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AROUND!

Project Description

  • Works on smartphone and laptop (designed with JustinMind)

  • Target: 5-7th grader

  • Goal: provides abundant information for students who don’t have any knowledge background with water cycle to explore the whole phenomenon. It can also be used as a pre-lecture activity that prepares students before a lesson on the water cycle. 

  • 2 Main Interactive Techniques:

  1. Manipulating Variables (temperature)

  2. Simulating Motions (e.g. dragging water droplets)

Click            Check The Full Prototype

Theories of Learning & Research

Research finds that support our design: 

  • using narrative character and storyline

    • scaffold the learner’s problem solving

    • help generate learner’s interest and curiosity

 

Three main purposes in this setting:

  • create a storyline

  • providing background information

  • encouragement and motivation

Comparable Platforms

Compared to the existing game:

  • More interactive and engaging

              various interactive small games 

  • More interesting

              various scenes (images) and activities

  • Independent learning

              Having a narrative character aims to generate learner’s problem-solving skills                and critical thinking through exploration.

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Name: The Water Cycle Game (Found on Web)

Assessment & Design Concerns

Assessment 

  • Use different participants within the target age group 

  • Pre-test and post-test 

  • Questions about the water cycle process

Design Concerns 

  • The balance between education and entertainment 

    • Text-heavy 

    • Non-player character 

  • Users just manipulating things until they see the next button

  • Matching Game 

    • Test-like format

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