed for game development, but 
one can use it for many other applications. Starling 
makes it possible to write fast GPU accelerated appli-cations 
without having to touch the low-level Stage3D 
APIs. 
Write your code once and deploy it on any platform. 
As Starling is built on top of Adobe’s Flash technol-ogy, 
it runs not only in the browser, but on all major 
mobile platforms out there, including iOS and An-droid. 
6.2.4 Understanding Spritesheets 
A sprite sheet is a collection of sprites arranged into 
a single image, where each sprite represents a frame 
of an animation, an asset, a part of an image. The 
idea of a sprite sheet has been utilized for a long 
time, namely in early gaming systems like Atari and 
Nintendo for faster rendering. 
Fig 21. Generic flash publishing cycle 
Adobe Flash 
Mouse Events 
Content 
Flash Player Publish Deploy AIR Format 
(swf) 
Audience 
Touch Screens 
Basic Rendering Sprite Sheets 
Web Mobile Devices
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The idea is that computer GPU’s are very efficient in 
drawing triangles. To draw a rectangular frame, stage 
3D API joins two triangles to form a quad that can 
represent a frame from a sprite sheet. 
This optimization lets flash render things faster than 
bitmap rendering approach. 
6.2.5 Need for starling? 
The need for all these frame works, sprite sheets, 
rendering engines and GPU boils down to processing 
power or in laymen’s terms: how fast you can render 
visual elements? 
What these frameworks and GPU allow one to do, 
is to access low level hardware inside the devices. 
These hardwares are generally not accessible 
though generic API/IDE’s (Flash, Java, and 
Processing). 
Another need for this framework arises because 
of, the platforms other then laptops and desktop 
computer on which the content is deployed. 
Having angry birds running on a IPAD is different 
from running it over a desktop. Generally, mobile 
devices are computationally weaker in comparison 
to desktop / laptops. In light of these issues 
programmers and content developers needed a way 
of exploiting the best of what these devices can offer. 
Though the goal is not to compromise on quality, yet 
there are restrictions and issues that are needed to 
be dealt with while using these tools. 
6.3 Technical requirements altering game 
design. 
The key to success on a mobile device with Starling 
is, less animations. 
The new way in which developers can leverage fast 
rendering in flash is through sprite sheets. Sprite 
sheets can be understood as big transparent (.png) 
sheets holding entire necessary frames for anima-tion. 
The same technique is used by most of the mobile 
platforms that have restricted amount of computation 
power to render graphics. 
The only restriction that sprite sheet imposes is 
the use of small animation. This small animation at 
each frame could only account to around 20% of the 
screen. What is meant by animation here is moving 
elements that change in shape, size and colour. 
Fig 22. A Spritesheet 
[Image Source : http://www.codeandweb.com/what-is- 
a-sprite-sheet/] 
Fig 23. Stage 3D drawing triangles 
[Image Source : byte array.org]
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6.4 Product technical model 
The technical model followed, revolves around 
the idea of randomized controlled experiments. 
Educational games provide an opportunity to use 
design experiments to optimize the educational 
outcomes of the software. 
A primary goal of the research conducted at CMU 
has been to understand how different game design 
factors affect player learning and engagement. A 
design factor can range from the number chosen 
as an endpoint (0 or 1, for instance), to the 
aesthetic of the choice of answer, to multitude of 
ways feedback can be represented. In order to 
systematically investigate these factors, developers 
implement these design factors as flexible xml-based 
parameters that can be determined at the game 
runtime. 
6.4.1 Software Design 
Level designers use a GUI xml editor to create 
specific instructional units by modifying xml game 
parameters, which include the game elements 
(For a game like BSNL, this would be endpoint’s 
where as in right wrong games this would become 
the deceptive probability of one of the components 
of equation), the items presented, the time limit, 
the error tolerance allowed, the item sequencing 
algorithm etc. We are then able to create online 
experiments that randomly assign new players to a 
set of different game sequences. 
The game sends a GET request to a PHP script on 
our server requesting a level XML file. On the server, 
we use algorithmic method to randomize the delivery 
of different xml level sequences to new players. 
An XML level editor will provide an easy interface for 
level creator to generate customized dynamic XML’s 
6.4.2 Data logging and analysis 
The various design factors presented above 
constitute the independent variables in online 
experiments. Game data logging needs to capture 
both these independent variables as well as 
dependent variables, such as a player’s accuracy 
on each item, their reaction time, and a binary field 
indicating whether they successfully completed the 
task in hand. 
The primary areas of our interest are player learning 
and engagement. Player engagement is defined by 
the number of trials played before choosing to quit (or 
the amount of time). 
Measuring player learning is slightly more 
complicated. We define learning as improvement 
over time (or more specifically, over opportunity). A 
learning curve can be defined, which plots the rate 
of error over the number of opportunities. However, 
because there are multiple skills that may comprise 
performance in the game, we need to define a 
Fig 25. Level XML editor 
Fig 24. Starling’s rendering pipeline under Flash IDE
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knowledge component model by labelling each item 
in the game according to the knowledge component 
it represents. For instance, estimating 1/2 requires 
a different set of knowledge components than 
estimating 2/3. 
6.4.3 Online Multivariate Testing 
Some of the games by Playpower Labs were hosted 
on a very popular website (www.brainpop.com) that 
was being used in 20% of schools in USA. As a 
result of this exposure, Playpower Labs logs ~ 1,000 
play sessions on a game each day. While all players 
are anonymous, the majority of play sessions occur 
during school hours, which suggests that players 
reach games during school. The demographics of 
Brain pop suggest that our players range in age from 
9-14. A session ID is generated when a player starts 
the game and that ID is unique to that particular 
session until the player leaves the website. 
When players begin games, they have the choice 
to different concepts. While one is not able to log 
individual students over multiple sessions, it is 
documented when players leave one version of 
the game and start another (e.g., they quit playing 
fractions and start playing decimals). When they 
begin playing in one of these number domains, 
they are randomly assigned to a different xml level 
sequence. 
With this basic experimental infrastructure Playpower 
Labs can run a large number of experiments where 
thousands of players are assigned to different 
conditions. 
With support from CMU based research on learning 
games, the effortwas to build an infrastructure to 
support games based design experiments. The data 
analysed from such experiments provide Playpower 
labs with a concrete ground for understanding and 
altering user engagement variables. 
Fig 26. Data analysis based on data loggging in
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DEVELOPING 
GAMES 
7
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New Media Design | Diploma Project 
7.1 Building framework vs Individual 
games 
With the start of ideation for games, there were two 
different models for designing the games. The first 
being more of a frame work where one can have 
different concepts taught under single mechanic and 
the other, a specific concept being taught in each 
game. 
The approach looked sceptical in the beginning 
but later it was better placed in terms of developing 
games for a product. 
The essential difference between the framework 
model and the individual model are the mechanics, 
that was meant to be similar for the entire product. 
There was an introduction of subtle changes in 
mechanics for both the game models: 
7.1.1 Framework (Bubble pop, Right wrong, 
Magnitude comparison, BSNL ) 
Screens: 
Splash >Macro>Micro>Game Screen 
The mechanics still include the difficulty level (Easy, 
Medium, and Hard). The framework can include 
various concepts and difficulty levels which were 
difficult to segregate based on user interaction. 
User clicking thrice to reach his desired set of 
questions was eliminated. For E.g. after two levels 
of interaction at “Micro” and “Macro” level we allow 
the user to set the difficulty of question based on his 
current performance. By “current” we mean, if he 
plays well, the questions intelligently become harder 
and vice versa. 
7.1.2 Individual (Clock Game, angle asteroid, 
Coordinate) 
Screens: 
Splash >Macro>Game Screen 
In case of individual games, the objective was 
targeted at very specific concepts. Since the scope 
of the games was rather small we didn’t want the 
user to attain a sense of confidence very quickly. 
Removing the (Easy, Medium, and Hard) mechanic 
from this model ensures that the user continuously 
engages with the games and the concept without 
evaluating the difficulty of questions. This way user 
would be able to spend more time on a specific 
question. 
The bottom line is, not knowing that one has been 
continuously answering the harder questions 
correctly, which will keep one on his toes. 
7.2 Understanding MDA framework 
During literature review on games and game models, 
MDA framework was studied, it stands for Mechanics, 
Dynamics and Aesthetics. The framework looks at 
a game from two different perspectives, where the 
components of the framework sit in the centre. 
Fig 28. Bubble POP gameplay screen 
Fig 27. Angle asteroid gameplay screen
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The MDA framework formalizes the consumption 
of games by breaking them into their distinct 
components: 
Mechanics: The rules and concepts that formally 
specify the game-as-system. 
Dynamics: The run-time behavior of the game-as-system 
+ players. 
Aesthetics: The emotional responses evoked by the 
game dynamics. 
7.2.1 Dissecting a game based on MDA. (Bubble 
pop) 
Let’s see a dissection of bubble pop game based on 
this framework. This will help one understand how 
following the MDA approach allow game designers 
to control different elements of game design, which 
also includes programming and development assets. 
Bubble POP 
Mechanics 
The mechanics would account for all the rules and 
in game elements that define the game play. These 
elements were designed to support the aesthetics of 
the game. While designing the mechanics, the game 
designer also looks at emotional factors that make 
a game fun. There are several kinds of “fun” that the 
game designer would try to incorporate in his game 
based on the dynamics. 
In bubble pop the different mechanics would be: 
• Popping the Bubbles 
• Answering the maximum number of question in 
90 seconds 
• Introducing special bubbles 
• The “Easy, Medium, Hard” bar that increases the 
difficulty of question based on your performance 
• Saving higher scores on leader boards and 
appearing on the “Wall of fame” 
• Achieving objectives to gain coins 
Based on these mechanics the games designer 
would try to evoke: 
• Sensation, where the game is fun because the 
player is experiencing something new. 
• Discovery, where the game is fun because the 
player needs to explore the game and discover 
its secrets. 
• Expression, where the game is fun because the 
player is able to leave his/her mark on it and play 
it according to their preferences.[36] 
Dynamics 
The dynamics of a game is the runtime behaviour 
of the game that can be somewhat predicted when 
forming the game rules and objectives, however the 
dynamics cannot fully be understood until the game 
is played. 
Another understanding of dynamics is the user 
tactics and strategies that they employ and develop 
while playing the game. 
Taking both of these attributes of dynamics in 
consideration, here is a list of some observed 
dynamics in bubble pop: 
• While deciding the levels to play, one would start 
with concepts that he is good at. 
• When bubble appears, the pattern in which one 
would start popping would entirely depend on the 
runtime placement of bubbles or the appearance 
of random special bubbles. 
• The time taken by the player to answer each 
question would also depend on the appearance 
of special bubbles or the type of special bubble 
that appeared. 
• The appearance of a special bubble and the 
users choice of concept would finally reflect 
upon, how fast users are able to achieve the 
desired achievements and high scores. 
Fig 29. The two stakeholder in gamedesign process 
Fig 30. Three components of a game
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New Media Design | Diploma Project 
Aesthetics 
Looking at Bubble pop from an aesthetics point of 
view, everything that interfaces with the player comes 
under that. This will also include the interaction and 
experience designed for the user within the game 
play. 
The game aesthetic will include all these elements: 
• Visual elements (Design language: the 
landscape theme and the use of bright colours) 
• Animations (bubble popping animation) 
• User Interface (The position of all the elements 
on screen based on usability practices and 
assumptions) 
• Interaction (The mouse interaction with Buttons, 
No Button at splash screen, bubble pop) 
• Narrative (The act of making the user understand 
the game, question popping in starting to 
highlight itself, Pig animation when coins are 
added) 
• Sounds (Bubble pop Sound, coin sounds) 
7.2.2 How MDA helped? 
The MDA framework lets the games designer 
segregate a game design into three different 
components. He can now handle each one of them 
separately but not independent of each other. 
In one approach he can start looking from the user/ 
players perspective where the interface starts with 
aesthetics. While designing aesthetics one takes 
care of the dynamics that will be building upon the 
mechanics of the games. A similar approach would 
be reversed for designer where the mechanics 
generate dynamics which further generate 
aesthetics. 
The framework is a good tool to analyse a game and 
understand the dependency of one component of 
game design over another. 
7.3 Understanding content development 
Developing content for games is quite a task in order 
to meet standards of education set by different state 
governments and the US parliament (in India it would 
be different state boards). 
All games were mapped to different knowledge 
components they aling to.(following the US common 
core standards publishing’s). This provided a fair 
idea, as to what needed to be asked. 
This was followed by a research through academic 
curriculum in the form of different textbooks and 
questions types, that were used while teaching these 
concepts. 
Finally, the content development started: 
Content Development (Manual / Algorithms) 
There are different products that use different ways 
of content creation. Content creation here represents 
the set of question that are part of the game design. 
There are three ways of going about content 
creation: 
1. Manually created XML 
2. Programmatically generating XML 
3. Algorithms 
7.3.1 Manually created XML’s 
In case of a manually created XML, each game has 
two set of XML 
1. The progress XML that sets all the generic 
parameters for the games.fig33 
2. The level XML that has questions written for a 
specific level.fig34 
In fig33, the part one (1) describes all the node 
parameters that set the games state with name, 
number of stars and coins. 
In part two (2) the XML describes a particular level 
and details for the level. These details include 
number of variables that help make the question 
generation algorithm more random and effective. 
Now in case of a level XML, the basic level details 
are mentioned in the starting, stating the time limit 
and other parameters.(start count, coins, total pos 
etc) 
Fig 31. Coins collecting pig
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7.3.2 Programmatically generating XML’s 
Programmatically generated XML follow a similar 
structure explained above. These XML are dynami-cally 
generated using algorithms. 
Fig 33 Progress XML 
Fig 32. The content generation flow
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New Media Design | Diploma Project 
Algorithms 
An algorithm would dynamically generate questions 
when needed. The nature of these algorithms is 
interesting. 
The way these algorithms are designed is based on 
probability. The algorithm by default generates an 
ideal equation. 
For example the algorithm(Fig 35) is written for the 
Right Wrong game where the user needs to figure 
out if the given equation is right or wrong. An ideal 
equation here would be: 
Left + right = ans (2+5 =7) 
Now the system is programmed in such a manner 
that it generates random number , in case of above 
equation it is “rand1”, this random number dictates 
the probability of changing one of the components of 
this equation to make it incorrect. 
The three components here would be the left, right 
and the “ans” parameter. Based on developers 
understanding, out of these, one of the parameter 
would be more deceptive in nature than other. 
The different validation then regulates the chance 
of a particular parameter to be changed in order to 
make the entire equation incorrect. 
Most of the product out there in market use 
specialized algorithms to generate question. Some of 
them are: 
1. Carnegie learning uses a complete AI based 
algorithm that is based on user performance. 
2. Mangahigh also uses algorithms to generate 
content 
3. Math Mystery Monster uses XML driven content to 
power their product. 
Fig 34. Level XML
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7.4 Scoring Models 
During the ideation of games, there was a constant 
focus on creating engaging and rewarding scoring 
models for the product. There were several iterations 
of possible models, some of them are listed here: 
7.4.1 Scoring system -1 
A set of mechanics where there are no Levels. 
The games have a pre-set time (60 or 90 sec) for the 
challenge (e.g. multiplication 1-100) 
The player starts to answer questions. So in case 
one consecutively answers correctly, then the system 
intelligently increases the complexity level of the 
questions and simultaneously the amount of scores 
that are being rewarded. 
Now again, if the user gets consecutive wrong 
answers, then the system decreases the level of 
difficulty and the scores in reward. 
At the end of the pre-set time one can land on the 
Medal screen (3000 score – bronze, 8000 – silver, 
20000 – gold). 
There will be a time limit to answer a question 
beyond which the user misses that question (5 sec) 
For instance an user got gold and the other student 
got a bronze. Both the medals get converted in to 
point‘s (1gold = 20 point, 1silver = 10 points, 1bronze 
= 5 points). 
These point are then displayed on the “WALL OF 
FAME”. 
Every time user takes a challenge and score a medal 
he can add points on the WALL and compete on the 
WALL OF FAME. 
7.4.2 Scoring system - 2 
Another model for scoring, inspired from the study of 
different games (Meteor Math, Angry Birds and Tap 
the frog) on the iPad. 
Each challenge (e.g. addition 1-100) is presented in 
form of a game with levels. So assume the “RIGHT 
WRONG” game to have different levels with this 
challenge. 
User starts the game on level one with 60 seconds in 
hand and minimum six questions to answer. He won’t 
proceed to next level before answering six questions 
correctly. If the time runs out then he has to replay 
the level. 
At the end of each level user converts his current 
scores in to stars (Like Angry birds on facebook). 
So after playing 5 levels, user can accumulate 10-12 
stars based on his performance. On the final screen 
once all the levels have been played, stars are added 
up. (If all the levels are not played then start counts 
are saved as in “Tap the Frog”, which user can later 
Fig 35. Algorithm logic
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New Media Design | Diploma Project 
improve) 
Finally at the end say: 
30 stars = 1 bronze 
40 stars = 1 Silver 
50 stars = 1 Gold 
User gets the respective medal to fulfil his challenge 
goals. 
The teacher can assign the user a challenge goal. 
For example, a bronze or 12 stars based on the 
understanding of the class. 
Also in this case, stars earned are a representation of 
the scores on “Wall of fame” 
So for the leader board, star x 10 = point. 
7.5 Different mechanics used 
Starting with the ideas about different mechanics, 
there was a high influence of games like: 
• Meteor Math on iPad 
• Fruit Ninja 
• Angry Birds 
• Ice Ice May be(Manga High) 
• Temple run 
• Slingo by zinga on Facebook 
Different games bring different kinds of mechanics, 
some has time as the driving force, others have 
number of coins one earns with which they can 
compete with friends on social platforms. 
Our games evolved from different approaches: 
6.5.1 Time based 
This is a generic approach where the user has fixed 
amount of time to play and earn coins/points. 
6.5.2 Unlimited time to play and complete the level 
Another approach tried, was to have unlimited 
amount of time for the users to answer, so it will be 
an infinite game play where the only way for the 
user to get out of the level would be to answer many 
questions incorrectly. 
The interesting part is, all the major incentives tied to 
the game play are associated with only fast players. 
This kind of mechanic creates a pressure over the 
player to play faster and commit mistakes. 
6.5.3 Why coins? (They could finally be part of virtual 
currency) 
The entire idea of having coins was thought on the 
basis of generic understanding of kids. There is no 
data to back such an assumption, but looking back at 
our own childhood, coins were figured out to be one 
universal incentive that one can have. 
There are some properties attached to notion of 
coins that make them a valid incentive for children’s: 
• Coins are universal in nature. 
• One can apply the gold, silver and bronze 
categorization easily to coins. 
• Kids are fascinated with coins and the idea of 
earning them. 
In one of the games a piggy bank has been tried 
so that the idea of posessing and collecting coins 
becomes more established and evident.
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7.6 The prototype product 
Game development was still in process when the 
idea of creating a prototype of the final product came 
up. 
A single game based product was planned, which 
would have the entire UI for parent, teacher and 
student to register and store their progress. 
7.6.1 The prototype flow 
1. The teacher clicks on the “Register“ button to 
register a class. 
2. The following form opens up: 
3. Teacher can enter “Number of students“ , she 
wants to enroll. 
Below is the screen shot of the teacher dashboard 
when teacher sign’s up for the first time. 
Fig 36. Mathfact product homepage 
Fig 38. Register button on homepage 
Fig 39. Teacher Signup form 
Fig 37. Mathfact product planning
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New Media Design | Diploma Project 
4. Usernames password are genrated against each 
student added by the teacher and mailed to the given 
ID. 
5. On clicking students name, the teacher can see 
complete statistics of the student. 
Game 
1. You can use a quick play or login to play on the 
website. 
2. First screen of the gameplay 
Fig 40. Teacher dashboard 
Fig 42. Student statistics 
Fig 43. Mathfact homepage 
Fig 41. Teacher generated user ID & passwords 
Fig 44. Mathfact splash screen 
Math fact : http://www.playpowerlabs.com/games_MathFact.html
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3. The menu screen, to select the concept to be 
practiced. 
4. The student has 90 seconds to finish a level, each 
correct answer will fetch him 100 points. 
Each level is divided in to three difficulty level’s: 
Easy, medium and hard. 
There is no score penalty on giving wrong answers. 
7.6.2 Testing 
The testing happened at St. Kabir school near SG 
highway, Ahmedabad. 
Students: 10 
Time: 1 Hour 
Fig 46. Different game screens 
Fig 45. Mathfact concept selection screen 
Fig 47. User testing mathfact (St. Kabir School)
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New Media Design | Diploma Project 
Insights 
Some major insights that helped in game design 
process were: 
1. Students of class 7th were finding it difficult to 
attempt content meant for class 5th. 
2. Students find it difficult to type on keyboard. It 
takes considerable amount of time for them to search 
keys. 
3. Not all computers in schools have flash installed. 
The testing was done on personal laptops. 
4. Teachers are not very comfortable with interactive 
products , where students are left to explore and 
interact with the digital content. 
5. In an hour of game play, only one student was able 
to achieve three stars (Maximum score).
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FIRST GAME 
8
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New Media Design | Diploma Project 
8.1 Initial understanding 
The initial task was to redesign a game called BSNL 
(Battleship Number line). This is a Number line 
estimation game. BSNL provides estimation practice 
with whole numbers, fractions, and decimals. 
BSNL was inspired from PAE(Percentage absolute 
error) number line estimation test. 
8.2 Educational Importance of Number 
line estimation. 
In 2008, the National Mathematics Advisory Panel 
stated: “The most important foundational skill not 
presently developed appears to be proficiency 
with fractions.” In response to numerous studies 
describing the challenges faced by American 
students in fractions learning, in 2010 the Institute 
for Education Sciences released a practice guide 
for “Developing Effective Fractions Instruction for 
Kindergarten through 8th Grade.”This practice 
guide strongly advocates the use of number lines 
for improving the student understanding of fractions 
[22]. Teachers in America tend to use part-whole 
representations of fractions (e.g., pizza slices) as 
opposed to number lines, which are a more common 
instructional tool in Asian countries. Number lines 
are also used as assessment tools for investigating 
students’ conceptual understanding of fractions. 
Notably, recent work by Siegler [23] demonstrated 
that the accuracy of number line estimation with 
fractions correlates with standardized test scores in 
6-8th grade. 
8.3 The game redesign 
8.3.1 Original Game 
The initial design for BSNL was more of paper 
texture styled based on a battle ship theme. The 
game narrative loosely suggests that students need 
to defend their island from invading robot pirates by 
firing missiles at their ships and submarines. 
BSNL involves two basic modes: “Typing” and 
“Clicking”. In the typing condition, players type a 
number that corresponds to the location of an enemy 
ship that is positioned on a number line between two 
marked endpoints. In the clicking mode, the player 
is given the numeric location of a hidden submarine 
(e.g., “Submarine spotted at 1/3”) and needs to click 
on the location that they believe corresponds to 
the number. After the player has typed a number or 
clicked on the number line, a missile drops vertically 
from the top of the screen to the designated location 
on the number line. Animation and text-based 
feedback communicates the player’s accuracy after 
every round. 
Fig 49: PAE Numberline estimation test. 
Fig 48: BSNL on Brainpop.com 
BSNL : http://www.playpowerlabs.com/games_BSNL.html
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8.3.2 Abstract Style 
In the first redesign exercise, the current narrative 
aesthetics were replaced (robot pirates attacking) 
with an abstract game aesthetic. 
All the changes were done with minimal changes 
to the programming of the game. Aesthetics were 
changed that didn’t require significant changes to 
gameplay. 
8.3.3 Iterations 
Fig 50: BSNL Abstract redesign 
Fig 51: BSNL Raw sketches 
Fig 52: BSNL Raw sketches 
Fig 53: BSNL Raw sketches
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New Media Design | Diploma Project 
Within this period, the BSNL UI and visual language 
went through many changes. 
8.4 Concept it covers 
• Numbers 
• Negatives 
• Decimals 
• Fractions 
• Percents 
• Operations 
8.5 The final game design 
Fig 54: Different Visual iteration of BSNL 
Fig 55: Game screenshots BSNL 
7.5.1 Game screenshots
New Media Design | Diploma Project 
68 
8.5.2 Visual design elements 
There were four major design elements in the games. 
1. The theme of the game was chosen to support 
the title and the narrative. A water based background 
with two boats floating represents our Number line. 
The colour of the boats was taken care of inorder to 
provide easy visual access to the values attached to 
them. 
The RED colour over the flag (Fig 28) was one of the 
decisions where the designer tried to gain focus of 
the user as soon as he looks at the interface. 
2. Another intentionally designed element was the 
“Piggy Bank”. The idea was to give a sense to users, 
as if they are storing coins that they earn. 
It also provides some space to experiment with 
character based elements and would reveal data 
when the game is up with multivariate testing 
capabilities. 
Different pigs were tried, in order to judge which 
support the theme of the game better. 
3. Missiles were to fall from the top to hit the 
Submarines. With the completion of first game, the 
first feedback was pointing at the violent nature of the 
game. 
So there was a shift from deadly missiles to cute 
looking pumpkins. 
4. Finally, the target was small submarines pumping 
air bubbles in the water. Since the submarines came 
as a reaction to our click, they were not needed to 
visually dominate. 
Submarines were designed in such a fashion that 
they gains focus with their presence but doesn’t 
dominates. 
1. The other important element in the game was the 
question bar. One problem that was faced with the 
bar was “How to highlight it, without making it big 
and bright”. The initial UI design suggested that the 
lower end of the screen would be the best position 
for the bar. This also raises an issue: weather the 
user would be able to easily read and get attracted 
towards the bar. 
Fig 60: Number Flags in BSNL 
Fig 59: The questions tab, BSNL 
Fig 56: Different pigs in BSNL 
Fig 57: Missiles turned in to Pumpkins 
Fig 58: The submarine , BSNL
69 
New Media Design | Diploma Project 
The bar was made to animate from a larger scale, 
entering the screen in centre and then settling down 
at the lower end of the screen. 
2. The target symbol gives an easy understanding for 
mouse click to be used to hit something. 
8.6 Result & Learning 
One of the most important learning’s from BSNL 
redesign was, to always visualize things from 
student’s perspective. The size, shape, colour of 
visual elements and the interactions cannot be 
independent of student’s context. 
Other thing that paved to become one of the 
important parts in the entire product development 
was the need to have a standard structure for games. 
This standard structure will dictate the different 
screens, objectives, scoring and in game transitions. 
Fig 61: The target sign, BSNL
New Media Design | Diploma Project 
70 
GAMES 
9
71 
New Media Design | Diploma Project 
Fig 62: Bubble POP game screens 
9.1 Bubble pop 
Bubble pop is a generic framework where users can 
pop bubbles to answer question, find equivalence 
and point the correct and incorrect answers. 
Screenshots 
Raw sketches 
Fig 63: Bubble POP UI ideation 
Bubble pop : http://www.playpowerlabs.com/games_BubblePop.html
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document
Playpower Labs : Diploma Document

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Playpower Labs : Diploma Document

  • 1. STUDENT : NIKHIL JOSHI PROGRAMME : Post-Graduate Diploma Programme DIPLOMA PROJECT DESIGNING MATH BASED FUN EDUCATIONAL GAMES FOR WEB & TABLETS Sponsor : Playpower Labs, Gandhinagar GUIDE : DR. JIGNESH KHAKHAR COMMUNICATION DESIGN FACULTY ( NEW MEDIA DESIGN) National Institute of Design Gandhinagar 2012
  • 2. New Media Design | Diploma Project 2
  • 3. The Evaluation Jury recommends NIKHIL JOSHI for the Diploma of the National Institute of Design COMMUNICATION DESIGN (NEW MEDIA DESIGN) herewith, for the project titled "DESIGNING MATH BASED FUN EDUCATIONAL GAMES FOR WEB & TABLETS" on fulfilling the further requirements by * Chairman Members : *Subsequent remarks regarding fulfilling the requirements : Registrar(Academics)
  • 4.
  • 5. Designing Math based fun educational games for web & tablets
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  • 7. ACKNOWLEDGEMENTS Dr. Khakhar Jignesh, Faculty & Project Guide, Coordinator - New Media Design National Institute of Design, India. Lomas Derek, CEO, Playpower Labs. Patel Kishan, COO, Playpower Labs. Special thanks to my team members at Playpower labs : Ankit Patel, Chandradip Rana, Darsh Shah, Diwas Bisht, Nikhil Poonawala, Nirmal Patel, Part Rao, Priyank Kapadia, Sharan Shodhan, Vivek Fitkariwala for helping and encoraging me. My parents, family and friends at NID for all the love and support.
  • 8. New Media Design | Diploma Project 8
  • 9. 9 New Media Design | Diploma Project TABLE OF CONTENTS 1. 2. 3. 4. 1.1 2.1 3.1 4.1 4.1.1 4.1.2 2.3 3.3 4.3 4.4 4.5 1.2 2.2 3.2 4.2 2.4 Synopsis The company Understanding Playpower Labs Design brief Secondary reserach Company motto Approach Goals Understanding Market Web Approaching devices Math fluency Target user group Games and play Casual games Curriculum Mapping Playpower Labs Why? Challenege and scope Why Tablets are different? How does it help? 13 15 17 21 25 25 30 17 21 33 34 34 15 17 21 33 18
  • 10. New Media Design | Diploma Project 10 5. 6. 7. 8. 5.1 6.1 7.1 8.1 5.4 6.4 7.4 7.6 5.2 6.2 7.2 8.2 5.5 5.3 6.3 7.3 7.5 5.6 Primary research Understanding technologies Developing Games First Game School visits Games designed for Tablets and Building framework vs individual Initial understanding Literature review reflection in game Product technical model Scoring Models The prototype product Literature review What was being Developed? Understanding MDA framework Educational Importance of Number line estimation. How can games accelerate learning? Research influences Technical requirements altering Understanding content development Different mechanics used Need of math games? 39 47 53 9 44 50 58 60 39 47 53 9 44 42 49 55 59 45
  • 11. 11 New Media Design | Diploma Project 9. 10. 11. 9.1 10.1 11.1 10.2 11.2 11.3 11.4 8.3 9.4 9.2 8.4 8.5 8.6 9.5 9.3 9.6 9.7 9.8 9.9 Games Conclusion and learning Appendix Refrences Bubble POP! Conclusion Interviews Learning Content structure(BSNL) Website Video The game redesign Jelly Beans Magnitude comparison Concept it covers Final game design Results & Learning Place Value Right Wrong Angle asteroid/Space coordinate Clock game Number jumble Games conceptualized (Design Documents) 112 71 97 97 100 99 101 107 65 79 75 67 67 69 82 77 86 88 90 92
  • 12. New Media Design | Diploma Project 12 SYNOPSIS
  • 13. 13 New Media Design | Diploma Project SYNOPSIS The project was aimed at designing and developing fun, engaging math based educational games that are backed by strong scientific research for students in K-7 grades in the US. The need of math games was to address a core problem in STEM (science, technology, engineering and math) education - Number Sense. Over 30% of 8th graders lack basic proficiency in mathematics infact, over 50% of all 8th graders could not place 3 fractions in the right order, from smallest to largest, according to a recent NAEP(The National Assessment of Educational Progress) test. This is a clear reflection of the need for effective educational interventions that improves number sense. I started off by first understanding the current math based games/products in market, looking at research on learning science and difficulties children have in understanding mathematics. One of the challenges of the project was to ensure that the games designed for the web could easily translate to the tablets/smartphones with minimal design changes. This required a detailed study of different products available on the tablets and their interaction style. At the end, a total of 11 games were developed covering various math concepts. Most of the games were mapped to the US common core state standards for Mathematics. Based on these mini games two iPad applications were also developed for the Apple App store. Looking at my contribution to the entire product, I was the first designer in the company and paved the way for setting up a design team of four members. My responsibilities included understanding the research literature around specific mathematics concepts and then translating them to meaningful game design. Having a strong background in technology, I played an important role in bridging the design and development environment. During the period of six months that I spent developing games, I realized the importance of the subtle decisions that one takes and their impact on the entire game play. Lastly, I perceive games to be something much more than just being fun; they are more of a culture now.
  • 14. New Media Design | Diploma Project 14 THE COMPANY 1
  • 15. 15 New Media Design | Diploma Project 1.1 Company Motto 1.2 Playpower Labs Playpowerlabs is an output of playpower.org , which is a high energy open-source community focused on creating high-quality educational games for underprivileged children around the world. The PlayPower Foundation supports the sustainable development, distribution and evaluation of effective educational games and other media, particularly for underserved children around the world. Playpower was founded at MIT’s International Development Design Summit in summer of 2008, with the goal of developing culturally appropriate learning games for the world’s most affordable home computer. Playpower labs aim at developing games to build core math skills that provide a foundation for success in Science, Technology, Engineering and Math (STEM). They are a small team of developer, designer and researcher that work together to make learning fun and engaging. “Designing games that are fun, engaging, backed by research and justify the platform on which they are played”
  • 16. New Media Design | Diploma Project 16 UNDERSTANDING PLAYPOWER LABS 2
  • 17. 17 New Media Design | Diploma Project 2.1 Approach At Playpower labs they have systematic curriculum design approach which is based on “backwards design”. Here, they start with a clear identification of their educational goals. So far, these goals have been to improve number sense. Then, they clearly identify which assessments they would use to measure number sense. This way, they get aware how to test whether their instruction is working. Finally, they develop games with the precise knowledge of what they are trying to accomplish. In order to test the efficacy of the games, they first play test the games with kids to eliminate usability issues. Then, they collect data from the games and document whether there is a learning curve. A learning curve shows how students improve at particular items within the game, over multiple opportunities. While the learning curve is not proof that the game improves number sense, it does provide powerful evidence of learning. At this point, the games can be tested online, with thousands of players. They then run experiments with the games to identify knowledge component models (i.e., identify the specific skills present in our games that students are learning) and to investigate a range of game design factors to optimize player engagement and learning. With the finished game, they then use a pre/post test randomized experimental design to evaluate whether students number sense improves as a result of playing the game. This experiment provides them concrete scientific evidence for the efficacy of the game, according to their original goals. 2.2 Why? The games are designed to address core problem in STEM education, which is Number Sense. There are several evidences to it such as: over 30% of 8th graders lack basic proficiency in math, in fact, over 50% of all 8th graders could not place 3 fractions in the right order, from smallest to largest, according to a recent NAEP test. All these evidences points towards a clear need for effective educational interventions that improve number sense. Another important aspect to problem that supports a digital intervention is, it is hard for teachers to provide individualized number sense instruction to students in classroom setting or their personal space. That’s why Playpower created a set of games that provide highly effective practice activities for students, both in and out of school. The goal is to develop an intuitive understanding of math amongst kids, called “MATH FLUENCY”. 2.3 Math Fluency What is math fluency? Math fluency is when students can perform basic math without effort quickly and accurately. Why is math fluency important? When students are fluent in basic math, they don’t need to think so hard about basic concepts. This frees up their mental resources to focus on higher-level problem solving. How is math fluency achieved? Practice! Practice allows tasks to be performed faster, easier and with fewer errors. Over time, practice produces automaticity, where tasks can be done quickly, accurately and without effort. From tying your shoes to using computer programs to spelling, all performance begins with a lot of conscious effort. But with practice, everything becomes easy. Why is math fluency so hard to achieve? 1. The main reason is that math fluency, like language fluency, takes lots of practice. Unfortunately, many students view math tests, math worksheets and math homework as tedious, boring, disengaging and frustrating. 2. The second reason why math fluency is so hard to achieve is that many students use slow and
  • 18. New Media Design | Diploma Project 18 inefficient strategies when studying basic math. It’s like they don’t trust their gut sense! While students clearly need to understand the concepts behind math, thinking too hard about basic math functions can prevent students from succeeding in higher-level math. For instance, when solving an algebra problem involving 5+7, students shouldn’t be counting on their fingers, they should just “know” the answer. 2.4 How does it helps? The learning games make it fun and rewarding to practice math skills. Unlike math tests, worksheets and homework, games make it possible to play around, experiment and even fail. Games that are designed introduce an element of competition and cooperation that can be extremely motivating for students. While there is a high bar of challenge for the players, the emphasis is on rewarding success, rather than punishing failure.
  • 19. 19 New Media Design | Diploma Project
  • 20. New Media Design | Diploma Project 20 DESIGN BRIEF 3
  • 21. 21 New Media Design | Diploma Project Fig 1. Exloration and Age relationship 3.1 Goals 1. To identify a viable target user group. The decision would also include Playpower’s expertise at math based data analysis, their development skills and size of the market that was on stake. (Western (US) and Indian domain). 2. Figuring out a revenue model for the product. This becomes crucial in terms of placing playpower in the best slot. 3. What kind of revenue models will support a start-up like Playpower with a strong research backing but a new approach towards learning? 4. How do products go about analysing and visualizing the data they store while there users interact with the product. There needs to be a consciousness about the way one would show the data analysis gathered while user interacts with the product. 5. There was a need to study the in- game currency models for most of the sites and how were they being used in generation of revenues, if any? 6. To study the products that are present both on web and tablets? Are there any games that are present simultaneously for web and tablets? What is the interaction style for these games? 3.2 Challenges and Scope 1. The idea was to make small games that do not teach but partially assess the user. By partial assessment, the primary goal is not only assessment but to develop a sense of fluency in users. This fluency builds up with rigorous practice and hours of game play and it is called “MATH FLUENCY”. 2. Both India and the Western market were to be considered as the target population. It was still not clear if the product would be released in India or not. This makes the research work more challenging, as one needs to incorporate insights from both user groups while playing safe. 3. Most of the games need to be based on research insights gained during research studies. The task would be to simplify these insights into meaningful game play. 3.3 Target User group • Understanding based on Papert, Sugata Mitra, Resnick and Piaget The target user group would include children’s from age 3 to 12. The rationale for such a target group would be their willingness to explore. Exploration ends with structures and structures are learned with age in our education system. So the target group is focussed between an age group where one is willing to explore and learn. • Understanding based on CMU Being mentored by CMU, there was another understanding of the user group which was heavily following the US government’s emphasis on STEM (Science Engineering technology and Math) focussing on K to 12. *The expression is a shortening of Kindergarten (K) for 4–6-year-olds through twelfth grade (12) for 16–19-year-olds. • Target group based on the product, market and revenue model The final target group for the product was based on a strategic decision. The product was aimed at schools in US and India. Looking at the needs and building blocks of math at elementary level , 3rd to 7th grade
  • 22. New Media Design | Diploma Project 22 suited the needs better. • India or US? Initially the product was aimed at US with the idea and the mentorship coming from there. As Playpower started with their research and user testing, they realized India to be a powerful market. While researching, the curriculum studied was both from India and US, and insights came from both ends. Though, it was difficult to make a standard product for both parts of the worlds. The approach was to incorporate insights from both the United states and India, as it was difficult to narrow to one.
  • 23. 23 New Media Design | Diploma Project
  • 24. New Media Design | Diploma Project 24 SECONDARY RESEARCH (Precedent case studies) 4
  • 25. 25 New Media Design | Diploma Project 4.1 Understanding Market The research started with understanding what exists in the market. There were several platforms for which the product could be developed. In the beginning, Playpower labs was not clear about the kind of product they were aiming at, but the core direction was still about “Fun and engaging math games”. 4.1.1 Web The target market was primarily distributed between two platforms, The “WEB” and the “TABLETS”. There were several products in the education learning domain, some aimed at providing teaching assistance to kids where others were just assessment systems. To name a few: 1. Apangea Math 2. Brain Pop 3. Edu Comp 4. Educational Initiatives 5. Ten Marks 6. Extra Marks 7. Dream Box Learning 8. Khan academy 9. Manga hingh 10. Code academy 11. Cognitive tutor 12. Alice 13. Sum Dog 14. Haiku Learning 15. IXL learning 16. Power my learning 17. Mathplayground 18. PBS kids 19. Aventa Learning 20. Ted-Ed 21. Think Quest The research through these products revealed different models and tactics used by the producers. Tactics here refers to strategies employed by these products, while expanding their content and market. Generally most of these products follow a similar structure of licensing their products to schools.This allows them to keep track on students and their performance through different Interfaces. A general product model would look like one in fig 3. We were mainly focussed on products that were developing games and were using games as a medium for learning. Post the evaluation of many existing products, there were three web based products which had a huge impact on the research and understanding for the final product : 1. Manga high 2. Sumdog 3. Dream Box There were some interesting strategies employed by each one of these products that sets them apart from the rest. A. Manga high Manga high consists of 16 math games and four exercise programs for students in middle high school. These online, flash-based games look and feel more like mainstream games than traditional “educational” ones. The graphics on the site are in “Manga” (Japanese comic book) style. Characteristics • Assignable The product allows the instructor or teacher to assign a specific concept to a specific student. • Blended Learning The product lets teacher partially supervise the Fig 2. Manga High free math based teaching resource [Image Source: Mangahigh.com]
  • 26. New Media Design | Diploma Project 26 learning process and partially be the content that is being delivered. The product also provides teaching assistance. • Informal Learning It allows learning outside formal learning environment • Supplemental It provides additional instruction or learning opportunities outside the required curriculum. • Interesting Points 1. An outstanding characteristic of Manga high is a social component that allows schools to enter into “math combat” with one another. 2. Its free for use as no licensing is required. 3. One can register as a school and generate as many accounts as one desires. 4. Every game has two versions. A simpler version and the hard version. So there are only 8-9 unique games on the website. 5. The site has an interesting “Prodigy” product. The product is more of an assessment test UI which covers up most of the concepts from the US common core stae standard curricullum for math. A complete look at the website reveals, that the Prodigy actually covers 8-10 times the concepts covered by all the games on the games page. This is interesting in terms of strategy. The games provide the face value to the product where as the core is represented by a very simple UI in form of their Prodigy product. Game structure The inner game structuring of Mangahigh differs from one game to another, a close look at all the games reveal a uniform structure in some of the games. Fig 3. A generic structure for educational products Fig 4. MangaHigh’s Prodigy product [Image Source: Mangahigh.com] Product Student Teacher Parents School Per Student License Assessment / Games Data Analysis
  • 27. 27 New Media Design | Diploma Project Each game in Manga high teaches various concepts based on the game mechanics. The level of structurization is such, that the user themselves can decide the difficulty as well as the concept to be taught. This selection can also be directed from the teacher dashboard. Revenue model Manga high have two revenue models: 1. They give everything for free, their adaptive technology and the progress reports. 2. They have a “M-Sensi” functionality, where they charge the parents for giving students challenges, next tasks etc. So the idea is to first addict students with games and allow schools to freely use their product, and then monetize from parents rather than schools. B. Sumdog Sum dog is an Avatar based free math games site. They offer free games which cover 120 numeracy skills, split in to 10 levels. The games are not religiously tied to any curriculum. Characteristics • Flexible Sumdog has a very flexible platform, where the choice of selection of topic is independent of the game one desires to play. • Assignable The product allows the instructor or teacher to assign specific concept to a specific student. • Multiplayer Most Sumdog gmes are multiplayer, which means one can choose to play against other Sumdog users around the world. • Games Most of the games are devoid of narratives as they use Physics based mechanics to raise user’s interest in games. For example, physics balancing game in fig 7, where user’s focus shifts from answering to balancing and subconsciously one ends up attempting a whole lot of question. Fig 5. Game structuring Mangahigh. Fig 6. Sumdog’s fun multiplayer games for grades K-8 [Image Source: Sumdog.com]
  • 28. New Media Design | Diploma Project 28 • Adaptive Learning If one keeps getting the questions right, they’ll get harder automatically. If user have problems with a specific concept, Sumdog will help user practice by asking more questions related to the same concept. • Interesting Points 1. The product has an avatar system where user can earn virtual currency. One can play games to earn coins and go shopping in Sumdog’s online shop. 2. Its free for use for students and parents. Teachers can generate up to 10 free licenses, but for schools they need to license the product. 3. The product is adaptive in nature, so it lets the system analyze the concepts one finds difficult and then set questions accordingly. 4. Single UI to assign topics, choose avatar and set games. This UI streamlines the process and is a boost to user experience. Game structuring The game structure in Sumdog is rather simple. The UI in the website lets the user select the topic (Concept to be taught) and the level, and then the user chooses the game that he wants to play. What is interesting here is that, the topics and the levels are independent of the game mechanics. For example Mangahigh’s ICE ICE MAYBE in fig9 (A game teaching fractions)is entirely bound to the concepts of fraction and numbers on a number line, and cannot accommodate concepts like multiples etc. All the other products have games that support the game play and the concept to be taught, but here Sumdog makes their platform independent of the concepts that are being taught. The product structure allows them to expand their list of concepts without being pushed to make new games. Fig 7. Sumdog’s physics balancing game [Image Source: Sumdog.com] Fig 8. Sumdog’s single UI approach [Image Source: Sumdog.com] Fig 9. Mangahigh’s ICE ICE MAYBE [Image Source: Mangahigh.com]
  • 29. 29 New Media Design | Diploma Project Revenue Model Sumdog’s revenue model is quite simple. It is totally free for students. In case of teacher’s there are certain restriction (5 free activities, 10 student report and 25 free matrices). The schools can buy a subscription to get detailed progress report on the students, to analyze their strong and weak skills. C. Dream Box Dream Box is a highly adaptive learning math program for students at the K-5 level. It is best used by individual students on their own (but in a classroom setting). The system creates an independent path through the material for each student. It assesses students’ skills based on how they solve problems rather than on a single end-of-session assessment. (For this reason, the company calls it an “intelligent adaptive learning system.”) Characterstics • Adaptive The product adapts content to the knowledge level of the learner. • Activities and Games The product relies on activities instead of just games for learning purposes. • Engaging Dream Box uses a toolbox of feedback (audio, visual, games, certificates). Students choose avatars and take part in games and challenges. • Supplemental The product provides additional instructions or learning opportunities outside the required curriculum. How does it work? Students pick a character (avatar) from about three dozen choices. With that character, they can engage in activities in four adventure themes (pirates, dinosaurs, Fig 10: Sumdog’s product model
  • 30. New Media Design | Diploma Project 30 and pets), each with 8 stories. One can then visit the Adventure Park and the Carnival etc. The program uses “interactive virtual manipulative” such as sliders or bars. It can continuously monitor not just a student’s answer to a problem but the strategy the student adopts to solve the problem. Dream Box’s software captures every mouse click students make and can adjust for 60 different parameters of student behaviour, such as how quickly they answer questions, how many “hints” they use to get an answer and so on. The program stores data based on thousands of students and derive user insight to help them learn. Revenue Model The product directly seeks money for different licences it provides: School use: • License cost per student: $20 per year • “Unlimited” school site license: $7,000 per year Home use: • Individual licenses: $12.95 per month for one child or $59.95 for six months. 4.1.2 Approaching devices The application market related to tablets and handheld devices is flooded with application on kid’s and education. There are several good products and companies that develop learning products. The main area of focus was “Apple App Store” and the apps studied were mainly concentrated around math’s based educational ones. Some of the good educational apps studied were: 1. Brain Pop 2. Brain Tuner 3. Dragon Box 4. Telling Time 5. Math Blaster 6. Astro Math 7. Monkey Math 8. Pop Math 9. Rocket Math 10. Wings 11. Hungry Fish 12. Math Frogs 13. MathBoard 14. ChalkBoard 15. A day with a difference 16. Adding apples 17. Bugs and Buttons 18. Didackto 19. Marble Math 20. Motion Math(Wings, Zoom, Hungry fish) 21. Number sense Entertainment Games 22. Cut the rope 23. Angry Birds 24. Where is my Water 25. Tap the frog 26. Subway Surf 27. Fruit Ninja 28. Yellow Fins 29. Temple Run Most of these apps cover very specific concepts. There are companies that have different apps for different concepts (Motion Math has different apps on fraction and addition). Some of the products were designed to leverage the touch and different gestures on Tablets, but the major bulk were designed to be easily ported to web. App store The App Store is a digital application distribution platform for different mobile applications developed and maintained by Development giants like Apple, Google and Nokia. The service allows users to browse and download applications from their devices and install them on the device itself. There are number of App Stores for different mobile platforms. The biggest of them is the iTunes store from Apple. Some famous App Stores are listed here: App Store (iOS), the official Apple online application distribution system for iPad, iPhone, and iPod touch • Amazon Appstore, an online application distribution system for Android devices. • Mac App Store, the official Apple online application distribution system for Mac OS X. • Windows Phone Marketplace, the official application store for the Windows Phone. • Windows Store, the upcoming application distribution platform for Windows 8.[41]
  • 31. 31 New Media Design | Diploma Project How does it works? The only motive placing an application on these App Stores is to rank them higher when related keywords are searched. On web platform we call it SEO – Search engine optimization. Most of the big companies running these stores have their closely guarded algorithm for determining where an application lands. Some of the generic steps could be formulating a constant stream of updates, adjusting the price tag, and giving users a way to spread the word about the app.The pricing on the app is smartly adjusted, more than the purchasing power of your target group, the pricing from your competitors makes a huge difference. Many famous app developers mention “social networking, uploading features, and challenging friends” important for an app . Some functionality built into the game to include features like friends lists, challenges, and leader boards are beneficial. They make applications more discoverable. Another interesting point would be to set an actual date for app release instead of releasing it automatically after it gets approved. [40] If the average time to get reviewed is ~7 days, and then a couple hours for review, the app is set to go for sale 9 days from your submit day. [40] Key Learning 1. Successful games on tablets are FAST. The game mechanics should allow one to be fast and there should be equally potential reaction from the game (in terms of positive/negative feedback). 2. Most of the apps aimed at teaching simple but specific concepts. The crux of these apps lies in different mechanics that were used to enhance user experience and engagement. (Though web products include teaching concepts, games on tablets don’t really teach) 3. One of the important learning’s, studying app interfaces was to make big buttons and clean user interface.Clean user interface here stands for minimalistic and readable. 4. Another important task about designing an app interface is to make it intuitive. The user should exactly know what needs to be pressed and which action initiated what reaction. 5. Animation is always minimal. Studying all the major games including educational ones revealed, how minimal animation is used with smart backgrounds to create a dynamic composition. Here are some apps that really inspired the product and laid down standards for Math based educational application development: 1. Meteor Math 2. Motion Math (Math Zoom) A. METEOR MATH Meteor Math encourages users to blast numbered meteors together to find the correct mathematical solution. As the player progresses the game becomes harder and the pace intensifies. Features • Develops four principle mathematical functions; Addition, Subtraction, Division and Multiplication. • Suitable for all ages, with carefully graded levels. . Fig 11. MindShapes Meteor math [Image Source: http://itunes.apple.com/in/app/mete-or- math]
  • 32. New Media Design | Diploma Project 32 • Drills that help your child develop super fast ‘Mental Math’ . B. MOTION MATH (ZOOM) An animal adventure through the world of numbers. The game allows children to zoom in number lines exploring the concepts related to units and number lines. Features • The game uses concrete objects to represent abstract numbers: from dinosaurs in the thousands down to amoebas in the thousandths. • Fun animal animations and sound effects help elementary school children master the number line. Fig 12. Motion Math zoom [Image Source: http://itunes.apple.com/us/app/motion-math- zoom]
  • 33. 33 New Media Design | Diploma Project 4.2 Why Tablets are different? 4.2.1 Understanding the context of usage When talking about tablets, we need to understand the need and the context in which they are used. With a huge boom in the tablet market, tablets are able to make their own place between laptops and mobile phones, which has considerably increased the amount of time people use to spend on a mobile device. When thinking about the context, try to answer the following questions:[33] • How will the user interact with your app? Whether seated on their lap, held with both hands, or on a tablet stand? • How long will the average interaction be? Seconds, minutes or hours? • Is the ideal way of interacting with the app horizontal or vertical? Sometimes a specific orientation will be ideal for the user. How will you attract the user into using it the way you want them to without restricting the orientation and limiting the user experience? • When will the user be interacting with your app? In the morning as they drink their coffee? At night, lying in bed? How will the time of day or the environment they are using the tablet in affect their interaction? • Do you think your content best fits the tablet as a medium, does it justify itself on this medium. 4.2.2 Considerations while designing for tablets 1. Apple has a relative standard of when and how to use the tablet interface in their iOS Human Interface Guide. Based on the research, we stuck to the basic gestures in our games. Customized gesture will require custom programming, from user’s point of view, he will need a hint if the interaction isn’t intuitive, or give them another way to interact with the app and help them discover the less-intuitive gesture interaction. 2. Fat Fingers As frequent users of tablets know, small buttons are frustrating. You constantly tap the screen, turn your finger to find the active area, and if it’s close to other buttons, you could hit another button altogether. Small buttons that have a narrow area of activation are just frustrating. It’s a widely accepted fact that larger buttons, regardless of the device or interface, are easier to find and interact with.[33] 3. Helping Hands Even if your app doesn’t have writing or drawing interaction, it’s important to keep the user’s handedness in mind. Most users are right-handed, but providing the option to change the controls to accommodate left-handed people might be worth the time, especially if the app requires the user to access controls while directly interacting with the screen.[33] 4.3 Games and play 4.3.1 Why games? • Games are a form of fun. That gives us enjoyment and pleasure. • Games are form of play. That gives us intense and passionate involvement. • Games have rules. That gives us structure. • Games have goals. That gives us motivation. • Games are interactive. That gives us doing. • Games have outcomes and feedback. That gives us learning. • Games are adaptive. That gives us flow. • Games have win states. That gives us ego gratification. • Games have conflict/competition/challenge/ opposition. That gives us adrenaline. • Games have problem solving. That sparks our creativity. • Games have interaction. That gives us social groups. • Games have representation and story. That gives us emotion.[3] With all these opportunities and qualities, games give a chance to interact and create information. Information which is meaning full as well as engaging
  • 34. New Media Design | Diploma Project 34 for us. Games as an act lets you think, strategize, understand, interact, involve, absorb and perform. This entire process is wrapped inside the envelop of games. To progress in a game is to learn; when we are actively engaged with a game, our minds are experiencing learning a new system. The very obvious difference between games and traditional schooling is that good games always involve play, and schooling rarely does[13].Games include PLAY! 4.3.2 What is play? Play is a term employed in psychology to describe a range of voluntary, motivated activities normally associated with pleasure and enjoyment. Play is most commonly associated with children . Many prominent researchers in the field of psychology (including Jean Piaget, William James, and Sigmund Freud) have viewed play as endemic to the human species. Play is often interpreted as less serious; yet the player can be intently focused on his or her objective, particularly when play is structured and goal-oriented, as in a game [34]. Accordingly, play can range from relaxed, free-spirited and spontaneous through frivolous to planned or even compulsive. 4.3.3 Play and games Games by contrast, tend to have defined goals. Games allow a sense of free play which the child pursues on his own terms. While in the game, the child accepts failure as a possibility. Games lay challenges which look worth attempting and channels player’s effort. Gaming is play across media, time and social spaces. It includes interaction with physical matter, digital artefact, humans (Parents and siblings) as well as games itself (hypothetical character and situations). Games need a player with an attitude to challenge, accept, learn, absorb, being creative and fail. Without a willing player a game is a formal system waiting to be inhabited.[27] A casual game is a video game targeted at or used by a mass audience of casual gamers. Casual games can have any type of game play, and fit in any genre. They are generally identified by their simple rules and shot game plays. Most casual games have similar basic features: • Extremely simple game play, like a puzzle game that can be played entirely using a one-button mouse. • Shot engaging game plays. • The ability to quickly reach a final stage. 4.4 Casual Games 4.4.1 Casual gamer “Casual gamer” is a loosely defined term used to describe a type of video game player whose time or interest in playing games is limited compared with a hardcore gamer. For this reason, games which attempt to appeal to the casual player tend to strive for simple rules and ease of game play, the goal being to present fast game play experience that people from almost any age group or skill level could enjoy.[42] 4.5 Curriculum Mapping 4.5.1 CBSE/GSEB The team at Play power Labs had to understand how they would establish a relationship between their games and what is taught in the classroom. An important task was to develop games which were meaningful to the students within the age group of the desired grade. Therefore they tried to figure out the level of questions in mathematics to be asked, such that the student is able to co-relate it with what is being taught in the classroom. The need was to map, which age group learns what kind of concepts in each class, from Grade 1 to Grade 7 in the Indian curriculum. With access to all the textbooks of GBSE as well as CBSE, the topics learnt by each class in mathematics with the overall concepts were documented.
  • 35. 35 New Media Design | Diploma Project The exercise was helpful in designing the content of the games for specific age groups. Moreover, while going through the textbooks of various standards, many visual images were used in textbooks to create clarity and make concepts explicit for the student. The student in a specific grade makes a transition from visual backed understanding (i.e. pictures of various objects are used more rather than textual content) to text-based understanding. For example in CBSE textbooks of Grade 5, It was found out that the images used, to make a student understand concepts in mathematics were considerably reduced. At the end of this task, the overview of what concepts were taught in each grade was documented (i.e. from Grade 1 to Grade 7). An overview of the documented data of the curriculum is as follows: • Concepts like Addition, Subtraction, Multiplication and Division were defined for each grade. Like in grade 1, only single digit addition is introduced. The concept of carryover is not taught. • There is an introduction to various kinds of measurement in each grade. • Understanding of visual information in textbooks (which means gaining knowledge what kind of visual information is used in textbooks to make them understand concepts) An important understanding that was discovered while exploring the curriculum of the CBSE and GSEB textbooks was that, there could not be any element in the game which is outside the vocabulary of student, since he/she would not be able to relate to it while playing the game. For example a timer which counts up to a double figure would have no meaning to a student who has not learnt numbers up to double figures. The following table shows how the curriculum was mapped on the basis of study on the textbooks as well as some products. 4.5.2 United states Common core standards After studying the Indian curriculum, the US common Core standards were studied. The US common core standards are religiously followed by major products in the US. The common core state standards are designed for consistent; clear understanding of what students are expected to learn, so teachers and parents know what they need to do to help them. The common core standards lay different knowledge components at different grades for students to achieve. Based on observations, the US common core state standards are closely aligned with different state board curriculums practiced in India (CBSE & GSEB). Having planned most of the games, we mapped games to different knowledge components that they relate to. Fig 13: CBSE & GSEB books, grade 1-7 Fig 14: CBSE & GSEB based curricullum map
  • 36. New Media Design | Diploma Project 36 The concept mapping (Fig 16) of different games allowed us to understand the scope of each game clearly. It also helped us support each of our game and gave us correct tangents for content creation practices. Fig 15: United states common core standards for math. [Image source: http://www.corestandards.org/]
  • 37. 37 New Media Design | Diploma Project Fig 16: Games to Knowledge component mapping based on US common core standards
  • 38. New Media Design | Diploma Project 38 PRIMARY RESEARCH 5
  • 39. 39 New Media Design | Diploma Project 5.1 School visits For understanding the end user, there was a decision to visit some schools and ask questions that would prove essential in developing the games. After a few discussions within the team, few questions were prepared for the teacher/anyone related to education within schools. 5.1.1 Observing and understanding classroom setting The initial visits to the schools revealed the nature and context in which the product was to be placed. Initially it was assumed as a wrong approach studying Indian classrooms, when the product primarily was for the US audience. In discussion with team members placed in US, the playpower team finally decided to go about observing and gathering insights from Indian classrooms . One of the key reasons behind the decision was to see the difficult terrain for the product (Internet speed, slow machines). Some of the primary observations and understanding from the class rooms were: 1. Most of the computers do not have flash. Adobe does speak about their 99% penetration on desktops, but that is not true. Though flash isn’t the problem. It’s very difficult to make interactive products for school, independent of these platforms. It’s an obligation for school’s to have these platforms installed as a prerequisite. There was a need to clearly communicate this to clients when they buy the products. 2. Generally a single section has around 50 students but none of the computer labs were equipped with 50 computers, so there is a possibility of two students sharing a computer. This gives a new tangent to think about multiplayer games that could be played on a single screen. 5.2 Literature review One of the most important parts of the research was the precedent studies that happened. This included reading through books, articles and research papers. Personally the most insightful information and understanding was developed while reading research papers. There were several areas which were to be researched. Some of those were: 1. Educational games frameworks. 2. Designing digital games. 3. Understanding how learning happens through digital artefacts. 4. Studying good user interface practices. 5. Understanding interaction design for tablets and web. 6. Understanding different game genres. 9. Visual ergonomics (colours, animations and their impact). Most of the readings had a big impact on the understanding of user psychology and their understanding of the world around. The research domain was restricted between the age group 7-12yrs, though most of the research findings were aimed at much larger set of audiences. Some of the most interesting and important research readings that inspired and impacted the game designs are listed here: 1. Piaget’s Constructivism, papert’s Constructionism: Whats the difference This paper talks about two of the most renowned educationist and child psychologist of their times. They both believed that knowledge is actively constructed by the child in interaction with their world. Teaching is always indirect. Kids don’t just take in what’s being said. According to them projection of the inner self and ideas is key to learning. Learning: The reading gives a clear idea, as to why teaching is not the only way for student to learn. It also supports the notion of games for math, which lets one build his own understanding of these concepts in terms of knowledge. 2. Children’s Acquisition of Number Words and the counting system The paper talks about children and their understanding of the concept of Number words and related numerosity. The problem here is to
  • 40. New Media Design | Diploma Project 40 understand that the number words do not refer to individual items, or to properties of individual items, but rather to properties of set of items. Learning: This paper gave an understanding as to how children look at numbers and related concepts. This gave a realization that we have already mastered and taken these concepts for granted. 3.Moving Learning games forward An extensive paper that talks about history of educational games and how they have evolved. The paper talks about the entire platform (Mobile, Tablets, desktop, Gadgets) on which games are available and aims at answering many question related to design and development of educational learning games. The paper presents a good critique on categorizing what could be called as a game. It suggests looking at strength and challenges of both classrooms and games. there is a need to situate educational learning games at the intersection of both where they are most productive. The writer emphasizes that a good games always involve play, schooling rarely does. An interesting section from the paper discusses different kinds of freedom that a player might want to access: 1. freedom to fail; 2. freedom to experiment; 3. freedom to fashion identities; 4. freedom of effort; and 5. freedom of interpretation Learning: The paper lays down some important learning game design principles. Some of them led to important design decision in the game design process. Following is a list of some principles based on the learning: • Choose Wisely The hype around the education gaming market pushes whole lot of games. Games work well for many audiences, topics and contexts, but they may not be the best tools for all kinds of topics in every context. There were many attempts at games about topics Like Photosynthesis, but most of what results is not a game at all, but a more typical routine classroom activity (like flashcards) with a score and the name “game” attached to it. One must consider what it is about this topic that may (or may not) be appropriate as the basis of a game.[27] • Think small There could be two reasons in support of thinking small: 1. Sometimes the right choice is to make a small casual game, because that style of play meets the learning goals of the activity. 2. At times it might be useful to create a small prototype of a game to test the fundamental concept before going for major development effort. • Put learning and game play first The principle raises a question over the famous discussion of “Who came first, the technology or the game play”. The paper suggests that both should be considered simultaneously. Good educational games will consider both the learning goals/content and the game play at the same time, with enough flexibility to iterate between the two to change one or both simultaneously. • Play Everywhere and Anywhere Mobile games played on cell phones, PDAs, or iPods are becoming more common and more sophisticated. People can play these games for minutes at a time in their personal spaces – on the bus, waiting in line, and even while on the go. Educational games can use this style of play, and Fig 17. The photosynthesis Game [Image Source: Moving Learning games forward]
  • 41. 41 New Media Design | Diploma Project can be designed to take advantage of the personal spaces in students’ lives – the time between classes, before school, after school, going to and from school, etc. • Define the Learning Goals The success of learning games would depend on success of students and that could only be reflected through data gathered while playing. It is imperative that researchers and developers more clearly define their learning goals, and corresponding assessment tools should be developed. There is a need to simplify the process of data logging and data analysis. Another important aspect with data, is the meaningful visualization of data for all the stakeholders of this ecosystem to analyze and understand. The success of educational games depends on their ability to enhance learning and of these tools in quantifying learning. 4. Howard Gardener, Multiple Intelligences and education In his book gardener goes against the old age belief of Intelligence being a single entity that was inherited; and that human beings initially a blank slate could be trained to learn anything. He divides intelligences in seven different categories however he maintains that none of these intelligences operate independently. Learning: The theory has helped us to reflect on our practices. It allows people not to look at intelligence as magical black box but as something that is very specific to an individual. As a game designer it allows them to design mechanics around a single intelligence simultaneously leveraging the other. 5.Colour scheme preferences of elementary school children in their school environment The paper talks about colour preferences. There are different aspects of colour preferences like culture, Education Level, past experiences, Memories, History, perception of colour, age gender and the psychological and physiological conditions of the user. There were some interesting points raised when paper talks about different established colour preferences: 1. A research suggested that women might prefer pink as a legacy of their fruit gathering days when the preference helped them identify the berries from the foliage. 2. A neuroscientist argues that small differences between girls and boys are amplified in their socialisation and hard-wired into their brains with no biological preferences. Learning: There is no scientific evidence that boys prefer blue and girls prefer pink. Up until the early 20th century, the trend was the opposite and baby boys were dressed in pink and girls in blue. There are also some small studies suggesting that adults of different cultures have different tastes in colours. It’s clear that colour preference is learnt rather than innate. 6. Eight ways of thinking about problem Solving An interesting paper that summarizes that a problem solving process has three steps: 1. The data 2. The goal 3. The method Each one of these can have different states: given, familiar, unfamiliar and incomplete Learning: From a game designers perspective it lets them define problems. The paper allows them evaluate the content of educational games and see if there are existing problems and what level of problem solving would be required from the user’s end, to attain the final goal. 7. Game based learning : The learning revolution The writer suggests that digital games based learning
  • 42. New Media Design | Diploma Project 42 enables the learners to actually experience a given subject rather than just reading about the subject. Learning: The idea of the paper is to understand games as a medium to stimulate motivation and stimulate engagement of learners in a positive way. 8. Perception in Visualization An interesting article that talks about “Preattentive processing” in humans. There are some properties of human visual system that are called “preattentive”, since their detection seemed to precede focused attention. A simple example of a preattentive task is the detection of a red circle in a group of blue circles A viewer can tell at a glance whether the target is present or absent. There are various features that have been identified as preattentive: 1. Target detection 2. Boundary detection 3. Region detection 4. Counting and estimation There are several theories proposed to explain how preattentive processing occurs within the visual system. Learning: The preattentive cognition theory gives an insight over how our brain channels the visual system, this includes object that would be more accessible visually in comparison to others. This understanding proved very helpful in designing intuitive interfaces for fast paced games. 9. Blooms Taxonomy Bloom’s Taxonomy is a useful way to categorise knowledge and skills. This Taxonomy categorises learning into three domains: knowledge (Cognitive Domain), skills (Psychomotor Domain) and attitudes and values (Affective Domain). When developing learning objectives for a game, one may need to write objectives from each of these domains. A major focus is given to the “Cognitive Domain”. The writer categorizes knowledge in six different levels, going toward the tip of the triangle. Learning: Blooms taxonomy presents a strong approach to evaluate learning. The six categories of cognitive domain allows people to understand learning process as a six step process which starts with remembering and ends at creating. In terms of game design at times this map is reversed where user create in the first act (Age of empires) and learn as the time passes on. Though while designing games one can always visualise the user, going through these steps in the process of achieving the goal. 5.3 Research influences 1. Jean Piaget Fig 18. Preattentive Processing: searching for a target red circle based on a difference in hue. [Image Source: http://www.csc.ncsu.edu/faculty/healey/ PP/] Fig 19. Bloom’s Taxonomy [Image Source: http://ww2.odu.edu/educ/roverbau/ Bloom/blooms_taxonomy.htm]
  • 43. 43 New Media Design | Diploma Project - WHO? Jean Piaget (9 August 1896 – 16 September 1980) was a French-speaking Swiss developmental psychologist and philosopher known for his epistemological studies with children. Piaget placed great importance on the education of children. As the Director of the International Bureau of Education, he declared in 1934 that “only education is capable of saving our societies from possible collapse, whether violent, or gradual.”[46] - AFFECT Piaget clearly says that “Teaching is always indirect” Kids don’t just take what is being said[13]. One need to create a system where, they are allowed to explore indirectly rather than pushing things on them (As in playpower’s case, where the games are not meant to teach but to allow practicing and enjoying math). He understands knowledge as experience that is acquired. 2. Seymour Papert (MIT) - WHO? Seymour Papert (born February 29, 1928 in Pretoria, South Africa) is an MIT mathematician, computer scientist, and educator. He is one of the pioneers of artificial intelligence, as well as an inventor of the Logo programming language. Papert worked on learning theories, and is known for focusing on the impact of new technologies on learning in general and in schools as learning organizations in particular.[43] - AFFECT In paperts constructivist theory which is highly inspired form Piaget. He moved from universal to individual learner. He terms projecting our inner feelings and ideas as true learning. Expressing these ideas help us shape our world while we communicate with others. Papert gives huge importance to media and context in shaping ones ideas as building blocks of learning. 3. Mitchel Resnick (Lifelong Kindergarten) - WHO? Mitchel Resnick is LEGO Papert Professor of Learning Research, Director of the Okawa Center, and Director of the Lifelong Kindergarten group at the MIT Media Lab. He explores how new technologies can engage people in creative learning experiences. Resnick’s research group developed the “programmable brick” technology that inspired the LEGO Mindstorms robotics kit. He co-founded the Computer Clubhouse project, a worldwide network of after-school centers where youth from low-income communities learn to express themselves creatively with new technologies. - AFFECT So where papert and Piaget laid down their understanding about kids and learning . Mitchel resnik clearly applies these theories in tangible products. Looking at SCRATCH as a programming environment for kids to lego Mind storm and further computer clubhouse initiatives. The idea is to empower kids with materials to explore. [44] 4. Sugata Mitra(MIT) - WHO? Sugata Mitra is a leading proponent of Minimally Invasive Education. He has a PhD in Physics and is credited with more than 25 inventions in the area of cognitive science and education technology. - AFFECT The most interesting thing about Sugata Mitra is his belief in child being way more intelligent than we expect them to be. He believes in solutions that complement the framework of traditional schooling. A solution that uses the power of collaboration and the natural curiosity of children to catalyze learning. Sugata Mitra’s “Hole in the Wall” experiments have shown that, in the absence of supervision or formal teaching, children can teach themselves and each other, if they’re motivated by curiosity and peer interest.
  • 44. New Media Design | Diploma Project 44 5. Howard Gardener (Theory of multiple Intelligences) - WHO? Howard Earl Gardner, an American developmental psychologist who is a professor of Cognition and Education at Harvard Graduate School of Education at Harvard University. He is famous for his “Theory of multiple intelligences” which states, not only do human beings have several different ways of learning and processing information, but these methods are relatively independent of one another: leading to multiple “intelligences” as opposed to a general intelligence factor among correlated abilities - AFFECT: In his works gardener clearly distinguishes eight different types of intelligences. Describing all these intelligences he clearly explain the understanding and signs of each of these, he also points at ways through which one can develop these specific intelligences. 6. Arvind Gupta (Toys from trash) - WHO? Arvind Gupta is an Indian toy inventor and populariser of science. - AFFECT For almost 30 years, Arvind Gupta has been taking his love for science and learning to the children of India. He’s the dream teacher we all yearned for. Gupta has travelled to over 3000 schools, demonstrating captivating science experiments to wide eyed children. What sparks their imagination further is that Gupta uses only everyday garbage as the building blocks of these experiments. He takes trash and creates unforgettable experiments and experiences for children. An encore purpose for everyday trash is a wonderful by-product of his work.[45] 5.4 Literature review reflection in game design. There were some major design decisions taken based on the readings in the precedent studies, some of them are listed here: 1. The human visual perception listed in “preattentive processing” dictated the clean UI approach in most of the games. This dictated the big elements and playing around with high contrasting colours in games. The idea was to support easy visual access to different elements. 2. The paper on problem solving helped to frame questions in form of real problems. This paved way for creation of good problems for users by either providing less data or making the user face an unknown method. 3. With an understanding on visual numbers and their relationship with Numeracy as a concept, games like “Jelly beans” were developed. 4. Relating learning with engagement and immersion helped in developing games with interesting animations and small narratives. There was a reflection of engagement in form of objectives and different game design elements like different kind of bubbles in bubble pop. 5. A paper suggested, that there is no born colour preference in kids[11]really helped the justification for bright colourful elements in game design. 5.5 How can games accelerate learning? There are some major points to support games intervention in learning: 1. One of the most important fact about games is “There’s no instructor”. Children and adults of all ages learn how to play some of the most complex games, and pick up spectacular Skills, without any up front instruction.
  • 45. 45 New Media Design | Diploma Project 2. Massive amounts of feedback, failure and Rewards are possible within a single game.[19] 3. Players learn how to learn through the dynamics and the strategies they aquire within the game play. [19] 4. Learners are able to take risk, learn by failure and have to constantly push them for the next task. The idea is to try things out, test them and try again. 5. Inside games your acts are aimed at more than learning. You play different roles including a participant, teacher, creator, of course learner.[27] 5.6 Need for math games Math skills need quite a lot of practice before they become embedded in one. Practising math skills over and over again can be rather boring. That’s where playing math games can help. There are so many different games to help one master all the different mathematic skills, that learning math becomes fun. Most of the math games are designed to address a core problem in STEM education, Number Sense. Over 30% of 8th graders lack basic proficiency in math, in fact, over 50% of all 8th graders could not place 3 fractions in the right order, from smallest to largest, according to a recent NAEP test. This is a clear reflection of the need for effective educational interventions that improves number sense. After all, the lack of Number Sense is not just a problem for these students, but also for a countries growth and industry, indeed these skills aren’t just lacking in high school students but are also a major problem for college students. The lack of number sense is a critical barrier to the personal development of future citizens in an economy.
  • 46. New Media Design | Diploma Project 46 UNDERSTANDING TECHNOLOGIES 6
  • 47. 47 New Media Design | Diploma Project 6.1 Games designed for Tablets and Web There were several things taken care of while design-ing games on web as most of them were to be ported to Tablets: 1. The buttons in most of the cases were purposely designed larger so that the game can directly be ported for touch interactions. 2. The number of steps of interactions were aimed at reducing the input from users end, this allows user to take a shorter path to the desired screen on any platform. 3. Use of Text fields was avoided in most of the cas-es. Games with text fields on the tablet will either re-quire a customized keypad or the default iOS keypad which will need huge changes in the game interface. 4. Most of the interaction were designed in such a manner that they are meaningful on tablets. This required heavy visualization and fore planning, since most of these interactions were crucial parts of the game mechanics. The best example to this would be Bubble Pop game where the Bubble pop (the animation and the visuals) were planned in such a manner that they look as effective with touch as they do with mouse. 6.2 What was being Developed? The idea was to make flash games on iPAD that were fun and engaging. The aim was not to teach Math and neither to make assessment test for children’s to categorize them, rather to develop an intuitive understanding of math with the help of short narrative games. The idea was to make small math games that talk about different concepts and are placed with intrigu-ing mechanics, interesting narratives and attractive aesthetics. With fun and engagement as primary goals, the Playpower team started looking at the games around and the only domain which looked to suffice their needs was of CASUAL GAMES. By very nature they are short in game play but highly addictive as well as have great replay values. The success to these games would lie in their replay ability. 6.2.1 Why adobe Flash? Looking at different tools present in the market, one of the front runners was Adobe flash. Flash has a legacy of being the emperor in the casual games domain. There were other platforms that were looked upon: 1. Adobe Flash 2. Corona SDK 3. Unity 3D 4. IOS(Native code) One of the core issues to be handled was the cross platform ability of the tool, so that one can publish content sitting at the same platform for various Appstores and hardware devices. This would help developers broaden the user base and is one of the key strategic decision. The final decision was based on the power to reach Android and iOS devices by targeting the latest Adobe Flash Player and AIR runtimes. This paved way for a huge market to developers and simultaneously allowed them to publish content for the web. Fig 20. Adobe games on different 2D & 3D platforms [Image Source: www.gaming.adobe.com]
  • 48. New Media Design | Diploma Project 48 6.2.2 Challenges ahead with Adobe Flash Flash is slow since it is a framework. One can under-stand a framework as something built upon a more native piece of code. So whatever flash call’s for, is sent first to some other more robust framework work-ing under the hood for flash and then flash is able to perform that function. One of the recent development in flash player was the release for the STARLING framework for mobile devices. This meant, there was now a more robust and native form of rendering technique quite different from flash’s own technique, which could be leveraged to perform rendering on mobile devices with less computational power. 6.2.3 Starling Framework Starling is an Action Script 3 2D framework devel-oped on top of the Stage3D APIs, available for the desktop in Adobe Flash Player 11 and Adobe AIR 3. Starling was designed for game development, but one can use it for many other applications. Starling makes it possible to write fast GPU accelerated appli-cations without having to touch the low-level Stage3D APIs. Write your code once and deploy it on any platform. As Starling is built on top of Adobe’s Flash technol-ogy, it runs not only in the browser, but on all major mobile platforms out there, including iOS and An-droid. 6.2.4 Understanding Spritesheets A sprite sheet is a collection of sprites arranged into a single image, where each sprite represents a frame of an animation, an asset, a part of an image. The idea of a sprite sheet has been utilized for a long time, namely in early gaming systems like Atari and Nintendo for faster rendering. Fig 21. Generic flash publishing cycle Adobe Flash Mouse Events Content Flash Player Publish Deploy AIR Format (swf) Audience Touch Screens Basic Rendering Sprite Sheets Web Mobile Devices
  • 49. 49 New Media Design | Diploma Project The idea is that computer GPU’s are very efficient in drawing triangles. To draw a rectangular frame, stage 3D API joins two triangles to form a quad that can represent a frame from a sprite sheet. This optimization lets flash render things faster than bitmap rendering approach. 6.2.5 Need for starling? The need for all these frame works, sprite sheets, rendering engines and GPU boils down to processing power or in laymen’s terms: how fast you can render visual elements? What these frameworks and GPU allow one to do, is to access low level hardware inside the devices. These hardwares are generally not accessible though generic API/IDE’s (Flash, Java, and Processing). Another need for this framework arises because of, the platforms other then laptops and desktop computer on which the content is deployed. Having angry birds running on a IPAD is different from running it over a desktop. Generally, mobile devices are computationally weaker in comparison to desktop / laptops. In light of these issues programmers and content developers needed a way of exploiting the best of what these devices can offer. Though the goal is not to compromise on quality, yet there are restrictions and issues that are needed to be dealt with while using these tools. 6.3 Technical requirements altering game design. The key to success on a mobile device with Starling is, less animations. The new way in which developers can leverage fast rendering in flash is through sprite sheets. Sprite sheets can be understood as big transparent (.png) sheets holding entire necessary frames for anima-tion. The same technique is used by most of the mobile platforms that have restricted amount of computation power to render graphics. The only restriction that sprite sheet imposes is the use of small animation. This small animation at each frame could only account to around 20% of the screen. What is meant by animation here is moving elements that change in shape, size and colour. Fig 22. A Spritesheet [Image Source : http://www.codeandweb.com/what-is- a-sprite-sheet/] Fig 23. Stage 3D drawing triangles [Image Source : byte array.org]
  • 50. New Media Design | Diploma Project 50 6.4 Product technical model The technical model followed, revolves around the idea of randomized controlled experiments. Educational games provide an opportunity to use design experiments to optimize the educational outcomes of the software. A primary goal of the research conducted at CMU has been to understand how different game design factors affect player learning and engagement. A design factor can range from the number chosen as an endpoint (0 or 1, for instance), to the aesthetic of the choice of answer, to multitude of ways feedback can be represented. In order to systematically investigate these factors, developers implement these design factors as flexible xml-based parameters that can be determined at the game runtime. 6.4.1 Software Design Level designers use a GUI xml editor to create specific instructional units by modifying xml game parameters, which include the game elements (For a game like BSNL, this would be endpoint’s where as in right wrong games this would become the deceptive probability of one of the components of equation), the items presented, the time limit, the error tolerance allowed, the item sequencing algorithm etc. We are then able to create online experiments that randomly assign new players to a set of different game sequences. The game sends a GET request to a PHP script on our server requesting a level XML file. On the server, we use algorithmic method to randomize the delivery of different xml level sequences to new players. An XML level editor will provide an easy interface for level creator to generate customized dynamic XML’s 6.4.2 Data logging and analysis The various design factors presented above constitute the independent variables in online experiments. Game data logging needs to capture both these independent variables as well as dependent variables, such as a player’s accuracy on each item, their reaction time, and a binary field indicating whether they successfully completed the task in hand. The primary areas of our interest are player learning and engagement. Player engagement is defined by the number of trials played before choosing to quit (or the amount of time). Measuring player learning is slightly more complicated. We define learning as improvement over time (or more specifically, over opportunity). A learning curve can be defined, which plots the rate of error over the number of opportunities. However, because there are multiple skills that may comprise performance in the game, we need to define a Fig 25. Level XML editor Fig 24. Starling’s rendering pipeline under Flash IDE
  • 51. 51 New Media Design | Diploma Project knowledge component model by labelling each item in the game according to the knowledge component it represents. For instance, estimating 1/2 requires a different set of knowledge components than estimating 2/3. 6.4.3 Online Multivariate Testing Some of the games by Playpower Labs were hosted on a very popular website (www.brainpop.com) that was being used in 20% of schools in USA. As a result of this exposure, Playpower Labs logs ~ 1,000 play sessions on a game each day. While all players are anonymous, the majority of play sessions occur during school hours, which suggests that players reach games during school. The demographics of Brain pop suggest that our players range in age from 9-14. A session ID is generated when a player starts the game and that ID is unique to that particular session until the player leaves the website. When players begin games, they have the choice to different concepts. While one is not able to log individual students over multiple sessions, it is documented when players leave one version of the game and start another (e.g., they quit playing fractions and start playing decimals). When they begin playing in one of these number domains, they are randomly assigned to a different xml level sequence. With this basic experimental infrastructure Playpower Labs can run a large number of experiments where thousands of players are assigned to different conditions. With support from CMU based research on learning games, the effortwas to build an infrastructure to support games based design experiments. The data analysed from such experiments provide Playpower labs with a concrete ground for understanding and altering user engagement variables. Fig 26. Data analysis based on data loggging in
  • 52. New Media Design | Diploma Project 52 DEVELOPING GAMES 7
  • 53. 53 New Media Design | Diploma Project 7.1 Building framework vs Individual games With the start of ideation for games, there were two different models for designing the games. The first being more of a frame work where one can have different concepts taught under single mechanic and the other, a specific concept being taught in each game. The approach looked sceptical in the beginning but later it was better placed in terms of developing games for a product. The essential difference between the framework model and the individual model are the mechanics, that was meant to be similar for the entire product. There was an introduction of subtle changes in mechanics for both the game models: 7.1.1 Framework (Bubble pop, Right wrong, Magnitude comparison, BSNL ) Screens: Splash >Macro>Micro>Game Screen The mechanics still include the difficulty level (Easy, Medium, and Hard). The framework can include various concepts and difficulty levels which were difficult to segregate based on user interaction. User clicking thrice to reach his desired set of questions was eliminated. For E.g. after two levels of interaction at “Micro” and “Macro” level we allow the user to set the difficulty of question based on his current performance. By “current” we mean, if he plays well, the questions intelligently become harder and vice versa. 7.1.2 Individual (Clock Game, angle asteroid, Coordinate) Screens: Splash >Macro>Game Screen In case of individual games, the objective was targeted at very specific concepts. Since the scope of the games was rather small we didn’t want the user to attain a sense of confidence very quickly. Removing the (Easy, Medium, and Hard) mechanic from this model ensures that the user continuously engages with the games and the concept without evaluating the difficulty of questions. This way user would be able to spend more time on a specific question. The bottom line is, not knowing that one has been continuously answering the harder questions correctly, which will keep one on his toes. 7.2 Understanding MDA framework During literature review on games and game models, MDA framework was studied, it stands for Mechanics, Dynamics and Aesthetics. The framework looks at a game from two different perspectives, where the components of the framework sit in the centre. Fig 28. Bubble POP gameplay screen Fig 27. Angle asteroid gameplay screen
  • 54. New Media Design | Diploma Project 54 The MDA framework formalizes the consumption of games by breaking them into their distinct components: Mechanics: The rules and concepts that formally specify the game-as-system. Dynamics: The run-time behavior of the game-as-system + players. Aesthetics: The emotional responses evoked by the game dynamics. 7.2.1 Dissecting a game based on MDA. (Bubble pop) Let’s see a dissection of bubble pop game based on this framework. This will help one understand how following the MDA approach allow game designers to control different elements of game design, which also includes programming and development assets. Bubble POP Mechanics The mechanics would account for all the rules and in game elements that define the game play. These elements were designed to support the aesthetics of the game. While designing the mechanics, the game designer also looks at emotional factors that make a game fun. There are several kinds of “fun” that the game designer would try to incorporate in his game based on the dynamics. In bubble pop the different mechanics would be: • Popping the Bubbles • Answering the maximum number of question in 90 seconds • Introducing special bubbles • The “Easy, Medium, Hard” bar that increases the difficulty of question based on your performance • Saving higher scores on leader boards and appearing on the “Wall of fame” • Achieving objectives to gain coins Based on these mechanics the games designer would try to evoke: • Sensation, where the game is fun because the player is experiencing something new. • Discovery, where the game is fun because the player needs to explore the game and discover its secrets. • Expression, where the game is fun because the player is able to leave his/her mark on it and play it according to their preferences.[36] Dynamics The dynamics of a game is the runtime behaviour of the game that can be somewhat predicted when forming the game rules and objectives, however the dynamics cannot fully be understood until the game is played. Another understanding of dynamics is the user tactics and strategies that they employ and develop while playing the game. Taking both of these attributes of dynamics in consideration, here is a list of some observed dynamics in bubble pop: • While deciding the levels to play, one would start with concepts that he is good at. • When bubble appears, the pattern in which one would start popping would entirely depend on the runtime placement of bubbles or the appearance of random special bubbles. • The time taken by the player to answer each question would also depend on the appearance of special bubbles or the type of special bubble that appeared. • The appearance of a special bubble and the users choice of concept would finally reflect upon, how fast users are able to achieve the desired achievements and high scores. Fig 29. The two stakeholder in gamedesign process Fig 30. Three components of a game
  • 55. 55 New Media Design | Diploma Project Aesthetics Looking at Bubble pop from an aesthetics point of view, everything that interfaces with the player comes under that. This will also include the interaction and experience designed for the user within the game play. The game aesthetic will include all these elements: • Visual elements (Design language: the landscape theme and the use of bright colours) • Animations (bubble popping animation) • User Interface (The position of all the elements on screen based on usability practices and assumptions) • Interaction (The mouse interaction with Buttons, No Button at splash screen, bubble pop) • Narrative (The act of making the user understand the game, question popping in starting to highlight itself, Pig animation when coins are added) • Sounds (Bubble pop Sound, coin sounds) 7.2.2 How MDA helped? The MDA framework lets the games designer segregate a game design into three different components. He can now handle each one of them separately but not independent of each other. In one approach he can start looking from the user/ players perspective where the interface starts with aesthetics. While designing aesthetics one takes care of the dynamics that will be building upon the mechanics of the games. A similar approach would be reversed for designer where the mechanics generate dynamics which further generate aesthetics. The framework is a good tool to analyse a game and understand the dependency of one component of game design over another. 7.3 Understanding content development Developing content for games is quite a task in order to meet standards of education set by different state governments and the US parliament (in India it would be different state boards). All games were mapped to different knowledge components they aling to.(following the US common core standards publishing’s). This provided a fair idea, as to what needed to be asked. This was followed by a research through academic curriculum in the form of different textbooks and questions types, that were used while teaching these concepts. Finally, the content development started: Content Development (Manual / Algorithms) There are different products that use different ways of content creation. Content creation here represents the set of question that are part of the game design. There are three ways of going about content creation: 1. Manually created XML 2. Programmatically generating XML 3. Algorithms 7.3.1 Manually created XML’s In case of a manually created XML, each game has two set of XML 1. The progress XML that sets all the generic parameters for the games.fig33 2. The level XML that has questions written for a specific level.fig34 In fig33, the part one (1) describes all the node parameters that set the games state with name, number of stars and coins. In part two (2) the XML describes a particular level and details for the level. These details include number of variables that help make the question generation algorithm more random and effective. Now in case of a level XML, the basic level details are mentioned in the starting, stating the time limit and other parameters.(start count, coins, total pos etc) Fig 31. Coins collecting pig
  • 56. New Media Design | Diploma Project 56 7.3.2 Programmatically generating XML’s Programmatically generated XML follow a similar structure explained above. These XML are dynami-cally generated using algorithms. Fig 33 Progress XML Fig 32. The content generation flow
  • 57. 57 New Media Design | Diploma Project Algorithms An algorithm would dynamically generate questions when needed. The nature of these algorithms is interesting. The way these algorithms are designed is based on probability. The algorithm by default generates an ideal equation. For example the algorithm(Fig 35) is written for the Right Wrong game where the user needs to figure out if the given equation is right or wrong. An ideal equation here would be: Left + right = ans (2+5 =7) Now the system is programmed in such a manner that it generates random number , in case of above equation it is “rand1”, this random number dictates the probability of changing one of the components of this equation to make it incorrect. The three components here would be the left, right and the “ans” parameter. Based on developers understanding, out of these, one of the parameter would be more deceptive in nature than other. The different validation then regulates the chance of a particular parameter to be changed in order to make the entire equation incorrect. Most of the product out there in market use specialized algorithms to generate question. Some of them are: 1. Carnegie learning uses a complete AI based algorithm that is based on user performance. 2. Mangahigh also uses algorithms to generate content 3. Math Mystery Monster uses XML driven content to power their product. Fig 34. Level XML
  • 58. New Media Design | Diploma Project 58 7.4 Scoring Models During the ideation of games, there was a constant focus on creating engaging and rewarding scoring models for the product. There were several iterations of possible models, some of them are listed here: 7.4.1 Scoring system -1 A set of mechanics where there are no Levels. The games have a pre-set time (60 or 90 sec) for the challenge (e.g. multiplication 1-100) The player starts to answer questions. So in case one consecutively answers correctly, then the system intelligently increases the complexity level of the questions and simultaneously the amount of scores that are being rewarded. Now again, if the user gets consecutive wrong answers, then the system decreases the level of difficulty and the scores in reward. At the end of the pre-set time one can land on the Medal screen (3000 score – bronze, 8000 – silver, 20000 – gold). There will be a time limit to answer a question beyond which the user misses that question (5 sec) For instance an user got gold and the other student got a bronze. Both the medals get converted in to point‘s (1gold = 20 point, 1silver = 10 points, 1bronze = 5 points). These point are then displayed on the “WALL OF FAME”. Every time user takes a challenge and score a medal he can add points on the WALL and compete on the WALL OF FAME. 7.4.2 Scoring system - 2 Another model for scoring, inspired from the study of different games (Meteor Math, Angry Birds and Tap the frog) on the iPad. Each challenge (e.g. addition 1-100) is presented in form of a game with levels. So assume the “RIGHT WRONG” game to have different levels with this challenge. User starts the game on level one with 60 seconds in hand and minimum six questions to answer. He won’t proceed to next level before answering six questions correctly. If the time runs out then he has to replay the level. At the end of each level user converts his current scores in to stars (Like Angry birds on facebook). So after playing 5 levels, user can accumulate 10-12 stars based on his performance. On the final screen once all the levels have been played, stars are added up. (If all the levels are not played then start counts are saved as in “Tap the Frog”, which user can later Fig 35. Algorithm logic
  • 59. 59 New Media Design | Diploma Project improve) Finally at the end say: 30 stars = 1 bronze 40 stars = 1 Silver 50 stars = 1 Gold User gets the respective medal to fulfil his challenge goals. The teacher can assign the user a challenge goal. For example, a bronze or 12 stars based on the understanding of the class. Also in this case, stars earned are a representation of the scores on “Wall of fame” So for the leader board, star x 10 = point. 7.5 Different mechanics used Starting with the ideas about different mechanics, there was a high influence of games like: • Meteor Math on iPad • Fruit Ninja • Angry Birds • Ice Ice May be(Manga High) • Temple run • Slingo by zinga on Facebook Different games bring different kinds of mechanics, some has time as the driving force, others have number of coins one earns with which they can compete with friends on social platforms. Our games evolved from different approaches: 6.5.1 Time based This is a generic approach where the user has fixed amount of time to play and earn coins/points. 6.5.2 Unlimited time to play and complete the level Another approach tried, was to have unlimited amount of time for the users to answer, so it will be an infinite game play where the only way for the user to get out of the level would be to answer many questions incorrectly. The interesting part is, all the major incentives tied to the game play are associated with only fast players. This kind of mechanic creates a pressure over the player to play faster and commit mistakes. 6.5.3 Why coins? (They could finally be part of virtual currency) The entire idea of having coins was thought on the basis of generic understanding of kids. There is no data to back such an assumption, but looking back at our own childhood, coins were figured out to be one universal incentive that one can have. There are some properties attached to notion of coins that make them a valid incentive for children’s: • Coins are universal in nature. • One can apply the gold, silver and bronze categorization easily to coins. • Kids are fascinated with coins and the idea of earning them. In one of the games a piggy bank has been tried so that the idea of posessing and collecting coins becomes more established and evident.
  • 60. New Media Design | Diploma Project 60 7.6 The prototype product Game development was still in process when the idea of creating a prototype of the final product came up. A single game based product was planned, which would have the entire UI for parent, teacher and student to register and store their progress. 7.6.1 The prototype flow 1. The teacher clicks on the “Register“ button to register a class. 2. The following form opens up: 3. Teacher can enter “Number of students“ , she wants to enroll. Below is the screen shot of the teacher dashboard when teacher sign’s up for the first time. Fig 36. Mathfact product homepage Fig 38. Register button on homepage Fig 39. Teacher Signup form Fig 37. Mathfact product planning
  • 61. 61 New Media Design | Diploma Project 4. Usernames password are genrated against each student added by the teacher and mailed to the given ID. 5. On clicking students name, the teacher can see complete statistics of the student. Game 1. You can use a quick play or login to play on the website. 2. First screen of the gameplay Fig 40. Teacher dashboard Fig 42. Student statistics Fig 43. Mathfact homepage Fig 41. Teacher generated user ID & passwords Fig 44. Mathfact splash screen Math fact : http://www.playpowerlabs.com/games_MathFact.html
  • 62. New Media Design | Diploma Project 62 3. The menu screen, to select the concept to be practiced. 4. The student has 90 seconds to finish a level, each correct answer will fetch him 100 points. Each level is divided in to three difficulty level’s: Easy, medium and hard. There is no score penalty on giving wrong answers. 7.6.2 Testing The testing happened at St. Kabir school near SG highway, Ahmedabad. Students: 10 Time: 1 Hour Fig 46. Different game screens Fig 45. Mathfact concept selection screen Fig 47. User testing mathfact (St. Kabir School)
  • 63. 63 New Media Design | Diploma Project Insights Some major insights that helped in game design process were: 1. Students of class 7th were finding it difficult to attempt content meant for class 5th. 2. Students find it difficult to type on keyboard. It takes considerable amount of time for them to search keys. 3. Not all computers in schools have flash installed. The testing was done on personal laptops. 4. Teachers are not very comfortable with interactive products , where students are left to explore and interact with the digital content. 5. In an hour of game play, only one student was able to achieve three stars (Maximum score).
  • 64. New Media Design | Diploma Project 64 FIRST GAME 8
  • 65. 65 New Media Design | Diploma Project 8.1 Initial understanding The initial task was to redesign a game called BSNL (Battleship Number line). This is a Number line estimation game. BSNL provides estimation practice with whole numbers, fractions, and decimals. BSNL was inspired from PAE(Percentage absolute error) number line estimation test. 8.2 Educational Importance of Number line estimation. In 2008, the National Mathematics Advisory Panel stated: “The most important foundational skill not presently developed appears to be proficiency with fractions.” In response to numerous studies describing the challenges faced by American students in fractions learning, in 2010 the Institute for Education Sciences released a practice guide for “Developing Effective Fractions Instruction for Kindergarten through 8th Grade.”This practice guide strongly advocates the use of number lines for improving the student understanding of fractions [22]. Teachers in America tend to use part-whole representations of fractions (e.g., pizza slices) as opposed to number lines, which are a more common instructional tool in Asian countries. Number lines are also used as assessment tools for investigating students’ conceptual understanding of fractions. Notably, recent work by Siegler [23] demonstrated that the accuracy of number line estimation with fractions correlates with standardized test scores in 6-8th grade. 8.3 The game redesign 8.3.1 Original Game The initial design for BSNL was more of paper texture styled based on a battle ship theme. The game narrative loosely suggests that students need to defend their island from invading robot pirates by firing missiles at their ships and submarines. BSNL involves two basic modes: “Typing” and “Clicking”. In the typing condition, players type a number that corresponds to the location of an enemy ship that is positioned on a number line between two marked endpoints. In the clicking mode, the player is given the numeric location of a hidden submarine (e.g., “Submarine spotted at 1/3”) and needs to click on the location that they believe corresponds to the number. After the player has typed a number or clicked on the number line, a missile drops vertically from the top of the screen to the designated location on the number line. Animation and text-based feedback communicates the player’s accuracy after every round. Fig 49: PAE Numberline estimation test. Fig 48: BSNL on Brainpop.com BSNL : http://www.playpowerlabs.com/games_BSNL.html
  • 66. New Media Design | Diploma Project 66 8.3.2 Abstract Style In the first redesign exercise, the current narrative aesthetics were replaced (robot pirates attacking) with an abstract game aesthetic. All the changes were done with minimal changes to the programming of the game. Aesthetics were changed that didn’t require significant changes to gameplay. 8.3.3 Iterations Fig 50: BSNL Abstract redesign Fig 51: BSNL Raw sketches Fig 52: BSNL Raw sketches Fig 53: BSNL Raw sketches
  • 67. 67 New Media Design | Diploma Project Within this period, the BSNL UI and visual language went through many changes. 8.4 Concept it covers • Numbers • Negatives • Decimals • Fractions • Percents • Operations 8.5 The final game design Fig 54: Different Visual iteration of BSNL Fig 55: Game screenshots BSNL 7.5.1 Game screenshots
  • 68. New Media Design | Diploma Project 68 8.5.2 Visual design elements There were four major design elements in the games. 1. The theme of the game was chosen to support the title and the narrative. A water based background with two boats floating represents our Number line. The colour of the boats was taken care of inorder to provide easy visual access to the values attached to them. The RED colour over the flag (Fig 28) was one of the decisions where the designer tried to gain focus of the user as soon as he looks at the interface. 2. Another intentionally designed element was the “Piggy Bank”. The idea was to give a sense to users, as if they are storing coins that they earn. It also provides some space to experiment with character based elements and would reveal data when the game is up with multivariate testing capabilities. Different pigs were tried, in order to judge which support the theme of the game better. 3. Missiles were to fall from the top to hit the Submarines. With the completion of first game, the first feedback was pointing at the violent nature of the game. So there was a shift from deadly missiles to cute looking pumpkins. 4. Finally, the target was small submarines pumping air bubbles in the water. Since the submarines came as a reaction to our click, they were not needed to visually dominate. Submarines were designed in such a fashion that they gains focus with their presence but doesn’t dominates. 1. The other important element in the game was the question bar. One problem that was faced with the bar was “How to highlight it, without making it big and bright”. The initial UI design suggested that the lower end of the screen would be the best position for the bar. This also raises an issue: weather the user would be able to easily read and get attracted towards the bar. Fig 60: Number Flags in BSNL Fig 59: The questions tab, BSNL Fig 56: Different pigs in BSNL Fig 57: Missiles turned in to Pumpkins Fig 58: The submarine , BSNL
  • 69. 69 New Media Design | Diploma Project The bar was made to animate from a larger scale, entering the screen in centre and then settling down at the lower end of the screen. 2. The target symbol gives an easy understanding for mouse click to be used to hit something. 8.6 Result & Learning One of the most important learning’s from BSNL redesign was, to always visualize things from student’s perspective. The size, shape, colour of visual elements and the interactions cannot be independent of student’s context. Other thing that paved to become one of the important parts in the entire product development was the need to have a standard structure for games. This standard structure will dictate the different screens, objectives, scoring and in game transitions. Fig 61: The target sign, BSNL
  • 70. New Media Design | Diploma Project 70 GAMES 9
  • 71. 71 New Media Design | Diploma Project Fig 62: Bubble POP game screens 9.1 Bubble pop Bubble pop is a generic framework where users can pop bubbles to answer question, find equivalence and point the correct and incorrect answers. Screenshots Raw sketches Fig 63: Bubble POP UI ideation Bubble pop : http://www.playpowerlabs.com/games_BubblePop.html