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8-1-1999
Smart decisions
Beatriz Gomez
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Recommended Citation
A Thesissubmittedto the
Faculty
oftheCollegeof
Imaging
ArtsandSciencesincandidacyforthedegreeofMasterofFineArts
Smart Decisions
by
BeatrizGomez
Rochester,
NYChief Advisor: James Ver Hague
Date
9.
~.
c;1
Associate Advisor: Robert Keough
Date
'1 -
2-
-~
7
Associate Advisor: Marla Schweppe
Chairperson: Nancy Ciolek
Date
_--"-/-,<.
~~l:'--.'-d-+-1
7
I, BEATRIZ GOMEZ, prefer to be contacted each time a request for reproduction is made.
I can be reached at the following address:
Carrera 52 No. 82 - 161 Apto 4A
Barranquilla, Colombia S.A.
Signature
_
-Chapter
I.
INTRODUCTION
1StatementoftheProblem
SignificanceoftheProblem
Limitations
Assumptions
DefinitionofTerms
H. REVIEWOF THE RELATED LITERATURE 7
Adolescents
Sexuality
andSubstanceAbuseJean Piaget:Levelsof
Morality
Jean Piaget:
Theory
ofThinking
TheSchool for
Thinking
Learning
StylesMaria Montessori's Approach
EducationalSoftware
Technology
ComputerGames:A Virtual
Reality
ExperienceIII. PROCEDURE 17
DefinitionoftheProblem
Implementation
V. SUMMARY 25
Conclusions
Recommendations
Appendix A 29
DocumentsofInterest
A.l. Thesis Proposal
A.2. Time Table
A.3. Game'sMain Plot
A.4.
Story
BoarDAppendix B 60
Navigation Maps
B.l. Navigation
Map
No. 1B.2. Navigation
Map
No. 2B.3. Navigation
Map
No. 3Appendix C 64
Illustrations
Cl. MainCharacters'
Design
C.2. Game's
Display
WindowC.3.
Staging
WindowC.4. Graphical User Interface
(GUI)
ButtonsREFERENCELIST 69
INTRODUCTION
Statement of the Problem
Itis very oftenthatparents and educators find themselves running out of words
when it comes toexplaining a sensitive topic to a child. Such topics include but are not limitedto sex, abortion, adoption, pregnancy,
divorce, drugs,
and disease. A computerbasedgamehas been designedto
help
parents and educators address such sensitive topics.This software package consists of a series of two dimensional animations. All of the
animations
belong
to thesamestory,whichasitprogress, givesthe playertheopportunity tomakediversedecisions. Each decision leadstheplayerthroughadifferentpath, hence toa different conclusion. A brief example of what the game could be
like,
has been implemented using a variety of software packages available on the Mac platform. Thepurpose of this report is to document the making of the implemented piece and the
Talking
to kids aboutdrugs can be challenging, just as challenging astalking
to themabout pre-marital sex oranyothersensitivetopic.Whentrying
to discuss suchtopicswith a
kid,
many questions come into an educator or a parent's mind. Such questionsinclude: What is the perfect age forakid tobe exposedto such topics? What is the best
methodtopresentthem?What isthebest way to start? i.e. Shouldthe parent approachthe
kid? Orwaittobe approached andthen react accordingly? As parenting is acomplex
job,
anyadvice and supportcanbe very helpful.
As thenumber of school districts who look at computers as animportant
learning
tool
increases,
the needto understand this technology's impact onimproving
a student'sachievementbecomes even greater. As a new media artist, I am offering, through this
project, a newwayofexploringtheworld. Withthis project,Iinvite parents andeducators
to explore what is going on in today's culture and how itcan affectchildren.
Helping
achilddiscover his/her rolein life and the impact thattheirdecisions make ontheir
future,
canleadto the
building
ofa solidknowledge base ina child's mind.This knowledge is oneofthegreatest giftsthatcanbe giventoakid
by
his/hermentors.When
facing
a sensitive question, one may wish togive a truthful response,but,
mayalsofeelthat thechildisnotready for such details. Both points of view are valid, the
adult should provide onlythe amount oftruththata child can deal with.
Telling
the truth doesn'tmeantelling
all,itmeans startingwithsimplefacts,
thenadding inmoreknowledgechannelsofcommunication openthroughoutchildhood andinto adolescenceis one ofthe
mostimportantrolesofparents,andit is upto theparentstomaketheeffort.
Parents who are open, responsive and frank encourage self-esteem,
balance,
andfairness intheir children and give them the space tothink, weighoptions, decide and act
responsibly. This
healthy
dialogue between parents and children has to begin early andshould continuethroughout their life time. Parents are children's first educators, and all
their
learning,
including
sexeducation,startsathome. Parents find themselveswonderingif
information,
specially about sex and drugs canharm theirkids,
and may hold back forfearing
that givingthefactscould encouragethekidstoexperiment.Contrary
towhatmanypeople
fear,
children whohave been given informationabout sexdon't necessarily focuson sex or embark on early experimentation, but
keep
it in perspective as a normal part oflife. This
theory
appliesequallytoall other subjectsthatare generallyseen as controversial,suchasalcohol anddiseases. There are always difficultmoments when words are hard to
be foundandexplanations areelusive, so
being
prepared is the bestthing
an adultcan do.Working
onthis project allowed me to apply my artistic and design skills as well as thetechnical expertise that I gained over the last year of the master's degree. Such an
application capitalizes ontherecreational nature of computer games toachieve pedagogical
goals.
Intoday's world, computer games are making history.
They
are popular becausethey
canbeplayedinteractively.Ashumans,
we startplayingwhen wearekids.GamesareLimitations
This Educational SoftwareSample isavailable ontheMacplatform,and it has been
provenbesttorunproperlyon anApple computer 8600. It has been designed and created
for children whose ages range between 8 and 1 1 years old. An age-group in whichkids
expect straight answers to their questions, answers that might increase in complexity as
they
growup. Inthis game, the termsare simple and the situations itrepresent are easytorelateto.Theplayerlearnsthroughhisownvirtualexperiencewhenexperimentingwiththe
different consequences of their decisions. Such decisions are similar to those that
they
mighttakeone
day
inthereal world.Assumptions
Inorderforthis
learning
experiencetobesuccessful,it isassumedthatthesoftwareuser willbeintheintendedaudiencegroupageand computer literate. Adultsupervision is
not considered necessary, but desirable as the different topics have been addressed
carefully.
However,
itisrecommendedthatan adult playthe gamebefore,
tobe aware ofthem.
Definition of Terms
Animation Asequenceofimagesthatrepresent aparticular scene orepisodeinastory.
Beta Software
Testing
stage software.CAI Computerassistedinstruction.
Computer Literate Basiccomputerknowledgerequired.
Display
Window Areaofthecomputer screen where actionstakeplace.Educational Software Computer based
learning
tools.Figurative Process Thegrowthofintelligencethroughmereinstruction.
GUI Graphical User Interface.
Inappropriate Material Material or behavior that is viewed
by
the majority of thesocietyasobjectionable,
harmful,
distastefulordisturbing.Interaction Relation inwhich two subjects are providingand expecting responses from
theother.
Interactive Multimedia Computerizeddata basethatallows users toaccess information
inmultiple
forms,
including
text,graphics, video and audio. Init,
thequalityofinteractionis determined
by
the skills and experience that the viewer has with the medium and thedegreetowhichthemediumhas been designedtosupporttheinteraction.
Lingo
Scripting
languageusedin Macro-media Director.Multi-media
A wide range ofmediums inwhich people communicate a certain idea ormessagetoothers.
Navigation
Map
A guide that represents the different possible routes to go from astartingpointofinteresttoanotherpoint.
Operational
Process Thegrowthofintelligencethrough theoperatingmind.Pedagogical Goal Educationalpurposes.
PC Personalcomputer.
Platform Acomputer'soperatingsystem.
QA
Quality
assurance.Sensitive
Topics Orsensitive material, is a subject matter that may cause discomfortwhen
discussing
itwith otherindividuals.Thedegreeofdiscomfortvariesfromonepersontoanother.
Scripting
Language A programming languagethatconsistof aseriesofinstructionsthatorganizetheflowofeventsinaparticular computerprogram, game,oranimation.
Simulation A
teaching
strategyusedtoreinforceinstruction. Itpresents asampleofarealsituation and can offergenuinepracticeatsolvingrealproblems.Itcanpresentthefactsand
rules of asituation in a realistic manner without the limits oftime,
distance,
safety, andcost.
Staging
Window Anareainthedisplay
windowwhere eventstakeplace.Virtual
Reality Display
andcontrol of a sceneinacomputer screen thatallows theuserREVIEW OF THE RELATED LITERATURE
Adolescents
Sexuality
and Substance AbuseSincethe mid-1980's, the debate over teen sexuality has
increasingly
been shapedby
the spread of HIV/AIDS and the increase in teen unmarried pregnancy. In a similarway, substance abuse has proliferated as a national health problem over the past quarter
century. The fallout from these social problems has prompted public policy experts,
teachers, parents andteenagers themselves to examine the issues ofteenage sexuality and
adolescent substanceabusemoreclosely.
According
toDavid BenderandBrunoLeone,
intheirbook "Teenage
Sexuality",
ithas beenconcludedthattheincrease inthisactivity istheresultof anumber ofchanges in American society. Changes such as the lack of parental
supervision in the after-school hours. The lack of parental supervision is clearly an
invitationtoexperiment new possibilities.
This,
andtheabsence of clear guidelines provideboth,freedom andconfused anxiety. 2
ThepsychologistSol
Gordon,
professoremeritus atSyracuseUniversity
and a wellknown expert on sex education, argues that quality sex education is necessary to
help
teenagersdealwiththeirsexuality.
Sex education in public schools has remained a controversial issue for over two
decades. Critics of sex education argue that
teaching
students about sex causes them toexperiment, while supporters counter thatinformation about reproduction is necessary to
combat unwantedpregnancyandsexuallytransmitteddiseases.
Jean Piaget : Levels of
Morality
Jean
Piaget,
a cognitivedevelopmentalist,
defined the central problem as howchildrenevaluate moral situations.Hewasrelativelyunconcernedaboutmoralbehaviorand
the reasons behind it.
But,
in1965,
he proposed two levels of morality: a morality ofconstraintandamoralityof cooperation. Twolevelsof moraldevelopmentthatchange as a
child grows. The moralityof constraintis the moralityoftheyoung child who submitsto
thecommands andrulesofadults.The moralityof cooperationisthe second stagein which
thechildas anindividualis motivated to serve his own interests
by
engaging in reciprocalrelationships with others.
As achild becomesmore sophisticated cognitively, he alsobecomes more able to
reason objectively.
But,
there is a potential gap between moral reasoning and moralbehavior. Aperson willnotnecessarily avoid
doing
something because he considers it aswrong,hewilldo itand admitthatisnottheidealcourse ofaction,butwill still do it. This
indicates that itis notalways possible for an individual to
justify
and rationalize his/herPiagetwas ascientist,an
investigator,
whodemonstrated thatthe optimism impliedby
the ideals of freedom and socialdemocracy
is grounded in the psychological andbiological nature of human knowledge itself. Based on this
knowledge,
he stated his'Thinking
Theory'. Piaget'sThinking Theory
deals with the nature and development ofthinking.Aunique principleinthe
theory
centers around the word 'interaction'. The word interaction usually refers to the existence of two or more given factors which togetherinfluenceathirdfactor.In Piaget's interactiontheory,those threefactors are sense
heredity
and physiological maturation which interact with environment in the development of a
child's native
intelligence,
but are not the primary causes of his development.They
are themselvessubordinatedtoaregulatorymechanism of growth within theintelligence itself. Piagetcallsitthefactorofequilibration,anditisafundamentalpart ofhisentiretheory.The School for
Thinking
Based on Piaget's
Theory,
the psychologists Hans G. Furth andHarry
Wachsstarted aprojectin 1970 in
Charleston,
WestVirginia,
calledTheSchool for Thinking.In the principles of The School for
Thinking,
Dr. Furth and Dr. WachsThoseactivitiesare oftenreferredtoas games.
Games,
thatare characterizedby
thechild's spontaneous
involvement,
are athinking
process.They
also have an importantintellectual and biological
function,
which advances the child's mental, physical andemotional growth.
Whena childisencouragedtoparticipate in aproblem solving gamethat is neither
too easy nor too difficult for
him,
he does not get bored because he isthinking
at apersonally challenging levelandisencouraged
by
bis own success. Based on this theory,Piaget analysis the conditions under which active experiences become a source of
intellectual development. The structure focuses on the child's intrinsic motivation.
Therefore,
what counts, is the child's own activity and that high-levelfunctioning
is hisown reward.
The authors of the School for
Thinking
make the assumption that the primaryoverall purpose of educationistheacquisition of
knowledge,
holding
that 'thinking' is thechief source of all knowing. Since intelligence is nothing other than the capacity for
thinking,thegoal oftheSchool for
Thinking
is 'intellectual health'.Children should not play unassisted, but with a teacher or parent coaching
throughout the game. This adult should
help
the player maintain concentration, butwithout
imposing
theirown interpretation orsolution to the situation. As part of whatthetheory
preaches it isimportant to emphasizethat the correct answers shouldbe discoveredto
develop
naturally inresponseto thegames.They
shouldnot give the children the 'right'answer.Childrenshouldbeencouragedtoauto evaluatetheirownresponses.
Indeed,
"Teaching
ishelping
someonetolearnsomething" 5Intheoverall program, theactivitiesaredirectedtowardencouragingthe children to
experience another person's viewpoint. Piaget's insistenceon the unityofintelligencethat dealswiththephysical andthelogicalworld,isnotdifferentthan the intelligencethat deals
withthe socialworld. Achild cannot
develop
one withouttheother.Learning
Styles"Computerscansupport andare supportinga range of
teaching
andlearning
styles." nKnowing
whatkind of approach is best suited toa particular child, one can createthe most meaningful education experiences and make them fun in the process. There are
several
learning
styles or approaches. Alearning
style is amethod that aperson usesforacquiring knowledge.
Every
personlearns in his/herown uniqueway. Alearning
style isnotwhata person learns buthow. Children gainknowledge and internalize whatis
being
taught totheminawaytowhich
they
canbestrelate.Discovering
achild'slearning
style isdiscovering
how toteachhim/her more effectively.Many
educators have always knownthat exciting educational experiences occur when a teacher engage children through a
variety of approaches.
Many
theorieshave been developed inthefields of education andUniversity's Howard Gardner. In his 1983
book,
"Frames of Mind: TheTheory
ofMultipleIntelligence"
Dr.Gardnerspeculates thatindividuals don't have one fixed way of
developing
intelligence,
but at least seven different ways that can be natured over time.According
toDr. Gardner'stheory,
therearesevenpredominant waysoflearning:Physical: Learnerswho relatebestto theworldthrough theirhandsandbodies.
Intrapersonal: Learners who relate best to the world on an independent basis and throughintrospection.
Interpersonal: Learnerswho relate best tothe world through their interactions with others andunderstandingofhowpeopleworktogether.
Linguistic: Learnerswhorelatebestto theworldthroughlanguage.
Mathematical: Learners who relate best to the world through reasoning, numbers,
patterns,and sequences.
Musical: Learnerswho relatebestto theworldthroughrhythm andsound. Visual: Learnerwhorelatesbestto theworldthroughpictures andimages.7
Every
individual is able to relate to the world in all of these different ways,therefore, everypersonhasthecapacitytouseevery
learning
style.However,
it iscommonthatanindividual usesone ortwostylesthatworksbest.Acomputergame allowschildren
toexploredifferent
learning
paths, or whatisevenbetter,
it helpsthemfindtheonethatfitsthemthemost.
Students learn
by
playing games.They
enjoy themselves more whilethey
areplayingthanwhen
they
arenot,sowhateverthey
learn is gained withenjoyment. Intheirbook
"Study
of Games" Avedon and Sutton-Smith quote what once E. P.Holland,
anAmerican behavioralscientist, wroteinhisbook "PrinciplesofSimulation":
People learn
by
experiencing the consequences of their actions, andinsight in a controlled situation rather that get it the hard way from uncontrolled
experimentsintherealworld,with
irreversible
effects.lGenerally
it isimportant
to recognize howtechnology
canhelp
expandopportunities for children all over the world
by improving
their skills, maximizing theirpotential andmakingthemready forthe21 St. century.
Specifically,
it is also important torecognize the role that computers are playing in the education of infants and young
children,andhow
they
canenhanceearlylearning
experiences.Computersare usefuldevices for gettingand
holding
studentsinterestandattention.Computergamesforchildren shouldbeeasytouse while promoting a child's
learning
andpersonal growth, soliciting and sustaining a child's
involvement,
evaluating the child'sinput and providing feedback.
They
should notbedamaging
or promote 'inappropriate'material.
Maria Montessori's Approach
Maria Montessori once wrote : Computer assisted instruction is based on scientificresearch ofthe
learning
process.Thespeedofthecomputer's response to thestudent's answersis
highly
effectivein retainingthegiven information inthe student'smind. The
flexibility
ofthe computer to choose program branches according to theanswer pattern ofthe student makes it possibleto individualize the
learning
process. The combination with graphic and sound includes all the benefits of audio-visualteaching
materials. For all these reasons the computer is a marvelous tool, when a certainpiece ofinformationistobelearned.9Maria Montessori's material avoids hidden machinery. This became particularly
clearbetweeneducators,as she publicly criticized audio, visual and programmed methods
ofteaching.
But,
shehad asserted thatby
simulation, a childhas a chance to explore andprocess,not so muchin
filling
themind withinformation,
butratherconstructingthat mindby
working as its builder. JeanPiaget,
whose view onthelearning
process of a child isverysimilarto
Montessori's,
uses the term 'operational processes'to describe the growth
of
intelligence
through theoperatingmind as oppositeto 'figurative processes'obtained
by
mereinstruction. 9
Educational Software
A study that investigated what children learn from using educational computing
softwareinaninformalsocialsettingwas conducted.Datawere obtainedfrom hundreds of
elementaryschoolsin NorthCarolina.Theresultsrevealthatchildrenwho usededucational
software were more willing to learn content knowledge about computer
literacy,
comprehension skills for understanding
instructions,
planning skills forlearning
newgames,andsomebasicacademicskills,thanchildren withnocomputer gameexposure. 12
Technology
Issues concerning how people learn and appropriate knowledge are very
muchthefocus of attention today.
Technological,
economic and social developmenthaveresultedinmoresophisticated workprocessesthatrequire a broadrange ofskills
ofatechnical as well as interpersonal nature.
Moreover,
knowledge andinformationhave becomeprominentfeaturesoflife ingeneral,weexpectcitizenstoacquire at least
certain degree of computer
literacy
andto be able to orient themselves in a complexworld
by
using the resources offeredthrough modern information technology. Suchtechnology
is alsorapidly changing the ways in which information is distributed in society.Schools,
forinstance,
haveto accommodate to the new resources available.The traditional textbook, the core of modern schooling, comes of age rather quickly, butnewinformationon almostanythingcanbecollectedfromdatabaseavailableonthe
The introduction of technologies into human activities, and the use of such
resources for
learning
and for the mastery of complex activities, is nothing new.Throughout
history,
people have sought todevelop
technologies tohelp
them solveintellectualas well as practical problems. To some extent, this is almost a
defining
featureof the human species: the ability to create a broad range of powerful technologies
transforming
life conditions in almostany setting. Throughouthistory,
there has been acontinuos creationof devices andtechnologies thathave changed the mode in which we
communicate and useourintellectualresources.
Inone guiseoranother,computershavebecomealmost ubiquitous overthe last quarter of the twentieth century, and one of the things that is clear about the twenty-firstcentury isthatcomputers will play an
increasingly
significant role in both ourleisure environments and our working lives.Consequently,
learning
to live and work with computers must figure amongst the more obvious 'attainment targets'of
anycontemporaryeducationalcurriculum. n
Computer Games : A Virtual
Reality
ExperienceIn recent years, it has become generally accepted that games are closely
related to two other types of exercise, namely, simulations and case studies. A
simulation can be defined as anoperating representation of central features ofreality.
This definition again identifies two essential features that must both exist before an
exercise can reasonably be described as a simulation. It must represent an actual situation of somesort -eithera situationdrawn
directly
from reallife,
or animaginary
situationthatconceivably could be drawn from real life- (invasionby
extraterrestrialbeings,
forexample)3Acase study, on the otherhand,
can be defined as anin-depth examination ofreal-life or simulated situation carried outin order to illustrate specialand/or general characteristics. 'Gamebasedon simulations'
are games built around an
The purpose of a computer gameisto stimulate the player to convey a particular
goal.Thosewith educational and
training
purposes are used as a vehicle for interaction orfeedback.
As a profession, education is responding powerfully to the notion of virtualreality curriculum. Educators seem to have an instant understanding of the
learning
potential thatwell-designed virtual experiences could offer to students.
Basically,
virtualrealityallows educators to act asjudgesor as
'gods',
creating new realities and magicalworldswitheducational Utopias where all students learn. Virtual reality's major changein
the education process isthatit has moved it a step forward from text books to
PROCEDURE
The main objective ofthis section is to present in detail the procedure that was
followed from
beginning
toendtocompletethisprojectDefinition of the Problem
Inordertoobtainthe needed information forthis project, a
brain-storming
sessionofideas that were going around in my head was conducted. Based on this session, a
statement ofthe problem to be solved, goals, and benefits of the project were derived.
Then,
apathto follow was set. Such a path determined what software to use and thedegree of expertise necessary for successful completion ofthis project.
Using
all of thegathered information and thoughts, a thesis proposal was written and approved. See
appendix A for a copy of the proposal. At this point, and before starting the
implementationstage ofthe project, a more detailed and comprehensive
literature,
reseaichwas conducted.Suchresearch
included, books,
internetsites,previousthesis projects, andother childrengames. Suchresearchhelpedaddmorefocustothe project,whichledto the
developmentof amore realisticplan.
Implementation
Before starting any
implementation
work, thefull project was divided into smallersubtasks. A time table that
included
target dates for completingeach sub-taskas well astheentireproject,was
developed.
SeeappendixA foracopyofthedeveloped timetable.The first sub-task was to writethe main plot ofthe game. See appendix A for a
copyoftheplot. In
developing
this plot, themain charactersofthegame were definedanddrawn onpaper, and then ona computer. See appendix C for a copy of the characters.
Thesecond sub-task was the
development
ofthe navigation maps. See appendixB foracopyofthemaps.
Then,
thestory boardwas conceived. See appendixA fora copyoftheStory
Board.The third sub-taskfocusedonthedesignofthegame's main
display
window. Seeappendix C for a copy of the
display
window. The maindisplay
included a region ofinterestarea wherethegame'sdifferenteventstookplace
(staging
window) . See appendixCfora copy ofthe staging window. The different graphical userinterface
(GUI)
buttonswerelaidout outsidethisregionbutwithinthegame'smainwindow. Astralelementswere
usedfortheGUI's buttons as
they
areinteresting
andfun. See appendix C fora copy ofthe GUI buttons.
Then,
the staging window's different backgrounds were developed tomatchthegamesdifferentepisodes before any ofthe characters were added.
Finally,
thissub task concluded
by
adding the previously implemented characters to the differentA
fourth,
long
and tedious sub-task, was the recording of sound.Scripts,
previouslywritten,forthenarrator andthe characters were recorded along withthe music
thatwastobeusedinthe
introduction
andthroughout thegameasitprogressed.The fifth sub-task consisted of associating all of the image frames with its
corresponding
sound clip. Thissub-task was achievedusingMacro-MediaDirector,
whichis a multi-media software package. This software package included a basic scripting
languagecalledlingowhich
facilitated
thesynchronizationpart ofthissub-task.Although after completing each sub-task a minimal amount of
testing
wasconducted,a separate
testing
i.e. quality assurance(QA)
sub task ofthe whole game wasconducted. This was done to achieve two goals:
first,
catch any software malfunctions(internal
testing)
,and second,addanypossible enhancementbasedonthegame'sintendedaudiencesfeedback's(customertesting, i.e. betasoftware). The firstgoalwas achieved
by
playing the game using everypath possiblebased on the game's navigation map. Errors
were found and corrected. The second goal was achieved
by
presenting the game todifferentkids to play with
it,
thenthey
were askedfortheir opinion onit. Based on thisfeed-back,
minorcosmetic changeswereimplemented.Design Considerations
The design ofeffectivecomputer screens requires knowledge ofits characteristics
viewing
the screen. An important design parameter,especially for computers is the
resolution. Images with high resolution are smooth and looknatural. Theresolution that
shouldbeused,variesaccordinglyto thedifferentsystems.
In
designing
a computer assistedinstructiongame, the use offunctional areas adds
consistency to the screen design and makes easier the
learning
experience. Fororganizational purpose the screen should be divided into a certain number offunctional
areas, which are to be constantly used throughout the game. This functional areas stay
staticthewholetime. Theconsistent useof certain screen areasforeach function helps the
viewer maintaintheorientation and minimizes the effortto determinethe mechanics ofthe
game. Inaddition, theconsistent useofareas easestheinstructionasitallowstheviewerto
concentrateonthegameitselfratherthanonthemechanicsof it. The student's eye should
beguidedto thecentralpartofthe game,orto thearea where the action is
taking
place. Ifthe distributionofthe areas is
balanced,
the elements of minor importance should not bedistracting
but helping.Visual symbols, textandgraphicsoftencomplementeach other andtheircombination conveysa clearermessage.
The communication power of graphics is
huge,
but there are factors than candisturb
it,
color is one of them. Color will varydepending
on the computer monitorcapabilityandeven onthe computerbrand. Basic colors
(red,
blue & yellow) are knownfor giving a more sharper image than those that require their combination. But when
consideringotherdesignaspects,thecombination ofthoseprimarycolors is needed,pastel
When
developing
instructional
material,developers
sometimes get so concernedabout the screen design itself that
they
end uploosing
sight of their original instructionpurposes. As Jesse Haines states in her book Screen Design Strategies for Computer
Assisted Instruction:
Developerssometimesget so
hung
up on screen design thatthey
lose sightof their original instructional objectives, this preoccupation is often caused
by
the desire to produce an "elegant" screen designs and computer graphics that will beappreciated
by
thedeveloper's
peer's.Unfortunately,
this elegance is seldomperceived
by
students who have little or no knowledge of what it takes to put acomputer assisted instruction course together. In the worst case, as previously
mentioned, excessive use of virtual techniques can actually detract from a program's
teaching
qualityby
causing students to "sit backand watch theblinking
lights" whenthey
shouldbe concentratingonthesubjectmatter.10But,
good instruction packages requiretwo-way
communication, and need toexhibit as much interaction as possible, as the viewer needs to be drawn into the subject
matterforthe
learning
processtobefulfilled.Besides,
highlevels ofinteraction decreasesanxiety, which is a point thatneeds to be addressedwhen the instructional piece is
being
done forolderchildren.
A great aid when
designing
an instructional package is audio, particularly whenworkingwithkidsthatare notfamiliarwiththegame. Itsmainadvantageis thatitfrees the
viewer from performing any extra tasks and allows them to concentrate on their visual
focus.
The complexity of hardware and software design will increase because of
As this
happens,
programs will address multiple skills embedded in moreintriguing
activitiesthatmaychangethewaywelearn.
Robert
Gagne
in his book"Principles
of Instructional Design" establish that the elementsof a goodlessonare:1.
Gaining
attention2.
Informing
learneroftheobjective3.
Stimulating
recall ofprerequisitelearning
4.
Presenting
clear anddistinctive
materialtoensure selective perception 5.Providing learning
guidance6.
Eliciting
theperformance7.
Providing
feedbackaboutperformancecorrectness8.
Following
theopportunityforadditional responses,informthelearnerofmasteryangivefurther directions
9.
Arranging
varietyofpracticetoaidfuture retrieval andtransferoflearning. 4Kidsareattractedtocolorful
imagery,
funcharacters and soft sounds.Keeping
inmind the intended age-group, the color choice of the images were carefully selected to
reflect an intended emotion of a particular situation that can easily relate to the game's
audience. Even though some of the game's episodes may communicate a
feeling
ofsadness,itwas stilldesiredtopresentan overall atmosphere offun and cheerfulness. This
was accomplishedthrough thecharactersclothingandtheirverbalexpressions.
Another designconsiderationthatneededtobeaddressedisthechoice of soundthat
was neededto accompanythe sequence ofimages. The decisionto include sound along
withtheimageswasbasedontheintentionofmakingthe game more
fun,
persuading, andattractivetoit's intendedaudience. Simple direct dialoguesforthedifferentcharactersinall
ofthegamesdifferentepisodes were written.
Also,
an easy-to-follow sound-script forthenarratortointroducetheviewerintothestorywasincluded.
Finally,
acontinues stream ofalbum: "The bookofsecrets". This album was chosenfor it is mostly instrumental and
emotional characteristics, working as a catalyst to reaffirm certain ideas
by
touching
theThis
interactive
sample gameisaprototype,aquickdemonstrationofwhat thefinalsoftware game could be like. The
imagery
in it is clean and nice, and the characters areyouthful and fun to watch. The game fulfills its purpose as the
learning
experience isachieved, even tough the topics are not exposed
deeply,
they
givesatisfactory results fortheplayersinthisage group.
The project was elaborated and time consuming, as every single piece was done
fromscratch. The finalproduct endedup
being
welldone,
butshorterthanexpected. Thisbecamea concernatthe
beginning,
butaftertesting
itwith acouple ofkids,
Itwas realizedthata niceshortprojectinthiscase wasmore effective than a complicated
long
one. Kidsneedquickstraight answersinordertostayattemptive andinterested.
SUMMARY
Conclusions
Itisa
fact,
that there is alarge amount ofinformation given outby
the mediain adaily
basis about avarietyofsensitivetopics. Suchexposure, is usually presented in a nonconsistentway,makingit harder forgrown-ups to handle a particular sensitive issue with
a child. This can lead children to formulate their opinion about certain topics using the
wrong set of resources. To prevent this from
happening,
educators and parents haverealizedthat the best
thing
to do is to be prepared to answer all ofthose questions at anytimepromptlyandfrankly. There hasbeen a considerate amountofresearch
done,
a largenumber of articles written and many web pages designed to address how to handle a
particular sensitive topic when
talking
with kids about it.However,
most of thiseducational material is not only mostly written for adults, but
they
treat each topic as aseparateunit. Thisprojecttries to deal with those topics as awhole,
keeping
in mind thatkidsaretheintendedaudience.
Ifeel verysatisfiedwiththeresultsofthe project, even tough, I think this isjusta
narrow example of what can be done.
My
main purpose was to show others a personalapproachof analternative
methodology
thatcanbeimplemented
to teachkids certain 'hard'
topicsinaneasy,
funny
way.Thisprojecthasfulfilled
thispurpose.Onthisproject, Iappliedmost ofthe technical expertise I gained overthe last year
ofthemaster's
degree.
Ialso tried tocapitalize on my artistic anddesign skills to enhancethelookandfeelofthegame whileaddressinganimportant issue. In thisproject my own
concepts were expressed, and a statementhas beenmade thatplayinga game can be not
onlyrecreational,butalsoeducational.
Therewas a great acceptance ofthe gamefrom thelimitednumber of kids it was
presentedto.Theiradvice and comments were
highly
appreciated and usedto enhance thefinalreleaseofthegame.
Monitoring
thekidsreaction asthey
wereplayingthe game, mademe realizehow mytheoriesonhowto grab and
keep
a kid's attention were correct. Suchtheories are based on the importance of choosing the right color, sound, attractive
characters, and providing
interactively
and quick answers when it comes todesigning
educational gamesforkids.
Inthis firstrelease ofthe game I encountered certain
difficulties,
some ofwhich Iwas able tofix and some others thatstill remain. Sound editing, for example, was a
big
challenge.
My
ownvoice was usedas avoiceoverandfor narrating purposes. Even toughI recorded several times the whole sound and I ended up choosingthe best one ofthose
recordings,when
hearing
it,
I still feelthatmy tone ofvoice was notthe best and neitherMacro
mediaDirector6.0,
was usedto connectall the differentpieces ofthe gametogether.While
doing
that,
avarietyof software malfunctions wereencountered. Some ofthose malfunctions werecorrected and others were inherentin the Macro media product.
The formerwas concluded as a result of
readingthemanuals thatcamewith the software
package,makinga couple of phone calls to their technical supportpersonal and
talking
tosome ofmy professors. A thirdproblemthatwas encountered is the speed change ofthe
animations, as a result ofrunning thegame on differentcomputers with different speeds.
As
is,
thegamehasonly beenfully
testedand recommendto be played on a system with aMac8600specifications orhigher.
Recommendations
This section will discuss a variety of recommendations to enhance the developed
game.
First,
it isrecommendedto test the game more extensively. This shouldbe doneby
first
designing
asurvey.This surveywillbecompleteby
theplayers aftertesting
the game.In this surveythe playerwill express his thoughts about the playing experience.
Second,
the game shouldbe testedusing alarger pool ofkids with different cultural backgrounds
andcomputer
literacy
levels.Then based on the resultofthe surveys, the game should bemodified soitbecomesasuniversal as possible.
Having
alarge numberof kidstesting
thegame,notonly
help
indetecting
anysoftwaremalfunctions, butalsoindetermining
whichparts of the game are successful, which ones need improvement and which need to be
dropped. Itisalsorecommendedtoenlargethegametomakeit address alargernumberof
will
become
closertobeing
acomprehensivesolutiontohelp
educators and parents addressa wide rangeofsensitive
issues.
Anotherenhancementthatcanbeadded to the game, isto
allow a playertochoosehis/herowncharacter'sgender as
they
navigate through the game.This will
help
them relate more to the game's main character without compromising theintended
messagebehindanysituationthey
mayface.Also,
as any software package or a computergame, its acceptance is not only
dependentonits
functionality,
but also onits flexibility. The game should be improvedtorun onavarietyofplatforms
including
MacsandPCs,
making itaccessibletomore schools
and homes.
Finally,
the game different episodes weredesigned,
keeping
in mind, the currentcultureofa certain agegroupat a particulartime.Thiswas done so today's kids can easily
relateto thedifferentsituations presentedtothemthroughout the game. As time passes
by,
althoughtheintended messagebehindeach episode in the game may remainconstant, it is
importantto modifythe game torepresent the kids culture atthat time. It is also, equally
important as time passes
by
tokeep
taking
advantage of the latest advancements incomputer
technology
suchas3danimationsandvirtualrealitytokeep
thegame attractive toDOCUMENTS
OF INTERESTAPPENDIX
A.l.THESIS PROPOSAL: SMART DECISIONS!
Itis very often thatparents and educators find themselves running out of words
when
they
arefacedwith a situation wherethey
have toexplain a sensitive topic to youngkids.InmythesisprojectIwouldliketomakeitalittlebiteasierforthem.Iplantocreate a
seriesofeducational animations for
young people. The objective ofthose animationsis to
presenttokids issuesthatarehardtoexplain with words.
My
thesis will be a story withonebeginning
and different endings. The path thatthe storywilltakewill dependonthe responses provided
by
theplayer. Ineachpath, toughdecisionswillbemade
leading
todifferentlearning
experiences.The storywillbe presented as an interactivenon-sequential animation.
Depending
ontheviewersresponse, adifferentsequenceofanimations willbedisplayed.
The process will progress through the use of stories and characters created
by
myself. Iintendtoaccompany mystorieswithinstrumentalmusic. Themusic will act as a
catalyst to express certain ideas
by
touching
the viewers feelings. Inimplementing
myanimations, I am
looking
to use various software packages available in the Mac platformWorking
inthisprojectwill allow metoapplyalotoftechnicalexpertisethatIhavegained overthe lastyear. Itwill also let me explore my artistic and design skills, while
APPENDIX
A.2.TEMPTATIVE
TIME TABLEFall Quarter
Week 1 -
Conduct
abrainstorm session.
Week 2
-Setthestatementoftheproblemtobesolved, goals,andbenefitsoftheproject.
Week 3- Set
thepathto
follow,
determinethesoftwareto use andthedegree ofexpertisenecessaryforsuccessful completionofthisproject.
Week 4
-Writeathesisproposal.
Winter Quarter
Week 1
-Conducted a more detailed and comprehensive literature research that will add
focustotheproject.
Week 2- Create
a realisticimplementationplan. Dividetheprojectinto smaller sub tasks.
And devolvedatimetable thatincludestargetdates forcompletingeach sub-task as well as
theentire project.
Week
3
- WritetheWeek 4 - Write
astorywith
different
pathsandtry
torepresentdifferentrepresentations.Week
5/6 -Define
themaincharactersofthe game, create themin
paper, anddraw them
inthecomputer.
Week 7
-Develop
anavigationmap.Week 8
-Create
astory board. Week 9-Createthedesignofthegame'smain
display
window.Week
10
-Design The differentgraphicaluserinterface
(GUI)
buttons. Week 11-Developed
the stagingwindow's differentbackgrounds
to match the gamesdifferent
episodes.Week 12
-Add the previously
implemented
characters to the different episode'sbackgrounds
asappropriate.Spring
BreakWeek 1
-Assert remaining scheduleisachievable.
Week 2 - Refamiliarize
withLingoandDirector.
Spring
QuarterWeek 1
-Design Program using LingoandDirector.
Week 2
-Arrange sequences.
Week 3 - Implement
Week
4-Implement
scripting. Week 5 -Record
thesound.
Narrator
andcharacters'scripts and music.
Week 6 -
Associate
allthe
image frames
withits correspondingsound clips.Week 7 - Minimal
amountof
testing
istobeconducted,for qualityassurance(QA)
Week 8
-Dominorcosmetic changesand
APPENDIX
A.3.GAMES
MAIN PLOTGeneral Introduction
Short graphic-introduction of images superimposed
by
a music-over leads theviewerto the
introduction
ofthegame.Introduction of the game
First,
thereisastill imageofaliving
room and a group ofkids watching TV. Thenames ofthe three kids appearonthe screen with little arrows, so the playercan
identify
them.Whilethis
happens,
thevoice-over explainstotheplayershowtoplaythegame.Start the game
Thethree kids are watching
TV,
whenthefrontdoor bell rings. A classmate hascome to invite themto aparty . Later on, the three kids go to the
party in one of their
mothers car. As soon as
they
arrive,they
greed everyone and approach a window, werefriends
thataboy
hasaskhertogo out on adate withhim. Eventough there is excitementaboutthenews, the girl who has beenasked outis worry about all the decisions she will
have to make, and she tells her
friends
about her concerns. At this point, the eventsdescribed
by
navigation map 1takeplace.Continuation
of the gameThethreekidsstart
dancing
and aboy
approaches one ofthe girls and offers heradrink.Thentheevents
described
by
navigation map 2takeplace.Continuation
of the gameTiredof
dancing
they
will walk throw the room and stop nextto the stairs.They
willtalkabouttheir
friendship
andhowproudthey
are ofit. Then the events describedby
navigation map 3takeplace.
Conclusion of the game
After the
long
night of talking, the kids realize that it is time to go home. Themother ofone ofthemmight alreadybe outside waiting for themor atleast will be there
soon. Oneofthemgoesto thewindow and seesthemotherarrivingto theparking lot. The
APPENDIX
A.4.nexttwopages representthe lead-offanimation
ofthegame.
/!rW
lW*e J^V/*r%*s?/<?*o
Throw this animation, the main goal of the
gameis stated as well asthe meaning of allthe
different buttons of interestthat aloud the user
facedwith a choice ofstartingthe game or not.
If the user decides to start the game, an
introductory
animationispresented.Throw thisanimation, the game main characters are
introduced.Thisanimation piece is represented
by
thefollowing
eight snap-shots starting onthat takes the game's main characters to a
friend's party. It is
during
this party that thedifferent situations represented
by
thenavigation maps shown in appendix B are
situation represented
by
the first navigationtwopagesdescribestheright branchofthe first
rphiijS
ft
by
the situation represented
by
the seconddescribe the situation represented
by
the rightV~~7
v_/first image on this page describe a transitional
episode that leads the player to the end of the
mmmmmmmmmm^mumifti^i.^ini
niinnmn
*
L_
mmJgofthe entire game in which the userdecides to
Have
aBoyfriend
Go To:
Boyfriend TheParty
Start QuitGo To:
Boyfriend TheParty
Start QuitHerpes,
Hepatitis,
Gonorrhea.
Chlamydia,
Genital
Warts,
Syphilis
Go To:
Boyfriend TheParty
Start QuitAdoption Abortion
Keep
theTry drugs,
alcohol or cigarettesLoose Control
Go To:
Boyfriend
The
Party
Start
Quit
Friends
Hanging
out withthe good
kids
Fun
Boring
Go
To:
Boyfriend
TheParty
Start QuitHanging
out withthe
bad kids
.
Cl. MainCharacters'
1.
Avedon,
ElliottM. andSutton-Smith,
Brian. TheStudy
ofGames. Canada: JohnWiley
&Sons, Inc.,
1971.2.
Bender,
David andLeone, Bruno,
TeenageSexuality-Opposing
Viewpoints. USA:Greenhaven
Press,
Inc.,
1994.3.
Ellington,
Henry
andAddinall,
Eric andPercival,
Fred. The Handbook of Game Design. London: Kogan PageLimited,
1982.4.
Forcier,
Richard C.The Computer as aProductivity
Tool in Education. New Jersey:Prentice-Hall,
Inc.,
1996.5.
Furth,
Hans G. andWachs,
Harry.Thinking
Goes toSchool,
Piaget'sTheory
inPractice.. New York: Oxford
University
Press ,Inc, 1974.6.
Gagne, R., Briggs,
L.,
&Wager,
W. Principles ofInstructional Design, New York:Holt,
1992.7.
Gardner,
Howard,
Dr. Frames ofMind: TheTheory
ofMultiple Intelligence. BasicBooks,
1993.8.
Gayeski,
Diane M. Multimedia for Learning. New Jersey: EducationalTechnology
Publications, Inc.,
1993.9.
Gebhardt-Seele,
Peter G. The Computer and the Child a Montessori Approach. Maryland: Computer SciencePress, Inc.,
1985.10.
Heines,
Jesse M. Screen Design Strategies for Computer-Assisted Instruction. Massachusetts: Digital EquipmentCorporation,
1984.11.
Littleton,
Karen andLight,
Paul.Learning
with Computers. London:Routledge,
1999.12.
Mayer,
RichardE.,
Schustack,
MiriamW., Blanton,
William E. What Do Children Learn FromUsing
Computers in aninformal,
collaborative setting? EducationalTechnology
v.39No.2,
1999.13.
MacDonald,
Kevin B. SocialandPersonality
DevelopmentAnEvolutionary
Synthesis.New York: Plenum
Press,
1988.14
Muisener,
Philip
P.Understanding
andTreating
Adolescence Substance Abuse.California: Sage
Publications,
Inc.,
1994.H;^PJ5a1rd' Miriam>
Dr-Questions
Children Ask & How to Answer Them. New