My journey through this course had me re-imagining how a course can work. Instead of the ‘normal’ ho-hum way of doing things with grades and deadlines, we focus more on accomplishments and outcomes. Ok, maybe this is a bit of an exaggeration but the intent is true enough. Students participating in a gamified course earn XP (experience points) that correlate directly with their accomplishments. In other words, they earn for what they do instead of lose for what they don’t. If you’ve been following along with me through my journey, this isn’t the first time you’ve seen gamification. I’ve been at this for a while and was very excited to take this Quest-based learning course. I really felt that it was the final piece that my course was missing. Throughout the semester, we used a program called Rezzly to build an online platform for our quest based courses. You can check out the video I created to showcase my course here:
In the last few weeks in EDTECH564 we have been working on a final portfolio for the class. The process had me looking back through the materials from the course and reflecting on what we have done. The website I created moves through our time analyzing and synthesizing augmented reality, virtual reality, and mobile apps. It then moves into the apps we created in App Inventor. Finally you can see my unit proposal and final thoughts as well. Overall, the project was fun to do and felt good reviewing what we have done. Check out the web site…
For the last few weeks in EDTECH534 we have been working on our final apps. I chose to create an app for use in my Video Game Design course as a tournament activity. For each game there is a different way to control the player so I envision this app also being used for students to analyze player controls.
The app itself is composed of 3 apps created with tutorials over the duration of the semester. Each of these three apps (Space Bouncer, Tap-a-Mole, and Cheasy Chase) have been heavily customized from the original tutorials. The final game, Cookie Crunch, I created from scratch and is the most robust. I really enjoyed creating Cookie Crunch, especially the images. I found there were limitations in AppInventor that a bit clunky to work around, like the inability to spawn sprites. Because of this, all sprites have to be manually put into the program and manually coded. I’m sure I could have gotten more creative with coding to make it more dynamic but I just couldn’t see/find it. Overall, I am quite proud of this app. A lot of time and effort went into it. I hope you enjoy!
Check out my final documentation web site to see the code and/or download the game!
This week in EDTECH 564, we continued working on an instructional unit proposal. I chose to do my proposal on the initial unit in my Video Game Design course. In this unit, students begin by playing a series of games. Then they complete an Aurasma scavenger hunt throughout the school, finding and figuring clues as they go. There is a quick quiz app that students can review what they are learning about game components (character, setting, control, etc.) Finally, students create posters defining/describing the components they have learned about.
For some reason, I was thinking this was our final project for the class and I was thinking I would have time to actually build out some of the materials for this unit as I really would like to use it in the classroom. Turns out, I was wrong and we are moving on next week. I feel like if I had caught this earlier, I might have spent more time building up my proposal document.
This week in EDTECH 534 I found myself playing catch up from my previously mentioned illness. For my final app, I am creating a tournament app for students to use during my Video Game Design course. Currently, students use specific online games to analyze various game components. The app I created will introduce mobile games into that activity. My app has 4 mini-games that all have some kind of scoring in them. Three of the games are games I have previously built in this class that will only need minor modifications to do as I envision (mostly with scoring). My fourth game is a completely new, created by me, game. I’m quite proud of it. Not going to lie, I spent the WHOLE day today working on it. Time really does fly when you are in a groove. At this point, I have spent more time on this app than I allotted but I’m almost there. Next week I need to focus on perfecting my scoring, applying some kind of ‘end game’ functionality to 2 of the games, inserting sounds here and there, and polishing up my UI (I can NEVER leave the UI alone).
While this post isn’t about projects done in either of my classes (EDTECH 534 & 564), I do want to record my reflection as it is a part of my journey…
Last Friday I noticed some pain in my gut along with overall fatigue. As the weekend progressed, the pain didn’t seem to get better and started to concern me. By Sunday, I was in pretty rough shape. Monday I ended up visiting the ER and spent the day being poked and prodded. What an interesting experience! The good news is that I left with a diverticulosis diagnosis which is totally manageable. Of course, it would be nice if once an ailment is identified, recuperation would naturally follow as quickly. With my shiney new diagnosis and meds, I foolishly decided to go to work on Tuesday. I made it about 1.5hrs before I was weeping and sent home with pity. Hmph. The next day I didn’t even try. Here we are on Thursday, I have emerged from my hibernation cocoon and I am SO FAR BEHIND.. double Hmph.
While I slept the most part of the last week, I have been thinking about both my final projects. For both classes, I plan on creating products that will support my gamification efforts in the classroom. For 534, I am making an app that will help track and deliver game stats in a gamified course. For 564, I am building out a unit for my Video Game Design course that explores game components.
This week in EDTECH 564 we created a mole-mash game. Since I created the original Mole Mash in EDTECH 534, I created a second different version this week. This version takes a different approach to displaying the holes and mole. I found it easier to determine what exactly was touched from the screen allowing me to more easily use the data for not only keeping track of successful whacks but unsuccessful ones as well. This is something I couldn’t figure out in the first version. I changed it up a bit from the tutorial by adding more holes, adding a missed count, updating the UI and adding a background. I definitly like the UI better in this version as well, but I attribute that to working a few more weeks with App Inventor.