What Can We Do For You?


Societal
Problem:

The traditional delivery of online instructional content is not effective with young adults due to the challenges of maintaining engagement.

Problem Characteristics:

  • Today’s student population expects interactive, changing, and vibrant content options.
  • Engaging content is needed --- returning/retaining students, dive deep, stay longer, learn more, reward system
  • Majority is asynchronous and internet-based
  • Relevancy is not easily recognized
  • Structured lecture content….modules of text, diagrams.
  • Customization is critical to the audience of learners

Solution Characteristics:

  • Platform for companies, instructors, etc. to turn course content into a virtual gaming world
  • Making dry, boring course content fun and engaging for students
  • Turning problems and quizzes into mini-games
  • Motivate students to return to course content through points, level up, upgrades, and rewards
  • Knowledge assessment at the start of each course to determine the starting level for the student
  • Client will update course content with current events to challenge students to apply the situations they are learning to their own life
  • Course content will shift based on students’ decision making

Game Design


Designing by-hand educational modules that utilize gamification is a time-consuming process.

  • Game development, even on something as simple as a mobile game, can span at least several months.

  • Create a framework system that will allow its users to simply plug-in information and have the gaming software update itself automatically with the provided new material.
  • Utilize the same general game structure and gameplay to maintain student coherency of new modules.
  • Require minimal additional art assets for new modules for the creation of assets in-game.


What-If


Young adults do not account for situations that may arise unexpectedly and are not prepared for what to do in those circumstances.

  • Disasters occur in the real world that will have unseen impacts.
  • Visualizing impacts from unseen circumstances is difficult to do on your own.
  • A student's perspective is influenced by good or bad feedback and their assessment literacy. [9]

  • Help and aid those seeking to understand how their choices could impact them in the future by working through scenarios using models and visualization.
  • Give feedback that will change the perception of how user's educate themselves and bring new relevancy to get the user to learn more.


Theme


Asset identification for gamification of existing or traditional instructional content is difficult and problematic.

  • Identifying game assets is complicated and problematic for instructional designers.

  • Create algorithms to prompt for correct type of input
  • Create an UI/UX interface that allows for variable input associated with asset management.
  • Be able to store these variables in a database.
  • Create an APT that supplies the Game and What-if Team with assets.