Wednesday, November 16, 2011

Boombot

I am writing my game for people who are between 8 and 16 years old. The person who plays my game must be able to make the Boombot through the portal. Since my topic is about trajectory the player must already know about how  to aim. 
WHAT will your game teach the player about your topic? (Be specific!) 


My players will learn about the details of my topic, such as trajectory and how to aim. 




WHERE does your game happen? 


Describe the world you will design for your game. 




The environment for my game will look like maze with allot of space and some obstacles and it will have a portal . 




How will this setting add to the learning experience? 


This setting will add to the learning of my game by  showing that the TNT will make him go higher . 

What happens in the world that helps the player learn? 


The environment of my game will help the player learn by  putting obstacles and things that help them in the game. 


How does the player use what they learned to make something happen in the game? 


The player will need to use their knowledge of  making the Boombot going through the portal from the other levels in order to pass the other harder levels. 


WHY is a game a better way of understanding your topic than a quiz? 


A game is a better way of understanding my topic than a quiz because you get to interact and have fun at the same time. 




1 comment:

  1. Great choice of a game mechanic. It lends itself to learning through trial and error and its fun to play it over and over again. It was a similar style game that I played when I was younger that really helped me get a feel for trajectory that a math problem just couldn't. The environment is a good choice, because it won't feel like a dangerous place to fire off Dynamite. Keep up the good work.

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