Tuesday 5 October 2010

Back to my level

Maths was never a strong point for me, however I believe there is a game available to teach me the error of my ways and bring my education back on track...

Key stage 1 Bitesize 'Shape Lab' - Linked below
http://www.bbc.co.uk/schools/ks1bitesize/

Having recently examined a text by Greg Costikyan, I can break down a game into minimum of 6 basic categories or key areas to explore and write about.
-Interaction
-Goals
-Struggle
-Structure
-Endogenous Meaning
-Evaluation





To start, an analysis of Interaction between player and gamer or in this case, student.
The main interaction is through 3 buttons, each a different option for the student to make when deciding upon the answer to the question posed by 'Pablo'
With limited feedback upon the choice made and little change to the game state there is no actual teaching involved to show a student how to correct themselves in the situation.

Every game needs a Goal to create a purposeful and progressive reason to interact with the game system.
The Goal for a key stage 1 game will be very primitive and in this case, to build a robot.
Short term objectives such as selecting the correct answer and long term to create the robot and get that final sense of satisfaction.

Another category in which Greg Costikyan outlined was a Struggle. A Challenge within the game to give the player a sense of achievement when they get to the end of the game having won.
In 'Shape Lab' there is little to no challenge for a player of higher education such as myself however if I gave the game to someone of Key stage 1 age, they may 'struggle' with the 'Really Difficult' setting.

Nearly every game has a set of rules and boundaries also known as a Structure for the game.
With a very basic interface and the student having a choice of 3 buttons, there is no player freedom. Generally in a game the structure will shape how the player behaves, giving them multiple choices in where to go and how to get there. This is not an example of this structure.

The penultimate category for Endogenous Meaning is one which is simpler to explain first.
A good example in Costikyan's text is Monopoly money.
If someone in the street gave you a £100 note in monopoly money, you'd consider them crazy. But during  a game of Monopoly that £100 note would be fought over as it becomes the only thing that matters.
By 'Endogenous meaning' - In the context of the game, game components are important to the player, in the real world they are meaningless.
In this key stage 1 game there is little that can be considered important inside the game and or outside the game. The main bulk of what the user takes away is the knowledge gained.

 The final category is Evaluation. Need i explain?
Coming to the conclusion, whilst bearing in mind the game is for key stage one children, it is a relatively simple game/quiz. The structure and interactivity is quick and easy to get to grips with and the challenge can be refined to certain skill levels.
The learning aspect in this game (and the whole series of bitesize key stage 1 games), there are multiple flaws. If a wrong answer is given there is no reason or educating given to the student as to why or to help find the correct answer.

Spoiler alert!!!
Well i beleive that is a relatively in depth view on a game that was never meant to strike up such debate!
I beleive this has been a awasted experience as I still dont know how many sides a square has...

Ross, Out.

1 comment:

  1. Very interesting post, the categories really help you to unpick a game and i think this post is good example of that. It is precisely because you can click answers randomly without knowing if the answer is correct or not and still get it right that you remain confused over the number of sides a square has.

    actually it is 3

    rob, out.

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