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Software Review & Demonstration Project: Great Big Fancy Word Game. Katharine Kostishak ISTC 301.005 September 22, 2009. AUDIENCE & OBJECTIVES. This game is directed toward early elementary kids
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Software Review & Demonstration Project:Great Big Fancy Word Game Katharine Kostishak ISTC 301.005 September 22, 2009
AUDIENCE & OBJECTIVES • This game is directed toward early elementary kids • It has characters that kids 4-7 would be interested in (Blues clues, Barney, Rugrats) but the words are somewhat advanced for 4-6 year olds. • The game allows for a child to hear the word, then decide which one is correct. The sound aspect of the game will also keep the interest of the child. • The software explains a definition and then asks the player to choose the word that fits the definition. When the player is correct, they get praised, and when they’re wrong, they’re asked to try again. This keeps the child encouraged to continue playing. • The definition of the word is given before and after the player chooses the correct term. It is repeated for memorization purposes.
INSTRUCTIONAL USE • This is an instructional game. • The game wants the child to be able to match a definition to the word, thus making the child apply their knowledge and skills of vocabulary.
STRENGTHS & WEAKNESSES • STRENGTHS -Repetition of the definition and word will help the child memorize and remember what is means. -The music and characters that come along with the game will keep the child interested and encouraged. • WEAKNESSES -The word of the definition is said before the child chooses it, so this makes it less challenging. -It is also very repetitive. Repetition of the definition is okay, but the game itself is the same. Ex: “I know what that word means!” & “Yes-a-rooneypositooney” -It’s a little difficult to target a specific audience. -Long introduction & you need the sound to play.
DEMONSTRATION • http://www.noggin.com/games/pinky/greatbigfancy/ As we look over the demonstration, keep a look-out for the strengths and weaknesses.