Esta es una propuesta a ser implementada en el curso de Literatura durante el periodo Siglo XIX de la Literatura Americana, las historias presentadas son del escritor Edgar Allan Poe.
1. PROPUESTA DE
GAMIFICATION
Maestría en producción y dirección de e-learning
Perspectivas futuras del e-learning
Ing. Miguel Morales
Presentado por: Milvia Rosales Galeano
2. INTRODUCTION
This game is going to be implemented in the Literature
class during the Nineteenth Century of the American
Literature. In this time we can find the work of Edgar Allan
Poe, one of the best writers of this time.
Students will follow the class as well as the game as a helper
for them to learn more and improve their Reading skills.
3. Students will go through the different scenarios
and will read the stories from Edgar Allan Poe, they
will find the object related with the story and the
Raven is going to guide them and give clues.
5. ESCAPE FROM THE HOUSE
OF USHER
An interactive game based on the
works of Edgar Allan Poe
6. STORY
During a stormy night, the heroine “Ligeia” (the player), has an
accident in her car while driving on an isolated road, ending up
injured and lost. In the distance she sees the lights of a mansion,
and walks toward it to find help, but when she reaches it, no one
answers the door. Just then, the storm worsens, so she forces a
window to enter, deciding to spend the night in the house, even
though it seems recently abandoned. The house is very luxurious,
and has many rooms, although most doors are locked…
7. INSIDE THE HOUSE…
The player is trapped in the house. After entering the house
through a window in the studio, the character blacks out.
When she wakes up, the house’s lights are lit anew, although no
one can be seen, and almost all doors are locked. This includes
the doors and windows that lead outside, leaving the heroine
trapped inside the house. Suddenly strange noises and
shadows can be heard and seen, making Ligeia run back to the
studio.
8. THE RAVEN (THE GUIDE)
There’s a rapping at the window, an insistent tapping. At
first, it appears to be the rain, but in a flash of lighting, a
raven’s shape can be seen. The player opens a slit in the upper
window, letting it fly in, perch atop the chamber door, and
utter “Nevermore”.
9. THE HOUSE
“…he believes the house he lives in to be alive, and that this
sentience arises from the arrangement of the masonry and
vegetation surrounding it.” - The Fall of the House of Usher
10. POE’S STUDIO
This is the starting position in the game. The room (Poe’s
Studio/Writing Room) acts as a saving point and a neutral room in
the game. It has the first puzzle in the game, which solved produces
the first item: a golden locket with the picture of Poe’s wife and
daughter. Also it is here that the player finds the raven “Nevermore”,
who acts as a guide and provides clues to solve the puzzles and find
the items scattered throughout the house,
12. THE OVAL PORTRAIT
A room with walls covered in paintings, mostly portraits. However,
a fading stain of where a painting had hung and was removed can be
seen. It was an oval portrait.
On a small table lies a book with descriptions of all the paintings.
The entry about the oval portrait only has the lines: “The rarest
beauty”, “This is indeed Life itself!”, and “My love…lost” written.
The player has to find the portrait, hidden behind a wall, along
with the bodies of the painter and his wife.
14. THE MURDERS IN THE RUE MORGUE
A loud noise is suddenly heard: rumbling and screaming and a wild
roar. Hastily the heroine races towards the staircase, up to the second
floor, when suddenly a chamber’s door busts open. A large beast
fumbles forward, with blood on its hands. It races towards the player,
who slides and rolls under it, entering the room. Inside the boudoir, the
player grabs a hot poker from the chimney, throwing it at the giant ape,
who roars and rampages through the skylight window, escaping.
15. THE MURDERS IN THE RUE MORGUE
Legeia turns about in the room, only to see the twisted bodies of two
women laying on the ground. The room spins and Legeia faints.
When she awakes there is no light, fire or bodies in the room. The
window is whole and shut tight, and the door of the room too, with no trace
of the recent fight anywhere. Only some things are scattered on the floor:
some gold coins, a barber’s blade, a broken mirror, and grasped in her hand, a
tuft of orange and gray hair.
The player must read the story and answer three questions to open the
door and exit the room. The tuft of hair is the item here.
16. THE MURDERS IN THE RUE MORGUE
« De nier ce qui est, et d'expliquer
ce qui n'est pas traduce »
17. THE MASK OF THE RED DEATH
The story follows The Player who attempts to avoid a dangerous plague,
known as the Red Death, by hiding in his abbey. Shee, along with many
other wealthy nobles, hosts a masquerade ball within seven rooms of the
abbey, each decorated with a different color. In the midst of their revelry, a
mysterious figure disguised as a Red Death victim enters and makes his way
through each of the rooms.
The player needs to find one mask by answering two questions about
the story.
18.
19. THE TELL-TALE HEART
It is told by an unnamed narrator who endeavors to convince the reader of his
sanity, while describing a murder he committed. The victim was an old man with a
filmy "vulture-eye", as the narrator calls it. The murder is carefully calculated, and
the murderer hides the body by dismembering it and hiding it under the
floorboards. Ultimately the narrator's guilt manifests itself in the form of the
sound—possibly hallucinatory—of the old man's heart still beating under the
floorboards.
The player needs to read the story and follow the clues in order to find the
heart of the man..
20.
21. THE BLACK CAT
The narrator tells us that from an early age he has loved animals. He and his
wife have many pets, including a large, beautiful black cat named Pluto. This cat
is especially fond of the narrator and vice versa. Their mutual friendship lasts
for several years, until the narrator becomes an alcoholic. One night, after
coming home completely intoxicated, he believes the cat to be avoiding him.
When he tries to seize it, the panicked cat bites the narrator, and in a fit of rage,
he seizes the animal, pulls a pen-knife from his pocket, and deliberately gouges
out the cat's eye.
The player has to find out where the cat is hiding.
22. THE PIT AND THE
PENDULUM
After losing consciousness again, the player discovers that the prison is
slightly illuminated and that he is strapped to a wooden frame on his back,
facing the ceiling. Above her is a picture of Father Time, with a razor-
sharp pendulum measuring "one foot from horn to horn" suspended from it.
The pendulum is swinging back and forth and slowly descending, designed to
kill the player eventually. However, she is able to attract rats to her by smearing
his bonds with the meat left for him to eat. The rats chew through the straps,
and she slips free just before the pendulum can begin to slice into her chest.
The player needs to get the picture of Father Time to leave the room.
23. THE CASK OF
AMONTILLADO
The story is set in an unnamed Italian city at carnival time in an
unspecified year, and is about a man taking fatal revenge on a friend who, he
believes, has insulted him. Like several of Poe's stories, and in keeping with
the 19th-century fascination with the subject, the narrative revolves around a
person being buried alive—in this case, by immurement.
The player needs to answer to two questions about the story and get a
bottle of amontillado wine.
24. THE HOUSE OF USHER
Roderick informs the player that his sister has died and insists that she be
entombed for two weeks in the family tomb located in the house before being
permanently buried. The player helps Roderick put the body in the tomb, and he
notes that Madeline has rosy cheeks, as some do after death. They inter her, but
over the time both Roderick and the player find themselves becoming increasingly
agitated for no apparent reason. A storm begins. Roderick comes to the player,
which is situated directly above the vault, and throws open his window to the
storm. He notices that the tarn surrounding the house seems to glow in the dark,
as it glowed in Roderick Usher's paintings, although there is no lightning.
25. The house of Usher is the last mistery to be solved and the exit,
the player needs to find Roderick’s sister tumb.
26. CONCLUSION
This game can be a helper in the process of getting reading
comprehension skills and at the same time It will motivate students to
keep Reading in order to solve the mysteries and to get out of every room
in the house.
Games in the classroom helps the teacher to encourage students to
learn by doing.
Students will learn in the same way they did when they were just kids,
by playing.
27. REFERENCE
Edgar Alla Poe’s Stories:
The Oval Portrait
The Raven
The Murders of the Rue Morgue
The Mask of the Read Death
The Tell-Tale Heart
The Black Cat
The Pit and the Pendulum
The Cask of Amontillado
The House of Usher