2. AmbiLearn Game Plot
AmbiLearn can be described as a simple game where the pupils
complete activities. The game plot as such is that ‘Ambi’ a little
character is stranded on an Island, by completing the activities the
users collect a piece of his boat. There are 6 pieces to collect and
once all are collected they have saved Ambi from the island.
The activities mentioned include: (all screen shots provided show
an example of a theme on The Titanic)
3. AmbiGuess
This game comes from a 'What am I' style game. The user is presented with clues
about an object and thus must guess what the object is. There is no limit on how
many objects available however for aesthetic purposes it is recommended to use
between 6 and 12. Figure 1 shows a sample object within this game. The clues are
provided and the user must choose an object from all possible objects included.
If a user guesses the object correctly they are presented with the next set of clues.
On an incorrect guess they are asked to try to guess again.
In terms of the score, this activity logs how many correct guesses a user got with
how many guesses they took resulting in a percentage score. The length of time it
took a user to complete is recorded and text information on any incorrect guesses
they took.
4.
5. Wordsearch
The second activity is a wordsearch which is a popular activity as it can be easily
generated with keywords relating to a particular theme or topic. Figure 2 shows
the sample screen of this activity. The length of time it took a user to complete the
wordsearch is logged.
6.
7. FactMatch
Like the game pairs, fact match is a set of cards each with a fact. The user must
match the pairs of facts until all the cards are gone. There are 6 pairs of facts
needed for this activity and Figure 3 illustrates the sample screen shot.
8. The user here simply clicks on a card and then clicks on the matching card. On a
correct match the cards are taken and 20 points is awarded as illustrated in Figure 4.
On an incorrect match the user is informed that the match was incorrect and they try
again whilst having 5 points deducted from their score, illustrated in Figure 5. The time
taken for the activity is recorded as well as the score and any incorrectly matched
facts.
9. AmbiJig
This is a picture which is split into pieces and scrambled. The user must identify
the image and recreate the picture to complete the jigsaw. Figure 6 shows the
initial jigsaw.
10. The user can choose to receive a hint at which point the image will be displayed for
them to aid in the recreation of the image displayed in Figure 7. If they cannot
reproduce the image they can opt for the help button which as illustrated in Figure
8, will rearrange the pieces in a spread out image so they can click them in together.
11. AmbiQuiz
A quiz with a question and multiple choice answers. The user is provided with the
question, the answer and 3 other incorrect answers. The user must select the
correct answer. There is no limit to the amount of question which can be provided
by the quiz. The score is recorded by tracking the amount of questions they got
correct out of the number of questions they were asked.
12. Creating the Content
All the content from these screen shots were of a theme on the Titanic; one of the
main features of this game is that the content can be easily adapted and changed for
any theme. Knowing the structure of the games it is easily seen how it can be changed
to a different theme.
The information needed includes:
– objects each with 4 matching clues (max. 10)
– a list of keywords
– 6 pairs of facts
– A relevant image
– questions with 4 answers (one correct) (max. 12)
An online form section has been implemented which writes the associated content into
the correct format for the game to use. The following screen shots show an overview
of how such content is created.
13. Enter Words for the word search word
list up to 15 words max.
17. 3: Enter the 3
Add as many questions as you like up
1: Enter the Question 2: Enter the correct answer alternative answers
to a maximum of 12 objects