Game Development Reference
In-Depth Information
Figure 9. Player 2, Task Eating a Yogurt
Figure 10. Player 3, Task Eating a Yogurt
For the players 1 and 2 it is observed a clear
evolution with the task repetition (reduction of
the time necessary to execute the task). This sce-
nario does not happen to player 3, Figure 10, in
which the time to perform the task increases with
the number of attempts, not showing apparently
a better performance with the task repetition.
in reading simple words and ordering numbers.
In preliminary tests carried out, the game had a
remarkable acceptance in the youth at APPACDM
and there are positive developments in its repeated
use. The use of Wiimote to control the game was
not successful as the Roll motion is complex for
the target group, resulting in inadequate control
of the game.
The tests carried out allowed finding particular
points to be improved in the game. These include,
for example, changing the format of the classifi-
cation, placing bars with different sizes instead
of quantitative results; the menu buttons should
be in different colors so that players, that cannot
read, can associate colors with actions and as such
it is easier to navigate in the game; allowing the
modification and integration of new tasks by the
educators; optimizing the implementation of the
Wiimote .
The authors believe that the paradigm “Learn-
ing by doing” implemented through the use of
educational and pedagogical games fortify the
learning process. In this way, students enlarge
their knowledge on the particular subject they are
studying as well as they develop their creativity,
their planning capacity and the communication
between the working groups. Also, it can be focus
on two different target groups. By one hand it can
help students in understanding several physical
laws as well as it can gather and promote the at-
tention of people with impairments to be familiar
to daily routines and tasks.
aLJo 2009 is an educational game dedicated
to young people with special needs. The game
consists of ordering a sequence of simple tasks
of daily life, like eating a yogurt, crossing a road,
washing the teeth, in order to enable these people
to be more autonomous, reducing their depen-
dence on their families and teachers. The game
also performs tasks which aim to develop skills
REFERENCES (n.d.).Game developing community
network. Retrieved March 20, 2010 from http://
Annetta, L. A., Minogue, J., Holmes, S. Y., &
Cheng, M. T. (2009). Investigating the impact
of video games on high school students' engage-
ment and learning about genetics. Computers
& Education , 53 , 74-85. doi:10.1016/j.compe-
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