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Project OverviewProject Overview
Bag-It GameE-Learning By Design Group
Presenters:
Cheryl AndersonChuck ChillsTim Davis Lisa Fuller
Susan Genden
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Project GoalsProject Goals
Setting the standards Planning Phase Design Phase (Macro-Design
Document) Development Phase Implementation Lessons Learned
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Setting the StandardSetting the Standard
Quality of Team Members – Group members skills and
strengths
Specific Game Requirements– Development of a Flash-based
multimedia game
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Planning PhasePlanning Phase
Conducting the initial brainstorming
Identifying the game concept Narrowing the scope of the
audience Determining/identifying
resources Defining the look and
feel of the game
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Design Phase: Macro-Design Design Phase: Macro-Design DocumentDocument
Initial ideas Concept
– Flash-based game, challenging new hire to properly bag groceries
– Improper techniques result in reduction in pay check; bonus received for proper techniques
– One component of several possible Flash-based training tools
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Design Phase: Macro-Design Design Phase: Macro-Design DocumentDocument
Program description/need for product– ACME has predicted high employee and
customer turnover– Needs assessment and task analysis
revealed that ACME employees were not efficient in bagging grocery products.
Audience/Learner Characteristics– New hires at ACME, 15-20 years old– Little to no experience bagging groceries– Exposed to computer technology
throughout life
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Design Phase: Macro-Design Design Phase: Macro-Design DocumentDocument
Objectives– Upon completion of Bag-It, new hires will
demonstrate organized and efficient bagging techniques
– Enabling objectives Game rules Look and feel
– Informative and entertaining– Animated, colorful and fun
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Development PhaseDevelopment Phase
Game specifications Rough draft of game features:
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Development PhaseDevelopment Phase
Design of game graphics 1st version
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Development PhaseDevelopment Phase
Design of game graphics Rules 1st version
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Graphical InterfaceGraphical Interface
Graphics combine with functionality after design defined
– Task & end user comprehension - most important.
• Example – text in a button can be more understandable for the user than an icon, depending on icon
– Look and feel of Bag-It • Consider target audience (15-20 yrs., new
hires) to create something animated, colorful and fun
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Development PhaseDevelopment Phase
V.2 game screen– All game
elements included
– Mouse added for humor
– Prototype approved
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Development PhaseDevelopment Phase
V. 2 design of game Rules Screens 1 & 2
Mouse added for humor
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Development PhaseDevelopment Phase
V.3 game revisions: – color adjustments &
graphic design changes to target audience. Add music, scoring spot below bags
– Cheerleader dudereplaced mouse
– Animations of guy & coupon
– Broken bags created– Final layout of Game
Screen before Actionscript
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Development PhaseDevelopment Phase
V.3 screen revisions:– color adjustments
graphic design changes.
– Final layout of Rules Screen 1
– with animated guy and coupon
– Screen 2 design of rules deleted – just changed text
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Development PhaseDevelopment Phase
Writing program codes for Bag-It Game
Loading screen Scoring features Animation and sound Final Game Revisions
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ActionScriptActionScript
Difficult with all the different scenarios but could be developed further
“actions” layer used Buttons have script for ease of use Music and sound
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Loading ScreenLoading Screen
Used for online deployment and slow connections
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Scoring FeaturesScoring Features
Timer Items bagged Items damaged Paycheck deductions and
bonuses
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Animation and SoundAnimation and Sound
Animation mostly ActionScript as opposed to “tweening.”
Sound stored in library– Event driven
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Game RevisionsGame Revisions
Some bugs found during testing Limited game function due to the
many different scenarios that could exist
Game could continue with enhancements for future versions
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Implementation PhaseImplementation Phase
Bag-It Game Demonstration To be posted
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Pilot TestingPilot Testing
Testing occurred 7/23/05 & 7/24/05 Testers:
– Ages 16 – 20– 2 Males / 1 Female
Look and feel was received well by all testers– Previous look / feel revisions were a smart
move Some testers found the rules / instructions easy
to grasp, others more difficult– In depth rules / instructions necessary to
ensure learning occurs Testers had issues with a couple of items
sticking and not behaving properly– Concerns were examined and corrected
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Lessons LearnedLessons Learned
Initial Project Plan was developed after the design document
Integration of roles and tasks by team members: roles not clearly defined
Game graphics and programming glitches
Team primarily communicated via e-mail; more face to face meetings were required for cohesiveness
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Any Questions? Any Questions?
Setting the standards Planning Design (Macro-Design Document) Development Implementation Game Demonstration Pilot Testing Lessons Learned