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Adventure Preschool
Prepared for: Professor Michael Roller
Prepared by: Amanda Jezior-Muha
November 26, 2012
Purdue University Calumet Hammond, IN
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Table of Contents
Adventure Preschool 1Mission
1
Vision Statement 1Problem Statement 1Solution 1
A Competitive Analysis 1Educational Research 2
Adventure Preschool 3Application Areas 3Basic Navigation 3
Navigational Architecture and Rough Layout Design 4Initial Technical Requirements 6
Application Process Maps 7Initial Graphical Design 13
Main Page 13Levels 14Level Graphics 14Levels 16Level Graphics 17
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Levels 18Level Graphics 19Levels 20Level Graphics 21Levels 22
Final Screen Shots 23Summary 23
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Adventure Preschool
Mission
The mission of this project was to conceptualize, scope, and build an educational application that prepares young
children for preschool. This simple educational application has been simulated for the Google Nexus S.
Vision Statement
The applications goal is educate and prepare children prior and during preschool. Its targeted age group is children
between two and five years of age. The application will target six areas:
Memory
Counting
Letters (alphabet)
Shapes & Colors
Languages Problem Statement
School requires skills that need to be taught to children under the age of five in order to fully prepare them for classroom
lessons and success.
Solution
Conceptualize and design an interactive, entertaining, and educationally based application to prepare children for the
classroom.
A Competitive Analysis
While there are numerous amounts of preschool applications, many of them focus on one area of learning. After
completing market research, certain themes and/or general trends began to emerge. Below is an analysis on the
preschool application market.
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Speech with Milo: Sequencing
This application provides children with three cards and requires them to place the cards in the correct sequential order by
way of an animated mouse. The stories were chosen by a pathologist of speech. This application allows children to
organize time, sentences, and story-telling concepts. Children must use visual clues to follow and anticipate what is
going to happen.
Wheels on the Bus
Wheels on the Bus plays the song in five languages and allows users to interact actions that take place on the bus. The
application uses bold and bright graphics in order to engage users. English, Spanish, German, Italian, and French
versions of the song are played for users.
Jumpstart Preschool Magic of Learning
This particular application provides users with 15 games that teach math, pre-reading, and critical thinking skills. It helps
users to master upper and lower case letters with graphics of cows. Shapes, colors, and number recognition are
practiced with bug renditions.
Preschool: 15 in 1 Kids Pack
This is another application that piles in 15 games for users. It is targeted for those two through seven years of age. The
application features dozens of sounds, 100 words, alphabet, numbers, sketching, and days of the week.
Market Overview
Trends included that of cartoon/graphic animals that are meant to engage children. Alphabet and mathematical games
were found in several applications. Shapes, colors, and languages were also found separately in multiple applications.
Educational Research
The National Education Association promotes the use of applications in the classroom. The association specifies and
encourages teachers sharing and implementing the use of digital mobile applications in order to teach students with
educational concepts and skills. The association also promotes teachers communicate with their students through
technology in order to meet different learners needs.
The association provides information on using specific language for feedback and praise. They state that using words
that are specific and remain respectful are most clear as feedback for students. Continuous feedback gives students the
ability to track an gage their progress while learning required skills.
The above research suggests that applications are used as tools in the classroom and also gives the sense that they are
successful and impactful on students when learning essential skills. It also provides knowledge on the correct language
to use as reinforcement; and progress tracking cues.
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Adventure Preschool
Adventure Preschool will include several trending educational areas in preschool applications. The application is relevant
because it does not include an over-numerous amount of educational games, but will include those that are vital to
preparing for school. Also, the application will use entertaining and engaging agents of learning that will include cartoon
animals that interact with children while teaching skills designed as tools for success.
Application Areas
Memory:
The application will include cards that feature cartoon animals such as cows, monkeys, ponies, etc. The memory section
will include three levels that increase in the number or cards that will be matched to one another.
Matching Alphabet:
The alphabet is broken down into three separate groups that include 9/9/8 letters respectively. The upper case and lower
case versions of these letters are shown and users are asked to correctly match the letters to one another.
Counting:
Short animations that increase in difficulty will depict cartoon agents acting out different animations. The user is then
asked to answer specific counting related questions that would be derived from the short animation.
I.E. How many ants were carrying food from the picnic basket?Shapes and Colors:
Users are asked to correctly identify different shapes in colors that increase in difficulty across three levels.
Languages:
The days of the week are recited in three different languages that include: English, Spanish, and German.
Basic Navigation
Loading Page: The application will include a loading page because there content may need time to properly load and
visual cues will be needed for the user to gage the loading of the application
Main Page: the main page will include an exit button, and five additional buttons for these separate areas of learning for
the user. The back button leads to the general iPad interface.
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Learning Area Pages: Each learning area has a main page that includes a brief description of the tasks that will be
performed in the area. It will also include a screen shot of the task at hand being completed. Last it will include the three
buttons that will denote the different levels of difficulty for the learning area. The back button will take the user back to the
main page.
Level Page: Each page will include either: graphics, animation, video, or audio that will be essential for the perspective
tasks to be completed, anticipated, or understood. The back button will lead the user back to the learning are page.
Navigational Architecture and Rough Layout Design
* Please see the sketches and navigational structure below:
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Init ial Technical Requirements
Page Multimedia
Loading Page Graphic, Progress Bar
Main Page Graphics, Text, Buttons
Memory Home Text, Image, Graphic, Buttons
Memory Level 1-3 Graphics, Text, Buttons
Matching Alphabet Text, Image, Graphic, Buttons
Matching Alphabet 1-3 Image, Graphic, Buttons
Counting Home Text, Image, Graphic, Buttons
Counting 1-3 text, Image, Animation, Buttons
Shapes &Colors Text, Image, Graphic, Buttons
Languages 1-3 Audio, Text, Graphic, Buttons
Galaxy Nexus S Specs Multimedia
Height 4.88 inches
Width 2.48 inches
Screen (diagonally) 480x800 pixels
Display Multi-Touch
OS Android Gingerbread
Storage 16 GB, 512 MB RAM
Video WVGA 30 fps
*All multimedia will need to meet these specifications. Video should sample at 30 frames/ second and saved in .mov or
mpeg4. Graphics will need to be designed to fit the 4 inches.
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Application Process Maps
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Init ial Graphical Design
Main Page
To the left you can see a screenshot of the original graphical
design of the main page. The Adventure Preschool logo can bee
seen at the top of the page. The main also come equipped with
buttons that navigate to the six areas of knowledge: memory,
alphabet (or letters), counting, shapes & colors, and language.
Below the buttons is a graphic of a schoolhouse meant to fit the
theme of education and preschool. In the top left of the page is
an exit button that will navigate back to the phones application
pages.
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Memory Main Page
The memory main page has a header at the top, as well as a back button that
navigates back to the Adventure Preschool Main Page. Below the header is a
picture/ visual example of the memory game. The page also has a summary of
the operation of the game so the user understands what will occur when they
proceed. The page includes three additional buttons that indicate each level of
the memory game.
LevelsThe levels increase in difficulty. There is a back button and feedback areas. The
main feedback areas below the header indicates if a match was made. In the
lower corners of the page you will see a counter that tacks of matches & misses.
When the correct number of matches is made then page is advanced to the the
level complete page.
Level Graphics
Below are the graphics used in the levels. They are meant to resemble flash cards with cartoon animals. This was shown
to be successful in other children aged applications.
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Alphabet Main Page
The alphabet main page has a header at the top, as well as a back button that
navigates back to the Adventure Preschool Main Page. Below the header is a
picture/ visual example of the alphabet game. The page also has a summary of
the operation of the game so the user understands what will occur when they
proceed. The page includes three additional buttons that indicate each level of
the alphabet game.
Levels
The levels increase in difficulty. There is a back button and feedback areas. The
main feedback areas below the header indicates if a match was made. In the
lower corners of the page you will see a counter that tacks of matches & misses.
When the correct number of matches is made then page is advanced to the the
level complete page. The levels are broken up into sections of the the alphabet.
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Level Graphics
Below are the graphics used in the levels. They are meant to resemble flash cards with upper and lower case views of
the letters in the alphabet.
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Counting Main Page
The counting main page has a header at the top, as well as a back button that
navigates back to the Adventure Preschool Main Page. Below the header is a
picture/ visual example of the alphabet game. The page also has a summary of
the operation of the game so the user understands what will occur when they
proceed. The page includes three additional buttons that indicate each level of
the counting game.
LevelsEach level is equipped with an animation/short video. The children are to watch
the animation and then answer the questions once it has been fully watched.he
main feedback areas below the header indicates if a match was made. In the
lower corners of the page you will see a counter that tacks of matches &
misses. When the correct number of matches is made then page is advanced
to the the level complete page.
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Level Graphics
Below are the graphics used in the levels.They are screenshots taken from the short animations. These animations
include the cartoon characters from the memory level.
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Level Graphics
Below are the graphics used in the levels. Shapes were created in different colors and added to the pages. Below are
some examples of the shapes used in the color and shape levels.
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Languages Main Page
The languages main page has a header at the top, as well as a back button
that navigates back to the Adventure Preschool Main Page. Below the
header is a picture/ visual example of the game. The page also has a
summary of the operation of the game so the user understands what will
occur when they proceed. The page includes three additional buttons that
indicate each level of the game.
Levels
Each level is equipped with the days of the week. Each day is enabled as a
button. When a day is selected audio can be heard of the day being
pronounced in either English, Spanish, or German. In the lower corners of the
page you will see a counter that tacks of matches & misses. When the
correct number of matches is made then page is advanced to the the level
complete page.
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Final Screen Shots
Summary
During the course of building the prototype I came against several hurdles and difficulties. I spent countless
hours working on different coding options, set-ups, layouts, etc. Despite my very best efforts and exhaustive
hours and trials I came up short..........waaaay short. I have never felt defeated or overtaken by any one
project or assignment no matter the demands it brings, but this particular project brought me to my knees.
The functionality of this application was meant to include cards that flip over, buttons that submit, feedback
for matches, counters for matches and misses. It was also intended to include animations as well as audio of
different languages. While I learned a great deal in this project, I was also extremely challenged. Though the
application didnt turn out the way I wanted it to, I am still proud of the effort and design I created. I truly
believe in the concept and still feel that it would be successful if it was fully functional and deployed. Below
you can see the final screen shots of what was created for each level of the application. WIthin the submitted
folder you will find the animations, graphics, and flex file for the application. It is a bittersweet ending to a my
undergraduate career at PUC.
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