Today’s global workplace demands that labor have an acute sensitivity to other cultures. We have created a fun and exciting medium by which to educate Singaporean children about the various cultures that make up our society. We have created a fun and exciting medium by which to educate Singaporean children about the various cultures that make up our society. This “cultural gaming experience” will serve to equip the next generation of Singaporeans with the drive and enthusiasm to actively seek out cultural knowledge thereby increasing their chances of success in an intercultural workforce.
CHARACTERISTICS: Learn things better through action and visual Tend to get restless easily, not easy to get their attention Like to be involved in interactive activities which they can make friends easily Do not have much knowledge on cultural heritage REASONS: They will be the future pillars of Singapore who will be passing down cultural knowledge to future generations. -Growing trend of youth interested in cultural activities if it is deem as trendy. Eg; many more youth became interested in getai after the movie 881 was filmed. - This is the group of people who will be most interested in this activity. There are many youth that are in love with para-para and Wii.
Currently cultural heritage is taught mainly by presenting to us the knowledge of our culture through our social studies textbook or ,at best, a cultural heritage visit to some heritage sites. This does not facilitate much INTERACTION with our cultural heritage and does not allow much recollection in time to come.
Our project not only incorporates kinesthetic learning, but also both visual and auditory education. Thus, we hope to reach students with a variety of learning styles.
This is how it would look like if we were to put the 3 activities together.
These are the examples of each instrument that represent every race (Indian, Chinese, Malay) For the Chinese instrument: The Guzheng By looking at the screen and following the signals When the signals reached the line, players will clipping on the buttons at the side of the Guzheng to coincide with the timing of the signals on screen ( take for example, the screen shows that the first string and the 3 rd string as one note each, the player will have to react by clipping the buttons at the side of the instrument. There maybe two notes being shown together, so we have decided to put 2 buttons at opposite ends on each strings, so that players can play with both hands. This is just similar to the actual way of playing. 3. The reason that we have decided to put buttons at the sides of the Guzheng string is to allow the players to have the input of touch by clipping on the buttons, yet at the same time they could also have a sense of touch on the strings. For the output for the Guzheng: visible Whether the timing that the note passed the screen and the time the player pressed the buttons coincide. ---------------------------------------------------------------------------------------------------- For the Indian instrument: The Flute The input that the players have to do : blowing (just like how the cooking mama game goes) and touching Blowing: By following the instruction on the screen, the player will blow into the sensor till the bar that show “blow” on the screen goes off. For the buttons, when the light sensors light up, players will just have to press it. At the same time, the screen will be showing them when they could press. -Instead of just using the buttons, we felt that implementing the blowing function could allow the players to be more interactive. Output: visible --------------------------------------------------------------------------------------------------- For the Malay instrument: The drums The input: hitting the drums when the light sensors light up. The reason for not using the screen as an instruction is to make use of different methods to learn and play. Moreover, if every instructions for the instruments were to be on the screen, it would be rather confusing. Output: visible.
Good Balance : no prior experience needed, handicap people can also play, yet process is not oversimplified and essence of cultural heritage is preserved. Feasibility : the technology that our system requires already exists in the market. Instruments: Our instruments are accurate replicas of their real-world forms hence giving players a more realistic experience.
Accessibilty: Kids are usually taught English along with their mother tongue.