Group Treatment: Samples |
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What Worked DESIGN OBJECTIVE: “Kids Globe” empowers children, aged eight to twelve, to explore the world through interactive environments that feature captivating characters, maps, puzzles, and games. “Kids Globe” marries entertainment with education. The program invites children to acquire and apply their knowledge on topics including culture, history, geography, science, math, and language. “Kids Globe” will satisfy parental desires as well as school system requirements, meeting state standards of learning. This interactive multimedia production will develop children’s understanding of the basic elements of civilizations and their interrelationships. Using the computer as their portal and their imagination as their guide, children investigate cultures from around the globe and the distant past. Playing the role of a museum curator/time traveler,
children collect artifacts from each culture, experience
daily life in that culture, and gather knowledge that
reflects current educational standards of learning (see Appendix A). |
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What Worked Less Well A) This product will appeal to children ages 7-12 for its clever animation and entertaining features. The four character options presented at the start of the game are Mike the Monkey, Squishy, Mr. Hand, and a boy/girl. The player can also choose the music they want to hear during the game. Recent Pop, Rock, Rap, Hip Hop, and R&B artists and songs are featured in the music choices. The player receives a brief narrative in the beginning given to them by Simon Says (the narrator) about how to play the game. The sound and visuals play a big part of motivating the user to be more interactive with the game. After the player understands the rules they must select a scenario and thus begin their journey. This game prides itself in providing truth to the
youth as well as giving them substantial control over their experience. |
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B) Since its release, the movie has become a classic between its fans and a masterpiece for the rest of the world. Likened to a modern day Star Wars, this epic tale of adventure of good versus evil, the prevailing power of love and the visual, well fantasized, ideal of the future has not only become a cinematic work of art but a financial hit as well. According to Movies.com, it grossed over 64 million during the summer season in 1997. Since its release in 1997, people are still in love with this movie, hence the need for a multimedia interactive game. The Fifth Element has been highly regarded as one of the best futuristic movies of our time. Since the love of the movie is still prevalent with youth and some sci-fi crazy adults, we chose to create a movie game-based web site to allow these fans to recreate the masterpiece themselves and discover new ways to saving the world and finding the Fifth Element. We are proposing a more sophisticated, more elaborate and much more exciting web site. Along with being able to give you insight into the actors and director of the film, the site will also allow fans to view footage that was cut from the original version, order cool new paraphernalia from the movie from the online shop linked to the web site and become a member of the fan club to receive cool monthly newsletters This web site we are proposing will offer a chance for a fan to feel that they are actually in the process of creating the movie themselves and saving the world. |
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learning || lesley smith: fall 2003 new century college in the college of arts and sciences george mason university fairfax va 22032 last updated: 20 october 2003 |