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Project Overview. Bag-It Game E-Learning By Design Group Presenters: Cheryl Anderson Chuck Chills Tim Davis Lisa Fuller Susan Genden. Project Goals. Setting the standards Planning Phase Design Phase (Macro-Design Document) Development Phase Implementation Lessons Learned.
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Project Overview Bag-It Game E-Learning By Design Group Presenters: Cheryl Anderson Chuck Chills Tim Davis Lisa Fuller Susan Genden
Project Goals • Setting the standards • Planning Phase • Design Phase (Macro-Design Document) • Development Phase • Implementation • Lessons Learned
Setting the Standard • Quality of Team Members • Group members skills and strengths • Specific Game Requirements • Development of a Flash-based multimedia game
Planning Phase • Conducting the initial brainstorming • Identifying the game concept • Narrowing the scope of the audience • Determining/identifying resources • Defining the look and feel of the game
Design Phase: Macro-Design Document • Initial ideas • Concept • Flash-based game, challenging new hire to properly bag groceries • Improper techniques result in reduction in pay check; bonus received for proper techniques • One component of several possible Flash-based training tools
Design Phase: Macro-Design Document • Program description/need for product • ACME has predicted high employee and customer turnover • Needs assessment and task analysis revealed that ACME employees were not efficient in bagging grocery products. • Audience/Learner Characteristics • New hires at ACME, 15-20 years old • Little to no experience bagging groceries • Exposed to computer technology throughout life
Design Phase: Macro-Design Document • Objectives • Upon completion of Bag-It, new hires will demonstrate organized and efficient bagging techniques • Enabling objectives • Game rules • Look and feel • Informative and entertaining • Animated, colorful and fun
Development Phase • Game specifications • Rough draft of game features:
Development Phase • Design of game graphics 1st version
Development Phase • Design of game graphics Rules 1st version
Graphical Interface • Graphics combine with functionality after design defined • Task & end user comprehension - most important. • Example – text in a button can be more understandable for the user than an icon, depending on icon • Look and feel of Bag-It • Consider target audience (15-20 yrs., new hires) to create something animated, colorful and fun
Development Phase V.2 game screen • All game elements included • Mouse added for humor • Prototype approved
Development Phase V. 2 design of game Rules Screens 1 & 2 Mouse added for humor
Development Phase V.3 game revisions: • color adjustments & graphic design changes to target audience. Add music, scoring spot below bags • Cheerleader dudereplaced mouse • Animations of guy & coupon • Broken bags created • Final layout of Game Screen before Actionscript
Development Phase V.3 screen revisions: • color adjustments graphic design changes. • Final layout of Rules Screen 1 • with animated guy and coupon • Screen 2 design of rules deleted – just changed text
Development Phase • Writing program codes for Bag-It Game • Loading screen • Scoring features • Animation and sound • Final Game Revisions
ActionScript • Difficult with all the different scenarios but could be developed further • “actions” layer used • Buttons have script for ease of use • Music and sound
Loading Screen • Used for online deployment and slow connections
Scoring Features • Timer • Items bagged • Items damaged • Paycheck deductions and bonuses
Animation and Sound • Animation mostly ActionScript as opposed to “tweening.” • Sound stored in library • Event driven
Game Revisions • Some bugs found during testing • Limited game function due to the many different scenarios that could exist • Game could continue with enhancements for future versions
Implementation Phase • Bag-It Game Demonstration • To be posted
Pilot Testing • Testing occurred 7/23/05 & 7/24/05 • Testers: • Ages 16 – 20 • 2 Males / 1 Female • Look and feel was received well by all testers • Previous look / feel revisions were a smart move • Some testers found the rules / instructions easy to grasp, others more difficult • In depth rules / instructions necessary to ensure learning occurs • Testers had issues with a couple of items sticking and not behaving properly • Concerns were examined and corrected
Lessons Learned • Initial Project Plan was developed after the design document • Integration of roles and tasks by team members: roles not clearly defined • Game graphics and programming glitches • Team primarily communicated via e-mail; more face to face meetings were required for cohesiveness
Any Questions? • Setting the standards • Planning • Design (Macro-Design Document) • Development • Implementation • Game Demonstration • Pilot Testing • Lessons Learned