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Genius Snake Game

The document discusses the use of gamification in education. It introduces the idea of a "Genius Snake Game" which would incorporate math questions into a classic snake game. Gamification uses game elements in learning to increase student motivation and engagement. Studies have found that gamification can increase engagement and knowledge retention when implemented properly. However, long term competitive elements may negatively impact student motivation. The proposed snake game aims to help students learn math concepts in a fun way through gameplay and answering questions to continue playing.

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0% found this document useful (0 votes)
372 views4 pages

Genius Snake Game

The document discusses the use of gamification in education. It introduces the idea of a "Genius Snake Game" which would incorporate math questions into a classic snake game. Gamification uses game elements in learning to increase student motivation and engagement. Studies have found that gamification can increase engagement and knowledge retention when implemented properly. However, long term competitive elements may negatively impact student motivation. The proposed snake game aims to help students learn math concepts in a fun way through gameplay and answering questions to continue playing.

Uploaded by

Mark Mumba
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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CHAPTER ONE:INTRODUCTION

1.1 BACKGROUND
In today's day and age games have become a big part of the society. Many young people are indulging
in gaming as a way of relaxing and a method of recreation. Other have been able to transform gaming
into a career path and been able to earn money thus leading to job opportunities for gaming companies
and the players themselves . Science has shown that gaming is also good for the brain it helps increase
cognitive abilities and help you think differently so as to win the game .

Due to this there has been the rise of gamification. Gamification is where video game designs and game
elements in learning environments so as to motivate students. This helps to maximize enjoyment and
engagement through capturing the interest of learners. It helps one learn while enjoy the game at the
same time is able to learn something new from the topic at hand . Gamification has been seen to have
good results in that it increases the engagement of students, user retention and knowledge.

With this method of learning being available I have come up with the idea genius snake game. As the
name suggests this old age snake game with a few modifications to help students learn. The objective
of the game is to get the highest score without hitting a wall. As the game progresses the snake moves
at a faster pace. Here’s the caveat, when the snake hits the wall the game prompts you to answer a
maths question for you to be able to continue. When answered correctly the game continues from
where you left off and your score continues to grow. The snake’s speed is reduced so as to get the
highest score possible.

1.2 PROBLEM STATEMENT


Due to the fact that games get addictive over time and can cause students not to study and focus on
those games. This leads to poor grade in school and poor attendance. Genius snake game will help
students gain knowledge as they play the game. As the brain is stimulated to play they can answer
question and progressively get good at maths .This in turn will help them become better students and
will give the the urge to study more so as to be able to answer questions and proceed in the game .

1.3 OBJECTIVE
✔ To create a fully functioning snake game
✔ To make snakes speed increase as game continues to make snake hit the wall
✔ To make the game prompt maths questions after hitting a wall

1.4 JUSTIFICATION

It will be known as ‘Genius snake game’.It will be mostly for students as most questions will be in line
with what their learning at school. It will have a simple and user friendly interface that will be easy to
use. Students will be able to use during breaks in between class to relax them mind and learn something
new. Will also make students to be more competitive as they strive to have the highest score. Also
students will have a sense of comradery amongst themselves as they try and help each other solve the
questions and attain the highest score.

1.5 SCOPE OF THE STUDY


This project consist of a snake game where a snake bounded by 4 walls is chasing after apples. After
taking each apple the snake grows longer in size .Also as the game continues the snakes speed
increases this is to increase chances of hitting the walls. After hitting the wall one will be prompted to
answer a question so as to be able to continue or else you will start from the beginning.

CHAPTER TWO: LITERATURE REVIEW


2.1 INTRODUCTION
Gamification has been a trending topic and a subject of much hype as a means of supporting students
engagement and enhancing positive patterns in users use. Due to this there has been an entire startup
whose entire service is focused on adding gamified layer to a core activity

2.2 GAMIFICATION
Traditional schooling is perceived as boring and ineffective by many students . It is largely agreed that
today's schools face major problems around student motivation and engagement. Using games as a
tool for learning due to the ability of a game to teach and they reinforce not only knowledge but also
important skills such as problem solving collaboration and communication. Gamified application
employ elements of games. The term gamification is quite recent .The first time being on a document
was in 2008 but did not see widespread adoption in 2010 . The concept is not new e.g. badges and
ranks have been long used in military in the early soviet era also games were used by soviet union
leaders as a substitute for monetary for performing at work.
Gamification is still rising In popularity .According to Gartner’s Hype cycle a research methodology
that outlines an emerging technology's viability for commercial success,gamification is at the peak of
the hype cycle in 2013 with expectation of reaching productivity plateau in five to ten years

Darina Dicheva 1 *, Christo Dichev 1 , Gennady Agre 2 and Galia Angelova 2


Department of Computer Science, Winston Salem State University, Winston Salem, North Carolina,
USA //
Institute of Information and Communication Technologies, Bulgarian Academy of Sciences, Sofia,
Bulgaria //
dichevad@wssu.edu // dichevc@wssu.edu // agre@iinf.bas.bg // galia@lml.bas.bg
Corresponding author
(Submitted July 21, 2014; Revised November 16, 2014; Accepted November 22, 2014)

2.3 CASE STUDY


Gamification has recently been adopted in marketing, business, corporate management and wellness
.Loyalty programs such as Nike+ and foursquare are examples of successful gamified mass market
products .A website called stack overflow for programmers also is a good example in that users
reputation increases as the answer questions and receive votes for their answers.
There a number of small scale investigations concerning gamification and its benefits. A study where
six computer games were used in the classroom to support national curriculum learning . The study
found that the over-riding appeal of the games in lessons was the way in which learning opportunities
and skills were presented in the context of a situation attractive to young people .Championship
Manager presented opportunities in the context of football, Age of Empires gave children control of
cities and armies and The Sims allowed learners to build and furnish their own houses. This
combination of interactivity with a familiar and yet novel situation, with clear and agreed aims for
learning, seemed to be very effective.

There was a case study done by Buckley and Doyle where by the study consisted of decision making
system for groups called a PM . A Pm was designed to run for the primary purpose of mining and
aggregating information scattered among traders and subsequently using this information in the of
market values in order to make predictions about specific future events . So the students used this in
that they would buy and sell contracts if they felt it would be complete in time .They used virtual
currency . If it was complete in time the students receives 100 euros and none if it wasn't completed
.The value would be based on the future of uncertain events .They used the PM as the main source of
information and provide students with a variety of gamification design pieces .Also the PM provided
continuous feedback,the leader board ranking based on the value of their portfolios and have objective
rules

Ulicsak,Facer and Stanford also conducted a study on game based learning in school. In their study
the teachers choose one of the pre-selcected computer games and where in charge to determine when
how and which students would use the game for planning schemes of work and assessment criteria
and for managing all classwork activities. Teachers could stop at any minute if they wanted . The
games used Sims 2,Roller Coaster Tycoon 3 and Knights of honor. Data collected included interviews
conducted from the start and end ,emails between teachers and researchers and all contributions to the
wiki, all the lessons, schemes of work and field notes from researchers and 2 student research groups .

They found that teachers using a competency based curriculum were confident that could use the game
relatively easy within their teaching practice .Teachers using soft skills tend to work with the game in a
way that demonstrated a high degree of fidelity to the original games narrative and played the whole
game .Teachers who used content based environment tended to disaggregate elements of the game,
using only part of it for their teaching activity

Through these study some conclusions were made .One teachers have a lot of work in structuring and
framing the activity of the learner remains crucial if learning outcomes are to be achieved . Also
working with specific and relevant elements may be useful than using the whole game .A well
produced game may be flexible and complex enough to offer a range of educational opportunities. It
also provides motivation ,encourage collaboration and develop skills.

2.4 EFFECTS OF GAMIFICATION

student motivation and engagement


There are two types of motivation intrinsic and extrinsic . Intrinsic is where by learners are interested
in what they are learning and in the process itself while extrinsic motivation is when learners are
engaged because its a means to an end .The goal is to increase motivation among the students .Buckley
and Doyle (2012) made a summary of their study and found that it had a positive impact on the
learning outcomes. It positioned gamification as a powerful tool for educators teaching at all levels
within the education system.
This has been counteracted by Hanus and Fox (2015) stated that increase in competition and
comparison over a long period of time may have detrimental effects for the students motivation
,satisfaction, enjoyment and engagement . In their study they found out that all started from the same
level of motivation, effort, satisfaction but over time students in the gamified course tended to decrease
their motivation as compared to the non-gamified course.

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