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Features

  • educational :  working on  one unknow  on the four terms for the 4 operations. 

  • adapt  to kids level in maths and  follow  standard math curriculum.

  • heavy stats and graphs to analyze performance overtime. 

  • gems rewards  for correct answers + shop to spend  on skins. 

  • interactive feedbacks with  sounds , images and later  strategies feedbacks.

  • player challenges: calculation getting more difficult by levels and time goes a bit faster. 

  • the app will remember the kid level trough games.  

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Math Gem Paradise 

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Project guidelines source is inspired  by the original document written by  : Playability Guidelines for Educational Video Games: A Comprehensive and Integrated Literature Review. Amer Ibrahim, Francisco Luis Gutiérrez Vela, Patricia Paderewski Rodríguez, José Luís González Sánchez, Natalia Padilla Zea Video games and E-learning research Lab (LIVE). GEDES Research Group. University of Granada, Granada, Spain.

Theory : 

 Prensky (2001) outlined the principles of good game design in his book, Digital GameBased Learning. These principles are the heart of what makes digital video games so engaging and addictive. Prensky predicts that games will be “much more realistic, experiential, and immersive” and include “more and better storytelling and characters”

Kasvi (2000) listed the seven requirements suggested by Norman (1993) for an effective learning environment (feedback, goals, motivation, challenge, satisfaction, engagement and suitability)

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Project guidelines : 12/06/22

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playability : 

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-maintain player attention and motivation : 

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internal structure 

- game rules : 

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- game mechanics : 

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-player experience : ( how games evoke emotional and intellectual responses) 

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-challenges : 

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-rewards: 

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- interactive feedbacks: 

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Attributes of playability : 

- satisfaction:  ( degree of balance and harmony of the game): 

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- learnability : understand and master the game system and mechanics. 

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- effectiveness : fun and learning . ensure enjoyment and hide the educational. ( like we are loosing time playing ,but increasing the motivation of the learning process. 

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immersion : player active and involved in a virtual world. 

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motivation :  to realize actions and complete them. 

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emotion : reduce  rejection of educational content. 

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socialization : promote social dimension, learn in group. 

 

supportability: keep the motivation and encourage to keep learning. 

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educability: how they will master the learning goals. 

- feedbacks : 

-educational content in the game: 

-adapt the content to players skills: 

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playful goal: 

-facilitate the learning process

- provide knowledge : 

game content adapted : 

-challenging tasks : 

-outcome unexpected:

-reinforce player skills and improve his prior experience: 

 

 

educational goals: 

-analytical and critical thinking: 

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-introduction of educational content: 

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-assessment and recognition of prior learning: 

 

-sub goals gradually presented: 

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balanceability : 

balance between fun and learning. 

- fun factors: 

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game challenge: 

- present different levels and types of challenges: 

 

- game with different level settings to challenge all type of players. 

 

-adapt the game : too difficult , frustration and too easy boring. 

 

challenges and mysteries and brain workout: 

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feedbacks:

explanations, clues to responses: 

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-different feedbacks: 

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    -audio : 

-visual: 

-music: 

 -sounds effects: 

-vibration: 

-tutorial: 

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interactivity : 

- rules: 

-respond to incorrect and correct answers: 

-easily correct mistakes: 

-surprise in location: 

-active activities: 

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adaptation : 

- level increase or decrease: 

- easy to adapt levels: 

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Game control : 

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sense of ownership: 

player in charge: 

intuitive: 

-increase player interactivity : 

-competitive mind: 

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realism : 

simulate real life  situations: : 

realistic= positive and negative effects increase because grater immersion: 

real world simulations available: 

-connect content to real world simulation: 

-story realistic: 

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Game Reward : 

-bonuses :

-advantages: 

-quests for rewards: 

-rewards appropriate: 

reward related to the educational step: 

-time for rewards: 

- several rewards on each steps : 

-variety of rewards: 

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structuring: 

-aesthetic between play and educational: 

-easy environment: 

interface with tasks:  acknowledgment of tasks completed: 

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Player knowledge : 

- relate  real life to the environment: 

-each game level  with new knowledge: 

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