Issue # 10: Halves and Inquiry/SEL
Last Friday, our team had our halves presentations. Our halves presentation is given to ETC faculty, staff, clients, and other guests. Our feedback was generally positive, with a few concerns. The biggest critique was on the user interface; they felt it was much more complex than it needed to be and that we needed to simplify it in order to make our game usable. We’re currently working to overhaul our UI so that the players don’t have to click in so many places to play the game. For example, we are looking to allow the player to click on the beam itself to add rocks, as opposed to the “guitar pick” icons in our halves demo. We are also looking to implement a better way to signify who’s turn it is, as that was still a confusing element.
The faculty were also concerned with the amount of things we were looking to do for the game in terms of game play and educational aspects, and told us to keep in mind the short amount of time we have left and to focus on tasks that are feasible. We’ve talked with our TA-2 partners to figure out what we will focus on in terms of educational goals and how we can adapt and adjust them for future development.
Inquiry & SEL
In our halves demo, the scientific inquiry raised a lot of concerns with the faculty about how usable it would be for our demographic. The inquiry was very text heavy, and went very quickly. Some of the vocabulary was also a concern. To this end, we are planning on adding visuals of the prediction options, supplemented by voiceovers. We hope that this will help to bring some more energy into the inquiry and help it feel connected to the game. There was also concern raised from our HCII partners about the lack of SEL implementation present in our game. Our plans are to implement SEL into inquiry, where the player has the option to discuss with the peer their solution. We also hope to implement a tool that removes rocks, that the player has to realize when to share, and when they don’t need to, to assess social vs. selfish behavior.