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posted:
11/30/2011
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22
Present How? (describe)

Used different audio and on screen

text indicating whether the user

angled the microscope on a planet or

if they missed the planet completely.

The game also uses animation

changing the sky from night to day

Yes

works like a stopwatch indicating to

the user how much time they have

left to finish the game. There is also

an indicator in the far right corner

indicating the time left by changing

from dark to light.





Texts & Graphics & Sounds Text is

used to label game controls, a help

button and "time left" indicator. When

hovering over the help button

directional text appears over the

Yes

controls. Instructional text is absent.

Graphics and animation is used for

decorative and engagement purposes.

Sound effects are complimental to the

Multimedia space theme.









The game relies on graphics, but also

includes words (instructional text)

YES

and written feedback (Planet

Found/Not Found)







Interactive game that includes a

graphical interface and visual objects

Yes

along with minimal instructional text

that supports locating the planet





The lesson is an interactive game that

Yes

uses both text, graphics, and sound.





Graphics, text, video and audio used.

Yes Audio isn't instructional, but the rest

of the elements promote e-leaning.

Instructions are presented sparate f

on a individual screen from the game

screen. Due to the space theme the

Partial game controls are at the bottom with

unambigous labeled. Only feedback

and "time left" indicators are on top

half of screen





When the user hovers over help or

the microscope without entering in an

angle hovers appear explaining how

Yes and No

to use the controls used to move the

microscope appear over those

controls.



All text involving feedback (Planet

Found/Planet Not Found) is always

YES

presented on top of the visual

indicator.

Contiguity







No spoken words were utilized during

the course of game play. Also, there

No

is not synchronize spoken words with

corresponding graphics.









Words align with corresponding

Yes

graphics and help guide the learner.





Numbers listed to corresponding

angles (except for hardest difficulty

level). Feedback presented on game

Partial

screen. Rollover help information

does obscure some of the planets

from view

There is no sound until the user types

Yes in a weight and clicks "Point

Microscope"









Modality

There are no spoken instructions.

Contextual elements such as buttons,

No

'time left' indicator and feedback

prompt are text-based.





The game does not contain audio

NO

narration.

Modality

No speech provided during the game

No

play









No There is no word audio.









Partial Instructions are presented as text





No N/A





Audio narrations are not present.

Yes Game design constitutes graphics and

text alone.





All visuals have accompanying on

screen text when a planet is found or

YES not found based on user input. There

is no audio other than sound effect

tones.

Redundancy The only time the presentation of text

and audio is presented is when the

user selects the point telescope - the

No

system plays a positive or negative

audio with the test Planet Found or

Planet Not Found





Pop-up labels (text) are provided over

Yes

key graphics

Graphics are described by short text

No

labels vs. audio narration

The game only showed the necessary

information when appropriate.

Yes

Hovers, user feedback and audio were

all user driven.



Background music does not exist.

When a response has being entered

regardless of the answer text-based

Yes feedback with sound effects will play.

Graphics selected relate to the theme

of the game and angle measurement

concept.





The game is limited in scope to the

YES task of using degree angles to identify

Coherence planets.



There is no a use of extraneous audio,

graphics or words. The game layout is

very streamlined geared toward the

Yes

user entering an angle to the point

the telescope and their weird

inhabitants

The lessons avoid use of extraneous

Yes

graphics beyond what is needed.

Lesson contains extraneous

background noise; lesson uses videos

when planets are found that are

No

interesting but are not essential;

lesson uses more complicated visual

illustrations

No N/A

Text used is informal and generic. A

on-screen charactor is present in the

No introduction but does not

communicate. This character is

absent during the game.

The game does not use coaches to

NO

guide learners along.





Personalization

Personalization The game offers no personalized

No experience on-screen coaching or the

author being made visible







The lesson is presented in an informal

Yes

way, geared towards child learners



Instructional content is presented in

Partial

conversational language



There were three rounds of the game

No and each got progressively more

complex than the one before.









The game has two segmented

concepts (1) mentally draw an

imaginary line between a degree &

planet (2) enter degree to make

Partial

telescope point to planet. Learners

are not told about these concepts nor

how are they represented in the

game. There is no pre-training.









Segmenting As the lesson is delivered in the form

and NO of a game, it is not segmented into

pretraining smaller parts.

There is no segmenting of the game.

The game layout is very streamlined

geared toward the user entering an

No angle to the point the telescope and

their weird inhabitants. After the user

enters the angle, the game continues

until the time expires





The lessons increase in difficulty

Yes allowing the user to build on previous

knowledge each time.





Key concepts are not named and key

No characteristics are not described prior

to presenting the game

The game provided on screen

No instructions for the user before

starting the game.



Examples are not provided in any

No

form.



Worked examples are not present in

NO

this learning context.



Worked

This game does not included worked

examples No

examples and detailed instructions







There is no interactive example, just

No

text.





Worked examples are never used as

No

poart of this game



The game does not give the user the

No

opportunity to practice the game first.









Practice exercise is not provide before

No

playing the game







The task (entering the right degree

value) must be completed before time

YES

expires. The game can be repeated

continuously to meet this objective.

Practice





This game does not included practice

No

examples







The lesson gives you immediate

Yes feedback if you are correct or

incorrect.

Feedback only tells whether learner

had a correct or incorrect answer;

Partial Multimedia principles not applied in a

way to reduce mental load during

practice exercises







Yes The game is completely user driven.







This game does not allow for multiple

No

players

NO The game is single player.



The game was not to developed to be

a collaborative – the game is

streamlined geared toward the user

Collaborative No entering an angle to the point the

learning telescope and their weird inhabitants

under 2 minutes







The lesson is for individual use, it

No does not support teams or groups of

learners.







Collaborative environments are never

No

used as part of this game









Yes The game is completely user driven.









The game has a timer but it provides

ample time to find all eight planets an

Yes experienced player will always find all

the planets before time elaspes.

Therefore it is sort of self-paced.





The application is a single-screen,

time-sensitive game. The principle of

NO

learner control (guided lesson) is not

Learner

applicable here.

Control

Learner

Control

The user has not control over the

setting. The user encounters a 'play

game' button at the launch of the

Partial game, however the learner control is

limited to the ability to enter the

angle # the telescope to locate the

planet

You can only advance to the next

level after you have successfully

Partial completed the level before, but you

can repeat and revisit levels after you

have completed them.

More program control is used since it

is assumed learners are at a novice

Yes

level and a high level of proficiency is

a priority

In the last round of the game the

measurements are removed from the

microscope and there are less planets

Yes on the screen so the user must recall

measurement used from the previous

rounds and also calculate the distance

between the planets and their own.





No thinking skills are needed to play

No

the game









YES Meta-cognition







Thinking

The game does a poor job of

skills

providing a natural course of action to

enter the # to align he laser to select

the planet. During game play pop up

Partial

bubble appear to highlight where to

enter #to align the laser to select the

planet and select the button to

activate the laser





The lessons are provided in three

segments to encourage the ability to

Yes

solve non-routine problems outside of

the lesson

Learners are not required to make

reasoning processes and products

No explicit; lesson does not offer much

instructional guidance regarding

angle concept

The game gives audio and on screen

Yes

feedback



Feedback is immediate. The correct

Yes

answer is not disclosed nor reinforced





Learners are immediately alerted to

YES correct/incorrect responses. "Planet

Found vs. Planet Not Found"

Feedback

The system indicates to the user

whether or not the alignment is

No correct with the planet by providing

correct response or incorrect response

graphic and sound

Instructional feedback on

Yes performance is provided after learning

a task.

Correct/incorrect answer feedback is

Yes

given immediately

Placements of the planets are the

same in each round however some

are removed in the later rounds. In

the first rounds the game displays

various angles on the microscope in

Yes the last round those are removed.

The user must recall the angles

entered in the previous rounds and

what they have learned from those

rounds in order to be successful in the

last round

The image of the degree in alignment

Yes with the planet will help retain a

visual of the angle





Far Transfer

Far Transfer

The learner can grasp the basics of

angle measurements which can be

YES

later applied to the geometry

education.





Partial Same as thinking skills

In the third lesson learners are asked

to apply their knowledge from lessons

Yes

one and two to the new lesson three

layout.





The amount of practice the system

Partial provides may positively affect far

transfer





The game is user driven so it gives

Yes the user hands on experience with the

manipulating different angles





No Very basic game.



The game provides the learner with a

very basic understanding of angle

NO measurement. It does not go any

farther in exploring deeper levels of

Deep

geometric concepts.

Understandi

ng The game provides problem solving

skills that requires an understanding

No of how to play the game and navigate

the laser toward the planet for

selection.



There are no explicit explanations,

No the lesson is focused more on shallow

learning

The system focuses on shallow

No learning, in relation to Bloom's

taxonomy

N/A N/A

This is just a game for entertainment

Yes purposes masked as an educational

tool

Other

Other

n/a n/a

n/a n/a

n/a n/a

N/A N/A

Impact on learning (describe/speculate)









After playing a few games the user

can tell just by the sound if they

angled the microscope correctly or

not. The subtle use of the sky

animation keeps the user aware of

the time but does not distract the

user from focusing on the game.









Minimal impact on learning This

simple game tests recall of angle

measurements. The majority of the

graphics are decorative where the

telescope is the only educational tool

provided representing the protractor

with labeled degrees. When the

degree of the angle that is inline with

a planet is entered correctly feedback

is given by providing an animated

decorative graphic. Text is generic

and affords no educational value

Allows learners to visually understand

the basic principles of angle

measurement. Lines are drawn from

the protractor when the desired angle

is entered by the learner. Text

indication and sound effects are also

provided for right and wrong

answers.



The game is designed to facilitate the

user locating 8 planets during timed

game play





The interactive nature of the lesson

engage the user. The combination of

the text, graphics, and sound create a

successful learning environment.

Relational graphics, video and text

show quantitative relationships

between different angles. Sound may

distract learners.

Instructions due not instructed but

instead are written as a scenerio.

Players have to look at the games

interface to pick-up visual cues on

how to play. Text-based visual cues

align with their corresponding

graphic. Players can quickly decipher

the purpose of elements easing

cognitive work load







Works great when the user hovers

over "Help" the hover appears





Feedback is consistent. Learner

knows the pop-up indicator will

display the "Planet Found/Not Found"

messaging. Mitigates information

overload by avoiding misplaced

elements.

Completion of the PBS Kids - Angle

Measurement game does not require

spoken word or synchronize spoken

words with the corresponding

graphics as the object of the game is

to enter number that will align to

locate the planet

The corresponding words and speech

help students make better

correlations and develop a deeper

understanding of the material being

presented.

Help information may distract

learners and slow down learning.

Learners may just remember the

numbers of the angles for the hardest

level, without necessarily

understanding the difference between

the angles.

The lack of sound allows the user to

concentrate and calculate to

determine their next move.

Auditory feedback when a response

has been entered is immediate and

will add to the value of the activity.

In additonal, feedback content should

provide rationale behind why

response is correct or incorrect



n/a

The lack of words as speech may

have minimal impact on the learning

process as text instructions are

continuously displayed during game

play

Audio helps engage the user in the

subject matter and allows them to

both listen and view the presented

material.

Learners can always access

instructions, allowing them to focus

on the game instead of figuring out

how to play it

N/A

Text and graphics can easily be

associated since overlapse of stimuli

do not exist. However, it would add to

the learning if an auditory

explanation of the angle was

associated with the drawn out dash

line showing the angle.

Outcomes of learner input are always

explained on screen. Answer feedback

is always provided on screen in the

form of text with accompanying

graphics.



The redundancy which may maintain

the user attention is the audio. The

audio is supported by a graphic that

indicates whether or not the

appropriate # has been entered





Having the visuals explained with text

helps reduce cognitive load and

allows the student to stay focused on

the information being presented.

May be negligible. Since labels are

short, it may not make much

difference in terms of learning.

Gives the learner a clean quite

experience so they are able to

concentrate on typing in the correct

angle measurement.

Background music if present would be

a distraction. The sound effects grabs

the players attention to the top

portion of screen where text-based

feedback is displayed by means of a

drop-down. However, it becomes a

nuisance due to the fact that an "ok"

button must be clicked to dismiss

feedback.

Extraneous information is not present

in this task. Learners are able to

focus on the task at hand (Planet

Identification) and learn the angles.





I found the game is structured in a

manner to have the user to focus on

the start and the completion of a

timed game play





Extraneous information can hurt the

effectiveness of the lesson.



May be designed to provide a more

fun experience for children, but some

of the extraneous videos and

illustrations may negatively affect

learning



N/A

The point of the game is to help

"Digi" add planets to his scrapebook.

Learners would be more engaged at

the task if the character was involved

in the process by offering guidance.



n/a

I found the lack of personalization in

the game will have no impact on the

cognitive benefits of the game as the

its primary focus is geared toward the

user entering an angle to the point

the telescope and their weird

inhabitantslearner to be more relaxed

Allows the

when they are learning the

information. The lessons do not feel

forced.

May cause the learner to engage in

deeper cognitive processing during

learning



Prepared the user gradually for the

transition in complexity.





At first glance it is not obvious what

tool to use to measure the angle of

each planet in the night sky. It is only

when you hover over the protractor

or the 'help' button that you see two

guidances appear over the angle

input field and 'point telescope'

button. This is fine if all learners were

exploratory, but since we cannot

make that assumption the lack of

immediate guidance might result in

more learners abandoning the game.





n/a









I found the lack of segmenting and

pretraining will have no impact on the

learning aspect as it is a timed game







Segmenting ensures the user has

adequately learned the previous

lesson (pre-training), before being

allowed to continue to the next, more

challenging, lesson.



Learners may not be able to handle

processing of complex material

User may not know how to

manipulate the microscope initially

once the game is started.

A procedural example would be a

good idea to help learners learn how

to platy the game and to arouse

interest.

n/a



The impact of no worked examples

may have a direct effect on the learn

ability for users with minimal to no

gaming experience

If the user was shown an interactive

example prior to the lesson, they may

have greater success with the lesson

compared to navigating it on their

own based on text instructions.

Learners may have more errors

during the game

User may take longer in the first

round because they may need to take

some time to understand how to

manipulate the microscope

Anyone can play this game without

knowing what an angle measure is.

There is not educational value to this

game since did does not explain the

concept nor provide practice

exercises.

Learners are limited by time

(provided in progress bar). Learners

can repeat the task continuously to

learn angles and attempt to be

perfect.

The game presents no formal

practice, therefore the initial play of

the game is practice. The impact of

no official practice may not have a

direct effect on the learn ability of the

game

Feedback provides information to the

learner on what they have, and have

not, successfully learned.

Since these don't meet the criteria for

deliberate practice, more practice

playing the game may not result in

practice that builds expertise



The user gets a better understanding

of angles because they are given the

ability to type in any angle

microscope moves immediately to

show the what the angle looks like.

The learner is on his own and does

not have anyone to confirm his ideas.

n/a

I believe the collaborative aspect is

not relevant to the PBS Kids Angle

Measurement game objective is the

user's success and failure of their

respective data entry for lining the

telescope in the appropriate area to

find the planet

If the lesson supported groups of

learners it would allows those groups

to discuss and collaborate on ideas

surrounding the subject matter. By

not supporting groups of learners, the

individual learner is on their own.

Because learners are not

collaborating and explaining their

solutions to other learners, far

transfer may be negatively affected

User gets to see instantly if the enter

measurements are pointed in the

right direction, this gives the user the

feeling of control over the

microscope.

The timer creates the illusion that

time is of the essence an a player

must move quickly before time

expires. This is a good thing because

its make the game interesting and

challenging. However, time given

should be reduce so that players have

to think on their toes.





n/a

I believe the learner control is

adaptable for users with low

experience/high experience learners

as the game requires minimal skill to

align the laser with the planet for

selection along with the number of

the dial that aids in the alignment

By limiting advancement (control),

the lesson is guaranteeing the user

knows the adequate information to

successfully proceed to the next

lesson.



Low prior knowledge students may

learn more









This really tests the what the user

has learned by making them think

and calculate the distances between

the planets through trial and error.







This game is too simple and does not

evoke players to think about why the

degree is the right one or vise versa.

The game requires learners to set a

goal (find planets), monitor progress

(progress bar), and adjust

approaches (methodical - ordered

from 0 to 180 degrees) or random

(any degree value from 0 to 180)

I believe the game provides minimal

guidance and no opportunities to

observe & apply. The minimal

guidance with the during game play

pop up bubble appear to highlight

where to enter #to align the laser to

select the planet and select the

button to activate the laser

By learning the otherwise dull

material in a fun and engaging way,

the user is more apt to retain the

information and be able to successful

solve non-routine problems outside of

the lesson.

May negatively affect transfer to

some degree





The user can determine by sound if

they calculated a measurement

incorrectly.

Feedback is generic and adds no

value in learning.

Learners can visually see the

correlation between the entered angle

and the presence/absence of a

planet. Assists in understanding the

relational aspects of geometry.





The impact on learning it informs the

users where they are in the process

of selecting 8 planets





The learner has a sense of

accomplishment, is confident in the

material just learned.

Lack of detailed feedback may

negatively affect far transfer









This shows the user what they have

learned immediately and becomes a

test within a test.









Learners of this knowledge will

transfer it into higher level math but

can also apply to lifes situations

Learners are given the principles of

geometry. It is only possible to go

from 0-180 degrees when measuring

angles. Learners can recall this

information later when learning more

complex geometric principles and

proper use of the protractor.

Same as thinking skills

The student must have the ability to

take what they learned and apply it in

other situations, thus reinforcing that

knowledge/skill set.

The far transfer that may be involved,

since detailed feedback isn't given,

may pertain to how to play the game

and not the angle measurement

concept

Because the game revolves around

the users interaction the user will

gain a better understanding of angles

because would be actively involved in

the activity.

The game design allows for guessing

and does not test learning.







n/a







Due to the format of the game

(minimal instructions and streamlined

process geared toward locating a

planet) it is uncertain how this will

impact deep understanding

This lesson is designed for children,

so keeping the lessons focused on

more shallow learning lends itself to

working on the child-level.

Game may be best used on novice

learners, to help introduce the

concept of angle measurement

N/A

This is a game that does not

stimulate the brain. Graphics are

decorative and text is generic

n/a

n/a

n/a

N/A



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