Purpose: This research aims to prove the viability of a developed game platform for measuring the ICT-enhanced Information and Communication Technology skills and soft skills, such as problem solving, for children between 8 and 14 years of age | The game will compare the scores with the ones in the database |
---|---|
C- Scenarios There is a simple engine to change the scenarios of the game | A- Linking to the database We have a database that has information about the students from the workshop |
Hypothesis: - We assume that there are no differences, that are statistically significant, between measuring the problem solving skills by young students using the regular paper-based test, and the developed game platform.
8Because students tend to play games more than taking tests | The problem with these methods that it takes a long time to design such tests and to apply them to children |
---|---|
Accuracy: This part of the game is about having the most accurate measure for the targeted skills | We can build the same game in an online game platform where you guide another player through a virtual minefield |
We plan to have a big set of scenarios by engaging the students in designing them.
1These weights can change depending on the scale of accuracy | " Eveready Battery Company, Inc |
---|---|
Game Design: Single-player platform: This platform is a Tycoon-like game where players can make a series of decisions that determine the result of the game | Evaluation of soil pollution inside and around Mahd ADHDHAB mine |
One example of such a game is a variant traditional Mine Field game in which players play in pairs, one person verbally guiding his blindfolded partner through the minefield.
9