Project Overview Bag-It Game E-Learning By Design Group Presenters: Cheryl Anderson Chuck Chills Tim Davis Lisa Fuller Susan Genden.

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Presentation transcript:

Project Overview Bag-It Game E-Learning By Design Group Presenters: Cheryl Anderson Chuck Chills Tim Davis Lisa Fuller Susan Genden

NextPrevious Project Goals Setting the standards Planning Phase Design Phase (Macro-Design Document) Development Phase Implementation Lessons Learned

NextPrevious Setting the Standard Quality of Team Members – Group members skills and strengths Specific Game Requirements – Development of a Flash-based multimedia game

NextPrevious Planning 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

NextPrevious Design Phase: Macro-Design Document 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

NextPrevious Design Phase: Macro-Design Document 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, years old – Little to no experience bagging groceries – Exposed to computer technology throughout life

NextPrevious Design Phase: Macro-Design Document 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

NextPrevious Development Phase Game specifications Rough draft of game features:

NextPrevious Development Phase Design of game graphics 1st version

NextPrevious Development Phase Design of game graphics Rules 1st version

NextPrevious Graphical 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

NextPrevious Development Phase V.2 game screen – All game elements included – Mouse added for humor – Prototype approved

NextPrevious Development Phase V. 2 design of game Rules Screens 1 & 2 Mouse added for humor

NextPrevious Development Phase V.3 game revisions: – color adjustments & graphic design changes to target audience. Add music, scoring spot below bags – Cheerleader dude replaced mouse – Animations of guy & coupon – Broken bags created – Final layout of Game Screen before Actionscript

NextPrevious Development 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

NextPrevious Development Phase Writing program codes for Bag-It Game Loading screen Scoring features Animation and sound Final Game Revisions

NextPreviousActionScript Difficult with all the different scenarios but could be developed further “actions” layer used Buttons have script for ease of use Music and sound

NextPrevious Loading Screen Used for online deployment and slow connections

NextPrevious Scoring Features Timer Items bagged Items damaged Paycheck deductions and bonuses

NextPrevious Animation and Sound Animation mostly ActionScript as opposed to “tweening.” Sound stored in library – Event driven

NextPrevious Game 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

NextPrevious Implementation Phase Bag-It Game Demonstration To be posted

NextPrevious Pilot 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

NextPrevious Lessons 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 ; more face to face meetings were required for cohesiveness

NextPrevious Any Questions? Setting the standards Planning Design (Macro-Design Document) Development Implementation Game Demonstration Pilot Testing Lessons Learned