Thesis Research (3)
My argument is through a multiplayer system, groups will be able to engage and create a dialogue towards the lesson content more effectively than when by themselves.
With gamification being pretty much solo events, there is little reason for students to talk between themselves.
The testing concept will be set up as a series of testing game types which each participant will playthrough the game as a single player.
The next step is for the students to team up and play together. Same basic test, but with different tweaks to keep the challenge present.
The data collected will be the time it takes, sure, but also how the team has to communicate within the party to share the final answer. PUt the pieces together, and the next puzzle is unlocked.
Testing can continue into other subject matters, and into varied degrees of difficulty.
Testing for the builders will be based on ease of use to build and establish the content effectively.
The students will be in a a dungeon crawler type game. Played like the dungeons in Zelda, camera movement is minimal, and player movement will be a simple point and click system.
The goal is to interact with items to get minor clues which will open up more complex puzzles. These complex puzzles will unlock doors or activate some kind of mouse-trap like system. With enemies will be randomly in the levels that can knock the player back to the beginning of puzzle, requiring the player to navigate some of the puzzles again.
The thinking is the result of this testing will increase by at least 20%-30% (estimation based on research already present).
Gamifying lessons often offer a single play through and typically are only for a single person at a time. This does not deter from complex subject matter, but does add to the amount of time spent on a subject. Offering a multi-player solution is a daunting task for any developer with limited funds or experience. The requirements often can extend past the limit of expectation in the software, but considering the path of IoT, technology in general, as well as the level people are working towards connecting through social apps. The inevitable ability to connect with one another will be tantamount to future technologies.