Table of Contents 1.0 Introduction ................................................................................................................................................. 8 1.1 Problem Statement ............................................................................................................................... 10 1.2 Delimitations ......................................................................................................................................... 11 1.2.1 Usability .......................................................................................................................................... 11 1.2.2 Culture and Language ..................................................................................................................... 12 1.2.3 Best Practices in Language Learning............................................................................................... 12 1.2.4 Play testing ..................................................................................................................................... 12 1.3 Methodology ......................................................................................................................................... 12 1.3.1 Technical Methodology .................................................................................................................. 14 2.0 Background Theory.................................................................................................................................... 15 2.1 Learning On The Go ............................................................................................................................... 15 2.2 Types of Learning................................................................................................................................... 17 2.3 Game-Learning ...................................................................................................................................... 17 2.4 Motivation Behind Learning .................................................................................................................. 18 2.5 Fun ......................................................................................................................................................... 24 2.6 Usability ................................................................................................................................................. 24 3.0 Research Cases and Games ....................................................................................................................... 24 3.1 Dyslexia .................................................................................................................................................. 24 3.2 Research on Fun and Usability in Learning Software ............................................................................ 26 3.3 Researchers’ Opinion on Educational Games (Edutainment) ............................................................... 27 3.4 Learning Games Analysis ....................................................................................................................... 29 3.4.1 Slime Forest Adventure .................................................................................................................. 29 3.4.2 Knuckles in China Land ................................................................................................................... 30 3.4.3 Dora the Explorer – The Lost City Adventure ................................................................................. 32 3.4.4 Spread the Word ............................................................................................................................ 37 3.5 The Arabic Language.............................................................................................................................. 38 3.5.1 Foundations of Arabic..................................................................................................................... 38 3.5.2 Learning Arabic ............................................................................................................................... 40 3.5.3 Research in Learning Arabic ........................................................................................................... 41 3.6 Teaching Arabic ................................................................................................................................. 43 4.0 Data Evaluation.......................................................................................................................................... 45 5.0 The Game................................................................................................................................................... 49 5.1 Implementation ..................................................................................................................................... 49 5.1.2 Game Modes .................................................................................................................................. 50 5.2 Implementation Post Mortem ............................................................................................................... 53 5.2.1 Main Problems Encountered .......................................................................................................... 53 5.2.2 Serialization and Reflection ............................................................................................................ 55 5.2.3 Collections ...................................................................................................................................... 55 5.2.4 The Concept of the Editor............................................................................................................... 56 5.2.5 The Controls.................................................................................................................................... 57 5.2.6 Game Modes .................................................................................................................................. 57 5.2.7 Sound .............................................................................................................................................. 58 5.2.8 Graphics .......................................................................................................................................... 58 5.2.9 Dictionary ....................................................................................................................................... 58 5.3 Ideas for further development .............................................................................................................. 58 5.4 Documentation ...................................................................................................................................... 59 6.0 Evaluation of the Design ............................................................................................................................ 59 6.1 Design Decisions .................................................................................................................................... 60 6.1.2 No Menu ......................................................................................................................................... 60 6.1.3 Limited Sounds ............................................................................................................................... 61 6.1.4 Colours ............................................................................................................................................ 61 6.1.5 Icons................................................................................................................................................ 62 6.1.6 Music .............................................................................................................................................. 62 6.1.7 Voice ............................................................................................................................................... 62 6.1.8 Narrative ......................................................................................................................................... 62 6.2 Evaluation of the Mini Games ............................................................................................................... 63 6.2.1 Creature Battle Game ..................................................................................................................... 63 6.2.2 Memory Game ................................................................................................................................ 64 6.2.3 Letter Finding Shooter Game ......................................................................................................... 65 6.2.4 Final Evaluation .............................................................................................................................. 65 7.0 Reflections ................................................................................................................................................. 67 7.1 Other Areas of Research ........................................................................................................................ 70 8.0 Conclusion ................................................................................................................................................. 71 2 List of References ............................................................................................................................................ 74 List of Figures and Tables ................................................................................................................................ 82 Appendix I - Game Design Document.............................................................................................................. 83 1.0 Introduction and Pitch ............................................................................................................................... 86 1.1 Working Title ......................................................................................................................................... 86 1.2 High Concept ......................................................................................................................................... 86 1.3 Genre ..................................................................................................................................................... 86 1.4 Main Character ...................................................................................................................................... 86 1.5 Time and Place....................................................................................................................................... 86 1.6 Story....................................................................................................................................................... 86 1.7 Winning Condition ................................................................................................................................. 86 1.8 Gameplay ............................................................................................................................................... 86 1.9 Idea ........................................................................................................................................................ 86 1.10 Genre & Target Audience .................................................................................................................... 87 1.11 Mobile phone ...................................................................................................................................... 87 1.12 Fun Learning ........................................................................................................................................ 87 1.13 60 Seconds of Gameplay ..................................................................................................................... 87 1.14 Unique Selling Points ........................................................................................................................... 87 1.14 Common Questions ............................................................................................................................. 88 2.0 Features ..................................................................................................................................................... 90 2.1 Images and Animations ......................................................................................................................... 90 3.0 The Gameplay ............................................................................................................................................ 90 3.1 Game Mechanics ................................................................................................................................... 90 3.1.1 Walking and Selecting .................................................................................................................... 90 3.2 Mini Games ........................................................................................................................................ 90 3.2 What is the game about? ...................................................................................................................... 91 3.3 What do I control? ................................................................................................................................. 91 3.4 Philosophy of Control ............................................................................................................................ 91 3.5 Walkthrough .......................................................................................................................................... 91 3.6 Hours of Gameplay ................................................................................................................................ 91 3.7 End Game State ..................................................................................................................................... 91 4.0 Camera and View....................................................................................................................................... 91 3 5.0 The World and Level Design ...................................................................................................................... 91 5.0.1 Key Locations ...................................................................................................................................... 91 5.0.2 Controls .............................................................................................................................................. 91 5.0.3 Objects – Define Units & Events ......................................................................................................... 91 5.0.4 Rules for interaction ........................................................................................................................... 91 5.1 The World Layout .................................................................................................................................. 92 5.1.1 Graphics .......................................................................................................................................... 92 5.1.2 Graphics Formats – Types of Graphics ........................................................................................... 92 5.1.3 Graphical Pipeline ........................................................................................................................... 92 5.2 World Map Design ..................................................................................................................................... 93 6.0 Game Characters ....................................................................................................................................... 93 6.1 The Sprite............................................................................................................................................... 93 6.2 The Monsters ......................................................................................................................................... 93 6.3 The House .............................................................................................................................................. 94 6.5 The Danger Zones .................................................................................................................................. 94 6.4 How do I control the Sprite? ................................................................................................................. 94 6.4.1 Button Press Control Scheme ............................................................................................................. 94 8.0 User Interface ............................................................................................................................................ 94 8.2 Game Interface ...................................................................................................................................... 95 General Game Overview.......................................................................................................................... 95 Game Interfaces ...................................................................................................................................... 95 9.0 Music and Sound FX .................................................................................................................................. 96 10.0 Credits...................................................................................................................................................... 96 11.0 Appendix .................................................................................................................................................. 97 Screen Menu - Wireframe ........................................................................................................................... 97 Appendix II - Arabic Consonants.................................................................................................................... 100 Appendix III - Miriam Taouk and Max Coltheart’s Three Phases .................................................................. 104 Appendix IV - Definitions ............................................................................................................................... 105 4 Abstract This work sought to build an educational game for illiterate Arabic speakers in Africa, since Arabic is the alphabet in most of Northern Africa (and the Middle East). The design of a mobile phone educational game for the poor and illiterate is a serious challenge which pulls from diverse disciplines, including the obvious ones like Educational Theory, Software Engineering, and Language Theory and seemingly less obvious ones such as Sociology, Psychology and Typography among others. Those theories with research on educational games will be combined to build a learning game that will enable and motivate people to learn to read, even without the access to a classroom or teacher. We implemented a basic game framework based on those principles and outlined future steps to be taken to get it ready for deployment. As part of that framework we have a functional game designed according to these principles. Our conclusion is that mobile gaming could be fertile ground for educational games. It has so far been largely unexplored due to the significant limitations that still constrain mobile phone development but is one more resources from various fields should be contributed to. 5 Preface The purpose of writing this thesis was to push ourselves to venture into a whole new field of interest that could actually carry the potential to do some good in this world. Though it has been an extremely challenging journey to venture into fields of the “unknown”, we feel that the blood, sweat and tears have been worth it. 6 Acknowledgements We would like to give big thanks to: Jens Christian Godskesen for providing his time and help in supervising and ping ponging with us for the project. Claus Witfelt for his inspirational help and advice. Josie Taylor and Agnes Kukulska-Hulme from the Open University for their help and support in the research on m-learning. The DMI Crew for their loving disturbances, making us cold, lovely food, candy, help and entertainment. ITU for providing us with the resources The ITU Cleaning Lady for helping to keep the office clean. 7 1.0 Introduction Education in poorer regions has been an ongoing problem for many years. Numerous projects have been made to increase the financial economy in these regions; however money alone will not fix the problems that have stemmed as a result of poverty. Education is one of the areas that are often missing, when one speaks of poverty. As education requires money, the difference of percentage GDP invested in this area make a difference to what can be provided to the society. Though developing countries invest a large percentage of their GDP into education, the amount is still small compared to developed countries, due to the difference in size of GDP. However the investment into education is where the hope for the economy’s growth in countries stems from. Taking this into consideration, one question is whether there are other ways of learning that can be stimulated within these societies. In the more developed countries, we see a trend in people learning not only through their peers as it has traditionally been, but also through mediums such as the internet, as tutorials and guidelines continue to be posted and discussed. “Computers as information access devices require a lot of overhead costs, steep learning curve, and infrastructure to be useful. These prerequisites make computers impractical to be used as a medium for social development.” (Chakraborty, 2006) Most developing countries do not have such infrastructure in place to support such activities however. Many countries in continents such as Africa do not even have land phone lines installed in order for “ordinary” communication to take place across distances. And with the lack of money and educated labour, schooling across the ages has continuously remained an issue that governments continue to tackle. World initiatives such as and similar to the “One Laptop per Child1” have been initiated but even this takes a long time, due to the necessary research, cost reductions and manufacturing processes. During the development of the African continent, the wireless telecommunication industry saw an “explosion” during the end of the 1990s and start of the 21st century. The reason for this is that “its national telecommunications monopolies are poorly managed and corrupt, and they can't afford to lay new lines or maintain old ones” (Mbarika & Mbarika, 2006). By the end 2001, more than half of the nations in Africa (28) had more mobile subscribers than landline ones, creating a percentage higher than any of the other continents in the world (Mbarika & Mbarika, 2006). The figure below presents the differences in subscribers between fixed lines and mobiles between 1994 and 2004. 1 U.S. non-profit organization set up to oversee the creation of a cheap, affordable educational device for use in the developing world. Its current focus is on the development, construction and deployment of the XO-1 laptop to promote children's education in developing nations. (http://en.wikipedia.org/wiki/One_laptop_per_child) 8 Figure 1: differences in subscribers between fixed lines and mobiles between 1994 and 2004 Source: International Telecommunication Union (Azran, 2006) With "more than 80 percent of cellphones purchased in sub-Saharan African countries are for personal use, not business" (Mbarika & Mbarika, 2006) it would not be surprising that this too is the trend throughout the rest of Africa: even for the countries that already have many fixed main lines, such as Egypt, South Africa, Tunisia, etc. (Africapedia, 2007). With such a growth in subscribers, the penetration rates’ (percentage of the population that has a mobile phone and uses it) increase “reflects an affordable service” (C-News, 2005) throughout Africa. This signifies that in comparison to the low personal computers’ penetration rate, due to the affordability of the hardware, internet and the insufficient number of dependable lines (RNCOS, 2006), mobile phones as a communications tool is currently the most widespread and accessible medium. Bearing the above in mind, considering that mobile phones are slowly tending towards becoming small handheld “computers” with their capabilities of running various applications due to their support in running J2ME2 based programs, the possibilities in creating useful tools sound endless. Thus as the African countries do not have the luxury to have ready and affordable access to computers and the high speed internet, what if this medium is used to “fulfil this role by allowing users to access relevant information” (Chakraborty, 2006) through use of specially made applications? 2 J2ME – Java 2 Mobile Edition – this is a computer programming language and virtual machine that has become a standard present in most of the mobile phones created since… Thus most of the phones that the countries in Africa have are expected to carry such support, as they often get the generation of mobile phones after the more developed countries. (EDIT) 9 Klopfre et al (2002 as cited in Naismith, Lonsdale, Vavoula, Sharples, 2006) identified five properties of mobile devices, which in this case were PDAs that could produce unique educational affordances (mobile phone devices also share the same properties in these cases): 1) Portability a. The small size and weight of the mobile devices means that they can be taken to different sites or moved around within a site. 2) Social Interactivity a. Data exchange and collaboration with other learners can happen face-to-face (Nyiri, 2002 as cited in Naismith, Lonsdale, Vavoula, Sharples, 2006), deposits a new philosophy of mobile learning that points to mobile technologies as facilitators for the innate anthropological need to communicate. 3) Context Sensitivity a. Mobile devices can both gather and respond to real or simulated data unique to the current location, environment and time. 4) Connectivity a. A shared network can be created by connecting mobile devices to data collection devices, other devices or to a common network. 5) Individuality a. Scaffolding for difficult activities can be customized for individual learners. When coupling Africa’s still widespread educational issues, such as having a high illiteracy rate with the ever increasing use of mobiles, the possibility of using the mobile phones as a medium for learning comes to mind. Here, the emphasis of Klipfre et al’s list will focus the qualities of portability and individuality. Research behind the use of using mobile devices for education has observed numerous pros. One of the most quoted ones is the concept of portability: “Portability – the small size and weight of mobile devices means they can be taken to different sites or moved around within a site.” (Klopfer et al, 2002 cited in Naismith, Lonsdale, Vavoula, Sharples, 2006). This allows users to study, when their motivation is high (McNicol, 2004), i.e. whenever and wherever they feel like it. “To fully appreciate the potential of mobile technologies for learning, we must look beyond the use of individual devices and consider their use embedded in classroom practice, or as part of a learning experience outside the classroom” (Naismith, Lonsdale, Vavoula, Sharples, 2006). 1.1 Problem Statement The developing world has a low literacy rate, which hurts the economic development, which in turn again hurts the literacy rate and so forth. The project attempts to make a game to help the very worst of the 10 literacy problems, which may then be built upon to further increase the literacy level and in turn improve the economy. However, this alone is a very large problem to tackle as a whole. The focus is therefore based on making a game that can contribute to the ripple effect in improving the economic situation in the developing countries. The project attempts to do this by tackling the individual’s own education, just as the internet platform has aided in doing, for the internet users in the developed countries. To do this, certain questions will need to be investigated, in order to clarify the possibilities: What are the challenges involved in designing a mobile game with focus on “independent learning”? What possibilities are there regarding building a framework for developing a mobile game to be easily customizable to localization? And how could one go about creating a mobile game for someone that cannot read? 1.2 Delimitations “We are all biased and we all view the world through our own experience. This helps us in some places and hinders us in others.” (Becker, 2008) As there are many areas involved in creating a mobile game for learning, there are fields that the report will not go into detail with. There may be many dependencies that affect the results of the outcome of the investigation and as it may be out of the scope of this project, it will make a note of this. The project does not seek to revolutionize the way language should be learnt. Instead, it uses what existing techniques there are and attempts to incorporate it into a mobile device for the purpose presented in the problem statement. The features involved in the design of a learning mobile game consist of areas such as: usability, culture, language, theories of best practice regarding learning and teaching of languages. 1.2.1 Usability The report will go into discussion about building a game without the use of text as part of the user interface due to the target group in question. It will however not explore the various possibilities and areas regarding how the interface may vary. Nor will it provide the possible solutions for these interface problems based on the target groups, as this is a research area in itself. 11 1.2.2 Culture and Language These two areas are closely tied to one another and also affect the aspect of usability. The project is aware of this but will not investigate deeply into the cultural connotations regarding the symbolic value or types of symbols used. 1.2.3 Best Practices in Language Learning Attempting to create an application/software/game that helps in teaching an individual how to read, the project will not go into discussion regarding what the most optimal method of teaching languages is. This, although also a very relevant area, is however one that continues to grow and is again a research field in its own right. 1.2.4 Play testing Due to the time and resource constraints, fully fledged play testing towards the target group is not carried out. However, general iterative testing is carried out during development among peers in order to maintain feedback and consistency with the user interface. The game does not seek to become a full fledged course as an all-in-one solution for those who want to learn to read Arabic. Instead, it provides a conceptual sample of some of the possibilities, with special emphasis on those that do not recognize “a single word” of Arabic. With these samples, the project should be extendible to target/stimulate other areas of language learning. The project does not seek to create an educational system. 1.3 Methodology “The understanding of [learning theory or] psychology offers a framework to developing an educational game that promotes learning while maintaining high motivation of the player.” (Siang & Rao, 2003, p. 239 as cited in Batson & Freiberg, 2006, p.34) The research consists mainly of secondary data and will begin by first reviewing theories on language programs, learning games and information on mobile game development. Doing so will help provide a stronger focal point to finding answers to our problem statement. In order to implement any game to teach a player how to read Arabic will require research on the fundamental building blocks of an Arabic word. As it carries a different set of rules and font/writing compared to that of languages with some Latin origin, using the same techniques to teach Latin languages may or may not be compatible with the teaching of Arabic. This needs to be investigated before the design of the game takes place. Mobile games in their current form are differentiated from the “conventional” PC or console games. Due to this, research into the limitations and possibilities of the used mobile devices, their development kits, usability preferences, controls, etc. need to be done. 12 As the project seeks to develop a product for Africa, the current platform to look at will be of an older generation phones that will not be near as powerful3 as the newer phones today, such as the Nokia N96s and iPhones. This is due to the fact that although mobile phones are most widespread in Africa, their models are not necessarily new. But as we are testing on previous generation phones, we will begin by creating some minimum phone specifications to work from, before going about designing and developing the game. This will be important due to the fact that creating an application that will not be able to run on the “older” phone models will deem the application non-practical. As teaching reading has been tackled in numerous ways over the years, the methodology we have chosen to focus on is that of mobile learning. One reason for focusing on this is because, “Mobile learning helps learners to improve their literacy and numeracy skills and to recognise their existing abilities” (Southhampton, 2005). And it was found from the university’s experimentation that, “even when the technology went wrong, it still generated opportunities to practice new vocabulary” (Southhampton, 2005). This may provide the project to experiment with different areas of learning without having to stick too closely “to any set rules” on how to build up and design such a game, as it is a very open area of research. What the project however makes sure not to tackle is the possibility of having the mobile device and application completely replace the educational structures that may exist in any country’s educational system. This is because there are still results maintained by such structures, which will have to be analysed thoroughly, before being able to consider such a replacement solution. Secondly, such an application will also require many other variables to be changed, such as the way teachers teach, how the meaning of “school” is considered, etc. Instead, the project has decided to pinpoint the various areas which can be strengthened, stimulated and motivated from the use mobile learning. A large reason is because it has been considered a "big mistake to try to import the classroom experience to different platforms -- that's not going to work. You have to figure out, what are the tasks that can be accomplished given the parameters of the computer? Mobile learning isn't a substitute for a great teacher or a great class experience" (McNicol, 2004) The focus on the product is to create a game that is based on fun and learning intuitively whilst doing so, even without support like teachers around. Here research cases based on fun and learning, as well as the analyses of existing games will be investigated. These theories will help act as a foundation for some of the decisions made during the product design. During the design evaluation, the paper will make use of Shelton and Wiley’s modified version of Hedden’s conditions to analyse and discuss the current design of the mobile game. The reflections will then present Becker’s own existing compiled list of principles based on her current study on “the direct significance to game design for the purpose of learning” (Becker, 2008). Though this list is presented by Becker as incomplete, it contains elements which will aid in seeking to pinpoint areas which may be fulfilled, partially fulfilled or lacking with regards to learning in the game. Becker herself has stated that: 3 Powerful – refers to hardware advancements such as memory, disk/memory space, processor speed, screen resolution, screen type, etc. 13 “No single Instructional Design model is going to be able to address how to build educational games, and if we heed the lessons that can be learned from thirty-odd years of Software Engineering (Hayes, 2003) and that of Instructional Design (Kenny, Zhang, Schwier, & Campbell, 2005), no model or theory will be forthcoming that can serve as anything but a guide. In other words, there will be no reliable recipes for designing and developing educational games.” (Becker, 2008) And due to this, the research paper will move from the above to provide its own lessons learnt from the research and investigation involved in creating a mobile learning game. It will then provide the areas which will be needed for further research and testing to contribute to this particular area of learning in games. While it is not the purpose of this project to scientifically approve or disprove the theories on games, themes of learning and motivation, it is necessary to provide some background in these areas to argue for our decisions. 1.3.1 Technical Methodology The programming of the mobile game took place in an iterative fashion. It began by first creating a prototype mock up to evaluate the technology that the application has to deal with. It then proceeded to the design of the game and the building of the underlying structure to support the framework for the game. The sources used were primarily based on secondary evidence gathered from researches made by other researchers in the area of learning. This theory will be read and used in attempt to develop the project. However, during the development cycle, results gathered from the implementation itself were compared to that of the theory and the iterative process in implementing the game continued another round. 14 2.0 Background Theory 2.1 Learning On The Go The concept or idea of building a learning application for the mobile phone is not new. This concept can be viewed as mobile learning. In the report by Connolly and Stansfield (2006), they included a table adapted by Taylor (2001) regarding different generations of distance learning. At the very bottom of this table is the concept of m-Learning, which is also being considered the third generation of eLearning. What is most apparent in this table is how “Highly Refined Materials” and “Advanced Interactive Delivery” technologies were not yet met at the time. Figure 2: Table of “A New Model of Distance Education” from (Connolly & Stansfield, 2006) 15 There are multiple reasons for these, which will be discussed later in the report, when discussing the limitations and quirks to be aware of, when developing for mobile technology. As it currently stands, mobile technology has evolved and many of the new phones at the time of this writing can be seen as mini computers. If one looked at the table carefully and observed the underlying generations, one will realise that every generation contains elements of one another that are useful for learning. Whether it has to do with stimulating the visuals, the communication process or audio, the pattern of influence from one to the next generation is to be considered with any new “revelation”. Mobile Learning has often been viewed upon as an extension of the classroom or as an extra tool to be used for classrooms. Its uses and applications have been the subject for discussion for some time but all agree that the potentials are there. Collins expressed in his paper on “Mobile Language Learning with Cell Phones” that the idea of “mobile learning is just beginning. Only now are technologies emerging that will support basic learning applications, but even these technologies offer the ability to develop meaningful, effective learning objects for language learning. New technologies will support learning applications of greater sophistication. By drawing on previous experience, integrating effective, research-based methods, and melding those with the emerging capabilities of mobile phones, the possibility exists of developing compelling mobile learning content to meet the needs of language learners worldwide.” (Collins, 2005) Connolloy & Stansfield’s research in 2006, they found that “Initial results on the use of mLearning have been encouraging and research suggests, for example, that mLearning enhances autonomous and collaborative learning and that it can be applied to a wide age range of learners. mLearning is still at an early stage but as these devices become more functional and commonplace we would expect to see significant developments in this area. mLearning has the potential to provide truly “anywhere” learning.” (Connolly & Stansfield, 2006) When considering these results and suggestions, putting on the game designer hat, a few thoughts come to mind. Collaborative learning can give rise either to multiplayer environments or simply become collaborative because people are able to “sit together” and discuss whenever and wherever they are. Sitting together, in this case, can be considered physically or virtually. As mLearning continues to emerge and grow, theories regarding this area are still more “scarce” than that of eLearning. But questions arise as to whether aspects of eLearning can be applied to that of mLearning, just as “traditional” forms of learning have been partially applicable to that of eLearning. Fundamental research in areas of learning, such as cognitive and behavioural learning are areas in which can be discussed. However, as this is out of the scope of this project, this section will present various areas in which research has been conducted in the areas of eLearning. 16 2.2 Types of Learning Behaviourist Activities that promote learning as a change in learner’ observable actions. Constructivist Activities in which learners actively construct new ideas or concepts based on both their previous and current knowledge. Situated Activities that promote learning within an authentic context and culture. Collaborative Activities that promote learning through social interaction. Informal and lifelong Activities that support learning outside a dedicated learning environment and formal curriculum. Learning and teaching support Activities that assist in the coordination of learners and resources for learning activities. Table 1: Six Types of Learning Source: (Naismith, Lonsdale, Vavoula, Sharples, 2006) Of these six types of learning activities mentioned above, the ones that may be relevant to the mobile project are the behaviourist, constructivist and informal and lifelong learning. This is because providing that the game provides good feedback, the individual should be able to adjust his/her actions accordingly, whilst being able to use the knowledge learned throughout their “trial and error” journey in the game to improve. The fundamental learning of the language in the game will not necessarily create completely new ideas, however it may aid in recognizing new words not learned. Informal and lifelong learning is the type that is most relevant for the project. Although this may be considered in theory as having the existence of a learning environment and formal curriculum, the game in itself is to support the learning of the language, whether there is an educational system in place or not. If an educational system is in place and is involved with the individual, the game serves to allow further development during the time outside of school, in order to aid in obtaining better results. 2.3 Game-Learning Having now provided a quick overview over the various types of learning and existing educational models, where does this project stand? Where does this project have its place? Behavioural theory in game design is used for learning basic rules of game play and promotes stimuli. Providing immediate positive or negative feedback in the game play allows the user to respond on the basis of earlier experience (Siang & Rao, 2003 as cited in Batson & Freiberg, 2006, p.35). For example, when playing a game and the player sees an enemy running after his/her “character”, he/she will spontaneously move to miss it. And “when basic rules of [the] game are understood, players start to think cognitively how they should respond in a new situation, actively update existing knowledge to fit what is newly confronted in the game environment” (Siang & Rao, 2003, p. 241). 17 Cognitive constructivism, on the other hand, when successfully implemented in e-learning applications, allows users uninhibited navigation for learning and multimedia interaction for feedback. This is where computer games allow for discovery learning by immersing the players in a virtual world where they learn by discovery along with trial and error (Siang & Rao, 2003). What the project seeks to create is a game for the mobile phones that aids in learning. The question of, “why not just create an ordinary application for this purpose?” arises. This is because “games are so engaging, precisely because they tap into some of the most effective approaches for learning” (Becker, 2008). The game should be fun to play, whether or not the player “learns anything”4 from it. “Good” games have been argued to already “embody sound pedagogy in their designs despite the knowledge that the incorporation was not deliberate” (Prensky, 2006; Becker, 2005d, 2005f, 2006d; Gee, 2003 cited in Becker, 2008).Fun will help make the game better and more engaging, as without it, the player will have no motivation to stick too long with it. If one manages to make the player stick long enough, chances of “accidental learning” occurring are higher as a result of the intrinsic motivation of the player. Motivation is an important component to make the concept of play work. The following section will present the motivation behind learning, what it is that drives people to keep doing so, and how it relates to games and the design of educational games. 2.4 Motivation Behind Learning This section regarding motivation will be based on Connolly & Stansfield’s and Bixler’s discussion regarding the motivational theories and how it relates to games. Bixler mentions that his paper, including the cited research in the paper is “biased towards constructs of motivation appropriate for Western cultures” (Bixler, 2005). Although the plan is to use these concepts as part of the basis for a game made for Africans, as every culture has some form of play and games, it is assumed that fundamentally, there is a high likelihood that there are many roots to similar forms of motivation. In Bixler’s investigation of the relationship of motivation with the design of educational games, he refers to John Keller’s ARCS (1987 as cited in Bixler, 2005) model. This is presented in the table below, which is compiled from the information gathered and presented by Bixler: Attention 4 This emphasises the fact that gaining learning is a prerequisite and sustaining this is critical. A student’s knowledge-seeking curiosity is to be aroused without overstimulation, i.e. to find a proper balance between boredom and hyperactivity. In reference to Yerks-Dodson’s Law, as tasks become increasingly difficult, the optimum level of motivation declines (Travers, 1982). On method of gaining and keeping attention is through the use of novelty. This makes the individual focus on the object or situation in an attempt to discover the nature of the object of situation (Travers, 1982). Use of colour, animation and sound can also help provide external stimuli to motivate learner, as it attracts and retains users (Ritchie & Hoffman, 1997). Three ways of gaining attention: Perceptual Arousal Learns anything – debatable as one may need to learn something to be able to play along by the rules 18 - Relevance Confidence Satisfaction Gaming and maintaining the student’s attention through the use of novel, surprising incongruous or uncertain events in instruction. Inquiry Arousal - Stimulate information-seeking behaviour by posing, or having the learner generate, questions or a problem to solve. Variability - Maintain student interest by varying the elements of instruction. Here relevance cannot only come from what is taught, but also how it is taught. An example is where people who are in need for affiliation will perceive relevance in group projects. Curiosity, creativity and high-order thinking are stimulated by relevant, authentic tasks of optimal difficulty and novelty for each student, according to Wagner (1998). Three methods for providing relevance: Familiarity - Adapt instruction, use concrete language, use examples and concepts that are related to the learner’s experience and values to help them integrate new knowledge. Goal Orientation - Provide statements or examples that present the objectives and utility of the instruction, and either present goals for accomplishment or have the learner define them. Motive Matching - Adapt by using teaching strategies that match the motive profiles of the students. Here there is expectancy for success, where the locus/focus of control plays an important role. People with an internal locus tend to attribute success to effort. People with an external locus look to luck or the difficulty of the task for determination of success. Travers (1982) validated in his research on discussion of fear of failure people that confidence is a motivational factor in instruction. He found that fear of failure in people will accept the risk if the odds of success are either very good or very poor, where very poor chance failures can blamed on outside factors. Success-oriented people on the other hand accept middle-of-the-road risks and avoid the high and low-risk situations. This is because low-risks offer too little challenge, whilst high risks are too chancy. Three methods of building confidence in a learner: Expectancy for Success - Make learners aware of performance requirements and evaluative criteria. Challenge Setting - Provide multiple achievement levels that allow learners to set personal goals or standards of accomplishment, and performance opportunities that allow them to experience success. Attribution Molding - Provide feedback that supports student ability and effort as the determinants of success. This has to do with the involvement of normal reinforcements for work well done and contends with issues of learner control. E.g. if a student must accomplish a goal to get a teacher-derived reward as opposed to an already-existing intrinsically satisfying reward, control of the learning situation is lost to the student. In such a case, the learning satisfaction is decreased. Malone (1981) and (Zombardo, 1969 and Letter & Greene, 1979) 19 among other researchers also do. Three methods of enhancing satisfaction: Natural Consequences - Provide opportunities to use newly acquired knowledge or skill in a real or simulated setting. Positive Consequences - Provide feedback and reinforcements that will sustain the desired behaviour. Equity - Maintain consistent standards and consequences for task accomplishment. Table 2: John Keller’s ARCS model Source: (Bixler, 2005) Continuing with Bixler’s paper, he mentions Wlodkowski’s (1985) Time Continuum Model of Motivation, which is more focused on the adult learner: Time Continuum Model of Motivation (Wlodkowski, 1985) - - - Before Instruction Attitude Need During Instruction Stimulation Affect After Instruction Competence Reinforcement Adult learners are portrayed in (Bixler, 2005) as the following: - Learners whose “needs are addressed by reducing or removing environmental components that lead to failure”. - In so doing, they are willing to attempt trying out the new piece of skill before assessing whether it is worth their while or not. - Will ask during the beginning of a learning sequence, “Do I need it?” and “What do I think of it?” And these thoughts, “needs and attitudes interact with the stimulation and affective processes that occur during instruction”. And to handle this (Bixler, 2005): - Maintaining of the learner’s attention can be done by providing a variety of activities and through the use of varying presentation techniques that will stimulate them. - Be sure that they are participating actively in the learning process. - Maintain positive attitudes; utilize cooperative goal and learning structures to maximize the cohesiveness in the learning group. 20 - Increase learner competence by making them aware of the progress towards goals via positive feedback. - The above reinforcement provides a strong motivational influence for continued/future learning. To learn effectively requires that the learner is in the right state of mind. It requires that the learner is willing to learn and wants to do so. This will often also mean that the learner is somewhat motivated in the initial phase as well. With this attitude, in order to continue learning requires that the motivation is kept within the learner. This requires stimulation and is done so by having the materials being learnt affect the learner's state of mind in a positive manner. Having done so then requires that the material is being reinforced in the learner until he/she becomes competent at it. Doing so, the learner will turn this data into knowledge and may use it for whatever comes next in line. These aspects of learning can be cross referenced in Bixler's account of John Keller. He too emphasises that the sustainability of learning requires knowledge-seeking curiosity that should be stimulated without "overstimulating" it. Keller quotes Travers (1982) in saying that one method of gaining and keeping the attention of the student is via the use of novelty, which is a "a fictitious prose narrative of considerable length and complexity, portraying characters and usually presenting a sequential organization of action and scenes". Like reading a book, this "causes the individual to focus on the object or situation in an attempt to discover the nature of the object of situation." This is one reason for embedding the learning in a game as games, whether they tell a story or not, have a stronghold in attracting the player's attention. Combine this with the use of colour, animation and sound, one should be able to obtain the complete package. This is one of the reasons for going after the RPG format with mini games to stimulate the player in multiple different ways. To make things short, Keller's descriptions presented by Bixler consist of being aware of the attention, relevance, confidence and satisfaction of the player. These are areas which can be tested during the play tests, although they may be difficult to rate. However, these are the areas to be kept in mind when designing the game. What can one do to apply these stimulants presented above for a learner in a game? Taking the ARCS model as a template and Bixler’s considerations, the qualities the learning game should have are shown in the table below: Attention There is a world of obstacles for the player to explore. Each obstacle contains different challenges, which are designed in such a way so as to reinforce the player’s prior learning. It provides higher difficulty so as to continuously challenge the player, to make sure that he/she will not become bored. This is used to withhold and sustain the attention of the player to continue grinding away. For the game to be complete however, the colours, animations and sound will have to be reworked in order to attract players to the game. 21 Relevance Confidence Satisfaction The challenges and reinforcement of the material learnt should help the player be able to apply the knowledge learnt throughout the game. Without having the ability to do so will most likely cause the player to either forget it or simply not see the point in why he/she should continue to play the game. The mini games in question should contain stimulants for a set of skills that are relevant to the target group. The game should be intuitive so as to make it easy to get started. The mini games should not be too difficult, especially in the beginning, in order to stimulate the player’s confidence. Design choices should then be made to increase the difficulty level over time to sustain this level of confidence. The game should drive the player to want to continue to play because of the satisfaction they get out of the game. This is often done from the reward system in the game. As a game, it can provide the player with instant feedback, which can allow the player to toy with the fluctuations of learning, where mistakes and quickly turn to success in a matter of seconds. Table 3: John Keller's ACRS model applied The addition of cultural sensitivity into the motivational framework by Wlodkowski (1999) became what is presented below: Establish Inclusion Develop Attitude Enhance Mearning Engender Competence Done by creating a feeling of respect and connectivity between teachers and students. Done by ensuring personal relevance and choice. Done by creating challenging experiences that include learner’s values and perspectives. Done by creating an understanding that learners will learn about something that they want to learn about. As it is with any form of learning, the concept of motivation is key (Connolly & Stansfield, 2006). Katzeff, is referenced in Conolly & Stansfield stating that “motivation is a crucial factor for instructional design and for learning to occur the learner must be motivated to learn.” This brings a twofold question to the design of the game and where the prime focus will be. This is because, “What if the user does not have the motivation to learn? Is the user motivated to learn about how to complete the game or more interested in learning the material beside the game? Does it really matter or do these go hand in hand?” To attempt answering the last question, one could refer to Malone and Lepper’s (1987 cited in Connolly & Stansfield) framework regarding intrinsic motivation. The idea surrounding this topic relates with doing something because it is interesting or enjoyable in some way (Connolly & Stansfield, 2006). The framework consists of “four individual factors: challenge, fantasy, curiosity and control and three interpersonal factors: cooperation, competition and recognition.” Challenge - Goals Uncertain Outcomes Performance Feedback 22 - Self-esteem This is referred to activities that provide an optimal level of challenge. Curiosity - Sensory Curiosity Cognitive Curiosity Control - Contingency Choice Power Fantasy - Emotional Aspects Cognitive Aspects Table 4: Malone and Lepper’s Framework of Four Individual Factors By stimulating these factors, “conditions such as: satisfaction, desire, anger, interest, enjoyment, etc.” can occur. The provoking and control of such emotions and their consequences is what computer games may have the potential to benefit education (Becta, 2001 cited in Connolly & Stansfield, 2006). To support this area of research are the results obtained by Ricci et al. (1996 as cited in Garris, Ahlers & Driskell, 2002 and Connolly & Stansfield, 2006), which “found that incorporating game features into instruction increased motivation and consequently produced greater attention and retention.” In addition, an empirical research conducted by Chen, Shen, Ou and Liu (1998, as cited in Connolly & Stansfield, 2006) showed positive effects on motivation and learning from computer games. What can be gathered from the results of these studies is that if the conditions are stimulated in some fashion from the mobile application, it should provide motivation and learning with a positive spin. And if the game results are boring, signs of de-motivation will show case, giving rise to the possibility of a negative impact on learning (Connolly & Stansfield, 2006). But what is it that holds the player together to continue playing and thereby hopefully continue to learn? Corbett (2006) stated that computer gaming in classrooms is one of the ways of stimulating a child’s openness to accidental learning and intrinsic motivation for playing computer games. In other words, by designing the game in a coherent and fun manner, the child may learn through play, due to his/her interest in continuing to play at it. However, as discussed above, the games as a package requires visuals and audio as well. If these are not at a certain quality, Connolly & Stansfield (2006) were concerned that “anything significantly below the quality of a commercial game may have a negative impact on learning as students may not become fully engaged nor motivated to play the game, and eventually lose patience with the game’s limitations.” Connolly and Stansfield (2006) built simulation game prototype in their research of learning and also found a potential problem regarding the issues of scalability and whether it can be “easily adapted to present 23 other types of problem scenarios and tasks”. These are situations that this project will also keep in mind, when creating the game for a simple yet complicated purpose. Another is how it is an accepted fact that “games-based eLearning will not be for all learners and it is accepted that there may be issues surrounding development costs.” 2.5 Fun "Fun is about learning in a context where there is no pressure, and that is why games matter!" (Koster, 2005) The concept of fun has been discussed throughout many years, with Malone (1980as cited in Sim, MacFarlane and Read, 2006) being the pioneer of this study from the software point of view. It is presented that many of the definitions surrounding fun is centred on emotions, where Carroll (2004 as cited in Sim, MacFarlane and Read, 2006) says that “things are fun when they attract, capture and hold our attention by provoking new and unusual emotions in contexts that typically arouse none, or arouse emotions not typically aroused in given context”. This definition, as said by Sim, Macfarlane and Read, leaves out the aspect of pleasure. In other words, just because something is “engaging or captivating” does not necessarily have to be fun, e.g. tests can be engaging but are not necessarily seen as fun (Dix, 2003 as cited in Sim, MacFarlane and Read, 2006). 2.6 Usability Usability is the extent to which a product can be used by specific users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use (ISO, 1998 as cited in Sim, MacFarlane and Read, 2006). As this is a definition for usability for a general context, it seems very logical. But in order to define usability in a “specified context”, we turn to Larillard (2002 as cited in Sim, MacFarlane and Read, 2006) who sees usability from a pedagogical perspective as one which is focused on the user interface, the design of the learning activities and the determination of whether learning objectives have been met. The user interface must then also be intuitive enough and not distract the user from achieving their objectives, (Sim, Horton & Strong, 2004 as cited in Sim, MacFarlane and Read, 2006). 3.0 Research Cases and Games This section involves the collection of data from research made by others. It will present short summaries of cases and lessons learnt and provide analyses to three existing learning games. A section devoted to the Arabic language will also be presented before providing an overall summary on the main decisions made from the evaluated data. 3.1 Dyslexia "Reading is the key to educational success and educational success is the key to economic success. A child who leaves school with poor reading skills is, in most cases, doomed to a life of unemployment and underemployment." (Boyles, 2003) This is a generalized statement written by Salynn Boyles (2003) from an article focusing on dyslexia in children and the various brain activity patterns that exist between the various children. Why this is looked 24 upon as a starting case for the report is because people who live with dyslexia are often in a similar situation as those who have never learned to read. Both are often able to speak a language or more but have troubles reading5. Despite dyslexia often carrying the characteristics of being “marked by difficulty processing language sounds that can lead to consequences ranging from problems in reading comprehension to reduced reading and vocabulary skills,” (Boyles, 2003) this may not necessarily be the case of those who are “just” illiterate. Thus in order to tackle this issue, we have chosen to investigate how dyslexia in some cases are treated, in order to gain inspiration for focus of implementation of our product. The test conducted by Salynn Boyles (2003) was accomplished by the University of Washington, Seattle, which measured the brain activation patterns between 10 children with dyslexia and 11 without. The results showed that after twenty eight hours of comprehensive reading instruction, the brain activity patterns were almost identical between the two groups, despite the large differences during the start of the test (Boyles, 2003). From these results, although a rather small scale experiment, the report will assume that reading practice will provide improvement. “Reading proficiency depends on the resolution of these three problems of reading acquisition: availability, consistency and granularity (Rayner, Foorman, Perfetti, Pesetsky, & Seidenberg, 2001). The efficiency with which these problems can be solved seems to vary across languages and, we argue, should predict reading acquisition in different languages.” (Ziegler & Goswani, 2005) These three problems are displayed and explained on the following page. Figure 3: Schematic depiction of the three main problems of reading acquisition: availability, consistency and granularity (Figure 1 from Ziegler & Goswani, 2005, p. 4) 5 Although there are multiple forms of dyslexia, which will cause variations in performance. 25 Availability Consistency Granularity This problem reflects the fact that not all phonological units are consciously (explicitly) accessible prior to reading. Thus connecting orthographic units to phonological units that are not yet readily available requires further cognitive development. This problem reflects the fact that some orthographic units have multiple pronunciations and that some phonological units have multiple spellings (Glushko, 1979; Seidenberg & McClelland, 1989; Ziegler, Stone, & Jacobs, 1997). This problem reflects the fact that there are many more orthographic units to learn when access to the phonological system is based on bigger grain sizes as opposed to smaller grain sizes, i.e. there are more words than there are syllables, more syllables than there are rimes, more rimes than there are graphemes, and more graphemes than there are letters. Table 5: Schematic depiction of three main problems constructed from (Ziegler & Goswani, 2005) Ziegler & Goswani's research suggests that “the most accessible phonological units for the truly beginning reader are the larger units (e.g., whole words, syllables, onsets, and onset–vowel or body units, rimes).” And “depending on the simplicity of the phonological structure of a given language or the degree of direct training in phoneme awareness provided, as the child learns letters the child discovers and isolates phonemes.” (Ziegler & Goswani, 2005) “As the learning of grapheme–phoneme mappings progresses, graphemic knowledge in turn promotes the development and refinement of phonemic awareness” (Ziegler & Goswani, 2005). The research by Ziegler and Goswani above highlights how sound and the reading of letters are interrelated; how it affects the process of learning to read. This affects how the mini games will be designed as children have not been exposed to the necessary phonemes as adults have throughout their lives. This creates a different focus and challenge in the design of the game. And depending on the target and age group, the game will have to consider these variables. 3.2 Research on Fun and Usability in Learning Software (Sim, MacFarlane, Read, 2006) Gavin Sim, Stuart MacFarlane and Janet Read conducted an empirical study of fun, usability and learning in educational software in 2006, with twenty five children aged 7 and 8 from an English primary school. Their findings summed up to learning not being correlated with fun or usability but that “observed fun and observed usability were correlated, and that children of this age appeared to be able to differentiate between constructs used to describe software quality.” The authors had however difficulties in measuring the learning effect of educational software designed for the children. And the fact that the experiment only lasted for a short duration of time also meant that it is difficult to compare different products within that frame of time. Creating longer experiments would also not be feasible either as there may/will be other variables that come into play, such as external factors that may contribute to the children’s learning. Thus, unless the children are tracked constantly and the variations are accounted for, it will give rise to inconsistent statistical data. 26 One of the key results they found was also that the educational software that was linear and had no games was considered least fun by the children. 3.3 Researchers’ Opinion on Educational Games (Edutainment) The purpose of this section is to investigate into areas of learning and some opinions about educational games that the authors of this project have not yet understood or am not sure whether or not has been “proven”. The reason for doing this is because in order to create an educational game, having some fundamental insight into the area of how people learn can only be advantageous. Thereby possibly also how games have attempted to tackle this area in teaching individuals. Many games throughout the years that have been known to be in the form of “edutainment” or educational games have been criticized for not having carried out any form of background research into the area and creating poor products. Makers of such games have been said to “sugar coat” the education with entertainment, i.e. the entertainment of playing is actually the reward for getting the answers correct (Resnick, M., 2004 as cited in Becker, 2008). Inspired by Becker’s dissertation where Egenfeldt-Nielsen’s findings from his dissertation were cited: Simon Egenfeldt-Nielsen in his 2005 paper discusses how “edutainment” games have fundamental issues in educating the player. • Little intrinsic motivation: Edutainment relies more on extrinsic motivation through rewards, rather than intrinsic motivation. Extrinsic motivation is not really related to the game but consist of arbitrary rewards, for example getting points for completing a level. Intrinsic motivation would for example be the feeling of mastery from completing a level. • No integrated learning experience: Usually edutainment lacks integration of the learning experience with playing experience, which leads to the learning becoming subordinated the stronger play experience. The player will concentrate on playing the game rather than learning from the game. One example is the skipping of text about the pyramids and going straight for the mini-games located in the game universe. • Drill-and-practice learning principles: The learning principles in edutainment are inspired by drill-and-practice thinking rather than understanding. This means that you will constantly get arithmetical problems like 2+2 memorising the results, while not necessarily understanding the underlying rules that make 2+2 = 4. • Simple game play: Most edutainment titles are built on a simple game play often from classic arcade titles or a simple adventure game with a world you can move around in. • Small budgets: Edutainment titles are often produced on relatively limited budgets compared to commercial computer games and with less than state-of-the-art technology. • No teacher presence: Edutainment never makes any demands on teachers or parents. Rather edutainment assumes that students can simply be put in front of the computer with 27 the edutainment title and learn the given content or skills. There is no required teacher or parent guidance, help or involvement. • Distribution and marketing: They are distributed and marketed differently than commercial computer games for example through bookstores, supermarkets, schools and family magazines. (Egenfeldt-Nielsen, 2005) For the first part, no intrinsic motivation and no integrated learning experience seems to result in the player not being able to gain much learning from playing the games. This is because if the player does not get the feeling of having achieved something through mastery, it can almost be assumed that there is little chance that they have learnt anything new and beneficial. And by skipping learning material because it is not well integrated into the game prevents the player from learning the material in the first place. This is often combined with the drill-and-practice learning principles that are discussed above. The con of memorising only is that the there is a high risk that the player will never be able to understand why the answers are the way they are. The argumentation against this however is that it really comes down to what it is that is being taught. In the case of learning the letters of an alphabet, memorising the individual alphabets and their sounds would not necessarily be bad start. Understanding why they sound the way they do are not the same as explaining why the number 2 is a combination of two 1s. However, learning the letters alone will not enable a reader to learn either, but it is a fundamental step to being able to being able to read. The comments on simple game play most probably stems from the research made on “edutainment” titles before the 2005. Many of them (if any) did not contain design and materials anywhere near the quality of commercial games at the time. However, the fact that they provide simple game play with mechanics from classic arcade titles or that of a simple adventure game is not necessarily a con. Again, it should come down to what one is trying to convey and teach from the game. Small budgets and different distribution and marketing often come down to the amount of money invested in this area. And as this genre has not become a commercial hit, it is not surprising that the distribution channels and investments are lower than that of commercial computer games. And now we also have mobile phone games increasing in sales and production in the market, which too carry “small” budgets. Last but not least, the fact that edutainment games do not collaborate with teachers or parents for guidance is not necessarily a bad thing either. It again comes down to what it is one is trying to train. Nor does the statement seek to suggest that edutainment can simply act as a supplement to existing schooling, as take home practice tests do in “traditional schooling”. However, when taking edutainment as a form of learning for schools and institutions, taking into consideration the teachers and parents as part of the formula for, children at the very least, sounds very reasonable. In Egenfeldt-Nielsen’s defence, he states that "Rote learning in relation to spelling and reading for preschool and early school children may see some gains from edutainment.” But does this then exclude adults who are also illiterate? The questioning here is not to suggest that the critiqued “edutainment” games 28 alone will create players with journalistic skills after having completed a series of practices, which consist of memorization and “probably not a deep understanding of the skill or content.” (Egenfeldt-Nielsen, 2005) Taking this list of critiques and the coupling of the criticism that edutainment is superficial in attempting to “revolutionize learning (by) undermining the very foundation for learning” (Kafai, 2001 as cited in Egenfeldt-Nielsen, 2005), one can argue that with such "weak learning experiences especially if you consider the time-on-task issue – the player won’t spend a lot of time on educational experiences, but rather gain a lot of game experience" (Egenfeldt-Nielsen, 2005). With such negative comments towards “edutainment” and the perception of edutainment as “bad educational software” (Becker, 2008) varying across different researchers, this report will refrain from using this term and include them in the category known as “educational games”. In other words, references made towards any forms of edutainment will from here on be considered in the category of older educational games. Based on the analysis of the research data above, it can be summed up and suggested that: Unless one incorporates the learning experience into the game in some form, the “educational experience” may not be uncovered or taken away as a result. “The disappointing results are due in part to how instructional designers have used rigid methods when implementing models within the educational product environment (Shelton & Wiley, 2006).” This can therefore lead to a failure as an educational game, whilst it may have succeeded in being fun and entertaining. It is therefore important to argue for understanding some learning theory or psychology before attempting to create one. Becker argues that: "With the possible exception of those few truly talented masters, it is not possible to see the possibilities and limitations of gaming without a thorough understanding of programming and software design, and it is not possible to design a game that will deliver on its instructional objectives while retaining that which makes it a good game without an understanding of learning theories, their application, and instructional design theories." (Becker, 2008) This exemplifies some of the reasons for this report to begin by investigating a few areas of learning theory and game designs before attempting to create the game as a proof of concept. Having now gained an insight into various areas of learning theory and educational games, the following section will look into three games. 3.4 Learning Games Analysis Before beginning the design of an educational game, research was done on learning games. Many of them contained what one could refer to as “repetitive trial and error” sequences. This section will seek to provide information on our investigations involved with three learning games and one for mentioned for its inspiration. Though only two of them had to do with language directly, the third one contained various design decisions which made it interesting to evaluate upon. 3.4.1 Slime Forest Adventure (http://lrnj.com/) 29 The aim this game is to teach people Japanese, through the use of an RPG. It provided a major inspiration for the project as one of the authors played it a couple of years ago and still remembers some of the Japanese he learned through the game, even without studying Japanese aside from the game. The game has since significantly changed, one of the major changes has been a focus on drilling people in Kanji and expecting that the person playing the game has actually studied Japanese. In the original game that happened after the player had already spent a significant time levelling up and it was therefore possible to pick up the language without prior studies. The mechanic for teaching is to have the monster have a Japanese word above it's head and then typing the English translation of that word when attacking it, getting it right will hurt the monster, but if you do it wrong then the correct answer will appear which you than have to type. Getting it wrong will also will heal the monster and frequently result in more monsters joining the fight. Also Slime Forest Adventure (SFA) encourages pacing yourself by limiting your character to three free healings a day, represented in the game as three meals (breakfast, lunch and dinner) and enforced by the system clock, this encourages a limited amount of practice each day which is helpful in long term retention. It also forces the player to make a strategic decision if he will continue playing and get all his healing from sources that cost money or if he will quit for the day. Figure 4: Screenshot of “Slime Forest Adventure” (2008) 3.4.2 Knuckles in China Land (http://www.kicl.info/) Knuckles in China Land (KCL) bears many similarities to Slime Forest Adventure, it is also reminiscent of the old console RPG's, though combat is against a random card from a set selected at the beginning of the battle. Aside from that mostly graphical change the game play is remarkably similar as in both games you have to type in the English word for the foreign word shown to you during battle. On the surface this game is very similar to SFA with more plot and better graphics; however there are several important differences 30 between the two games. One of the most obvious is the introduction of new material which in KCL shows you the solution when it is added for the first time and each time you get it wrong, while the SFA will only show the right answer if you get it wrong. This makes Knuckles a lot friendlier to new learners while SFA assumes you also have lessons outside of the game. Figure 5: Screenshot of “Knuckles in China Land” (2007) In SFA the player is constantly levelling up, completing mini quests and getting other rewards such as better weapons. In KCL however the player is only advancing the story and is much more constrained in where they can go and what order they have to accomplish their objectives in. Also in SFA you can choose which slime to attack next instead of having one chosen for you. In large part this means that in SFA more tactical decisions need to be made. One large plus about KCL is that it is possible to replace the dictionary files in the game, i.e. it can be used to learn other languages. 31 3.4.3 Dora the Explorer – The Lost City Adventure This game was built up of a number of games. The idea is for the user to match up the number of elements to the displayed number. Failure to do so will simply not allow the user to be able to place the object under that number, if it is wrong. As the player has to complete these rounds three times before being allowed to move onto the next game, through the combination of visuals with trial and error, it provides intuitive memory learning. These “match the number/pattern” with objects are used throughout the game but in different forms. In the one level, as displayed in the image below, one has to colour a picture with colours. Using the brush (mouse pointer), one has to click on the colour and match it with the number which is in the middle of the area that needs colouring. Figure 6: Screenshot from Painting Level in Dora the Explorer – The Lost City Adventure (2002) In another level, one has to match the number with the number shown underneath the jewel that needs to be collected. These numbers are running from the right to the left of the screen and the idea is to click the figure before it goes out of the screen. These can be seen from the picture below. Upon selecting the correct number, the number is read out to the player. Unlike the other levels, this level allows the user to select the wrong number. In this case, the wrong number that is selected disappears. In the other games, the wrong number or selection could never be made. This makes it more “challenging” and dynamic. Reasoning for such choices will be made at the end of this section. 32 Figure 7: Screenshot from Pyramid Level in Dora the Explorer – The Lost City Adventure (2002) The reason for adding such a mechanic at the end of the game is most likely because during the early parts of the game, it is designed to first This form of learning is what players tend to remember through repetitive activity. As long as they are having fun, it does not feel the same as sitting down with e.g. what some students consider a textbook, and memorize the information. It becomes interactive and the player gets feedback right away when the wrong decision has been made. As Prensky states from her research (2001 as cited in Batson & Freiberg, 2006) “games are a form of fun and play that provides enjoyment and pleasure to all of us. Games have goals, rules and win states that give users structure and motivation. They also are very interactive providing users positive and negative outcomes and feedback throughout play.” This is seen throughout games that provide either replay ability or is designed with replayed sequences as the “Dora the Explorer” game. The “Dora the Explorer” game seems to follow some form of instructional design. The game forces the player to repeat each mini game three times. Besides explaining everything in audio, it begins by first allowing the player to paint the image (as shown in the image previously) without allowing them to make any errors. This allows the player to continue trying to match the numbers and get longer visual exposure to the numbers in question. Here the numbers and colours are both read out aloud upon initial selection and the correct answer. The game then moves onto another mini game, which consists of helping the mother insect in finding and catching the baby insects with numbers attached to them and place them in the correctly numbered compartment of the trolley. This again is a matching game where upon selecting the correct answers will read the number out. 33 Figure 8: Screenshot from Help Insect Mum Level in Dora the Explorer – The Lost City Adventure (2002) After having played matching the numbers in two different forms of mini games, the third level consists of understanding what the numbers actually mean. Here the game is to help the captain queue the correct number of pigs to each ship. Upon placing the correct amount, the pigs will then enter the ship. This game does not allow one to place e.g. 4 pigs into the ship numbered 3, i.e. it’s a trial and error process which is fool proof. The game succeeds in providing visuals to help define what the numbers mean. Upon completing the level, when the ship sails away, the game will playback audio calling out the numbers for each consecutive ship that sails. Figure 9: Screenshot from Count the Pigs Level in Dora the Explorer – The Lost City Adventure (2002) 34 As a final prize and to finish off the story, the idea is to find the hidden treasure. This becomes a game of visuals with the audio describing the visuals to match. This last game allows errors as choosing the wrong treasure causes all the windows to shut (thereby causing all the objects to disappear and hide again). This final level seems to act as a reward game for the players to relax and try something a little different. Figure 10: Screenshot from Find the Treasure Level in Dora the Explorer – The Lost City Adventure (2002) Upon completing this, the player can then start the game again by replaying it or selecting a different level of difficulty. With three levels of difficulty, increasing the difficulty from one to two forces the player to not only match numbers but also colours, e.g. in the pig game, one has to match the colour of the pig to the colour of the ship as well. Increasing the difficulty level to three creates little difference in difficulty with level two, from a mechanics point of view. Instead, it reads out the numbers in Spanish, so as to help the children learn the numbers in Spanish. 35 Figure 11: Screenshot from User Menu in Dora the Explorer – The Lost City Adventure (2002) The menu contains almost no text except for what is being displayed in the menu screenshot with the “Yes” and “No”. Whenever any of the text is moused-over, a sound reading the text is played. This helps guide a player who cannot read at all to make their choices. All the navigation is done on the map shown below, to select the different mini games to play. This shows a good and intuitive use of graphics to help navigation in the game, without requiring the user to be able to read. Figure 12: Screenshot from Navigation Menu in Dora the Explorer – The Lost City Adventure (2002) 36 3.4.4 Spread the Word Spread the Word is a project at the Global IT University (of which ITU is a part) to improve an already very successful project to help people in India how to read. It works in a very different way, as it runs on computers in a classroom with teachers and has mentioned the ability to read in 40 hours. The project took some inspiration from them, though the methods and problems are quite different. We for instance do not have the problem of men being embarrassed to be taught by women, and similar cultural issues, and the problem in finding enough volunteers to teach the material. 37 3.5 The Arabic Language As the aim is to create an educational for Arabic reading, some background in the buildup of the language is called for. The whole section is built up of information and quotations assembled directly through research on the language in order to provide the reader with a sound idea on the complexities of the language. It then rounds up with the quotations from a research made on learning Arabic and the trends observed. Most of the material for the foundations have been gathered and quoted from Bouchentouf’s “Arabic for Dummies” book. 3.5.1 Foundations of Arabic (Bouchentouf, 2006) This section provides a short and simplified introduction to the fundamentals of the Arabic alphabet system. It begins by providing information regarding the build up of a word and the pronunciation changes involved in the language. There are mainly three different types of Arabic: Koranic Arabic – the form of Arabic used to write the Koran. It is Arabic in its most traditional form. It is the equivalent of Biblical English. Regional Dialects - The three main geographical categories for this informal type of Arabic are the North African dialect, the Egyptian dialect and the Gulf Arabic. Though the expressions and words vary, the speakers from these different regions more or less understand one another. This is under the assumption that their regional dialects lie under modern standard Arabic (MSA). Modern Standard Arabic – This is the most widely used and understood form of Arabic. It is the form of Arabic used to present the news; for formal business and technical purposes and amongst social groups. Despite these differences in variations across regions, the writing system used is the same. The system is read from right to left. It is comprised of an alphabetic system where "each Arabic letter has four shapes, for example, depending on where it appears in a word -- at the beginning, middle, end or by itself" (Chartrand, 2004). “Further, different rules are used for the writing of each form. Recognizing the nature of these letters and their diverse writing rules in different positions, and recognizing the different short vowels under, in, and above the letters, is critical for readers' word identification in reading, which may demand considerable cognitive attention” (Abu-Rabia, 1999). Arabic contains both vowels6 and consonants7, however the vowels are not actually letters. Instead, they are symbols that one places on top of or below consonants, to create certain sounds. An example is of a 6 Vowel - One of a class of speech sounds in the articulation of which the oral part of the breath channel is not blocked and is not constricted enough to cause audible friction ; broadly : the one most prominent sound in a syllable (Merriam-Webster.com, 2008) 7 Consonant - A sound in spoken language that is characterized by a constriction or closure at one or more points along the vocal tract. The word consonant comes from Latin meaning "sounding with" or "sounding together", the idea being that consonants don't sound on their own, but only occur with a nearby vowel; this conception of 38 fatHa, a vowel representing the “ah”. When this is placed above a consonant representing the letter “b”, the sound you get ends up being “bah”. 3.5.1.1 Vowels Arabic contains three main vowels and three vowel derivatives. Below is a table showing these: Main Vowels: fatHah The way one pronounces a fatHa depends on what consonants come before and after it. This can be seen by a small horizontal line above a consonant. The fatHa is the same as a short “a” in “hat” or “cat”. Damma This vowel sounds like “uh” in the words “foot” and “book”. It can be seen as a tiny backwards “e” above a consonant. Kasra This sounds like a long “e” like in the words “feet” and “treat”. It is written the same way as a fatHa but goes under the consonant instead of above. Table 6: Main Vowels compiled from (Bouchentouf, 2006) Derivative Vowels: Double Vowels, Long Vowels, Diphthongs Double Vowels (tanwiin): The way this works is by placing one of main vowels and duplicating it right beside it. The sound depends on which vowel is doubled: Double fatHa Creates the “an” sound, e.g. “ahlan wa sahlan” (ahel-an wah sahel-an) – Hello Double damma Creates the “oun” sound, e.g. “kouratoun” (koo-rah-toon) – Ball Double kasra Creates the “een” sound, e.g. “SafHatin” (sahf-hah-teen) – Page Table 7: Double Vowels compiled from (Bouchentouf, 2006) Long Vowels: These derivatives elongate the main vowels. It can be seen as “if a main vowel lasts for one beat, then its long vowel equivalent lasts for two beats.” Whereas you create double vowels by writing two main vowels next to each other, you create long vowels by adding a letter to one of the main vowels, i.e. each consonant has a corresponding consonant that elongates it. The three characters used to elongate the main vowels are shown on the following page. consonants, however, does not reflect a modern linguistic understanding, which defines them in terms of vocal tract constrictions (Wisegeek.com, 2008) 39 Figure 13: Arabic Vowel Characters Table from (Bouchentouf, 2006) Dipthongs: This is considered a special category of vowesl as they are monosyllabic soundsthat begin with one vowel and “glide” into another vowel. Here there are two dipthong sounds to distinguish between “yaa” and “waaw” forms of long vowels. The way to tell the difference between a long vowel and dipthong is that whenever the yaa or the waaw is a dipthong, one will see a “sukun”, which is a small circle that you place above the consonant. However, the “sukun” is never vocalized, i.e. acts like a “silent vowel”. Examples: waaw dipthong – nawm (nah-oom) and yaa’ dipthong – ‘ayn (ah-yen). 3.5.1.2 Consonants For the consonants in Arabic, please refer to the appendix II of this report. “Arabic (unlike English) does not possess any heterographic homophones, that is, words identical in pronunciation but different in spelling – only one grapheme8 can ever correspond to any particular phoneme. Hence, in Arabic, if two words have the same pronunciation they must also have the same spelling.” (Taouk & Coltheart, 2004) 3.5.2 Learning Arabic The difficulty in the language lies in how "Arabic is printed and written only in flowing script, never as individual letters" (Chartrand, 2004). Arabic native speaking children are born into a unique linguistic context called diglossia9 (Ferguson, word, 14, 47–56, [1959] as cited in Saiegh-Haddad, 2005) There are slight differences in syntax and vocabulary in different Arabic-speaking countries (Azzam, 1993), and significant differences in phonology among different dialects. The spoken language is totally different from the literary written language (Abu-Rabia, 1999). Literary Arabic is taught to children at school almost as a second language (Abu-Rabia, 1999). In this context, children grow up speaking a Spoken Arabic Vernacular (SAV), which is an exclusively spoken language, but later learn to read another linguistically related form, Modern Standard Arabic (SaieghHaddad, 2005). To display the differences between the two, “spoken vernaculars usually have a more complex vocalic system, but a simpler consonantal inventory incorporating a smaller number of 8 Grapheme – a minimal unit of a writing system consisting of all the written symbols or sequences of written symbols that are used to represent a single phoneme, e.g. as f, ph, and gh is for the phoneme “f” in English. (Dictionary.com, 2008) 9 Diglossia - A sociolinguistic phenomenon in which complementary social functions are distributed between a prestigious or formal variety and a common or colloquial variety of a language, as in Greek, Tamil, or Scottish English. (Dictionary.com, 2008) 40 consonants” (Saiegh-Haddad, 2005). In other words, those who are illiterate are faced with foreign consonantal phonemes that they have not familiar with from their oral experience10 (Saiegh-Haddad, 2005). “To read an alphabetic orthography, children must first understand that the acoustically seamless sound stream that represents spoken words can be segmented into smaller component phonemes” (SaieghHaddad, 2005). “Such a metalinguistic insight is a prerequisite to reading because alphabetic writing systems map the oral language at the level of the phoneme (Shankweiler & Liberman, 1972 as cited in Saiegh-Haddad, 2005) and training in phonemic11 awareness has also been shown to result in gains in reading.” (Bus & van IJzendoorn, 1999 as cited in Saiegh-Haddad, 2005). However, as spoken Arabic comes in many forms of dialects, it was made aware by Saiegh-Haddad (2005) that the syllabic structure might even vary with the MSA forms.The differences between spoken and MSA are wide enough to slow down the learning process of reading, due to the differences in phonemes. Here, “Abu-Rabia (2000) and Feitelson, Goldstein, Iraqi, and Share (1993) showed that early oral exposure to MSA, through story telling, was associated with gains in literary language development and reading comprehension.” (Saiegh-Haddad, 2005). 3.5.3 Research in Learning Arabic To round this section off, Saiegh-Haddad (2005) conducted a research with a variety of tests that included the likes of phoneme isolation, discrimination, reading fluency, etc. to test the possible variations that can affect a child’s literacy process. “Although the isolation of diglossic phonemes was found by previous research to affect the decoding accuracy of poor readers (Saiegh-Haddad, 2003), the reading fluency of first graders at the end of their first year of formal schooling does not seem to be as strongly related to this skill. Reading in the shallow orthography of vowelized Arabic, and despite the presence of diglossic phonemes, seems to be primarily accountable by the speed of converting graphemes to phonemes, and by memory.” (Saiegh-Haddad, 2005) There were three reading conditions: fully vowelized, partially vowelized, and unvowelized texts. Results showed that vowels were important variables to facilitate word recognition in poor and skilled readers in Arabic orthography. 10 Saiegh-Haddad, 2005 referred to this aspect on behalf of children. However, it is assumed that this will also be the case for adults who have also never learned read before. The difference being that the adults may have possibly been exposed to more phonemes over time. 11 Phoneme - Any of a small set of units, usually about 20 to 60 in number, and different for each language, considered to be the basic distinctive units of speech sound by which morphemes, words, and sentences are represented. They are arrived at for any given language by determining which differences in sound function to indicate a difference in meaning, so that in English the difference in sound and meaning between pit and bit is taken to indicate the existence of different labial phonemes, while the difference in sound between the un-aspirated p of spun and the aspirated p of pun, since it is never the only distinguishing feature between two different words, is not taken as ground for setting up two different p phonemes in English. (Dictionary.com, 2008) 41 Usually, the presence of short vowels disambiguates homographs12 in reading Arabic texts, but when short vowels are not presented, the sentence context is the crucial factor for disambiguating homographs (for a similar approach see Shimron, 1993) 3.5.4 Differences Between Poor And Skilled Arabic Readers Figure 15: “The Arabic poor readers’ reading model” Figure 14: ”The suggested Arabic normal/skilled reader’s reading model Source: Created from (Fig. 4 and Fig. 5 in Abu-Rabia, 1996, pp. 478)” There are certain irregularities that require the mature reader to bring to the text considerable knowledge of literary Arabic—syntax, vocabulary, and contextual interpretations—in order to derive meaning from print (Abu-Rabia, 1999). “In most modern written and printed literary Arabic texts, no short vowel signs are given and the reader has to deduce them through relying on context or linguistic prior knowledge (Abu-Rabia, 1998; Abu-Rabia & Siegel, 1995 as cited in Abu-Rabia, 1999).” As a result, “texts are typically written in vowelized shallow orthography for beginning readers and in unvowelized deep orthography for more advanced readers,” where “Literary Arabic is taught to children at school almost as a second language” (Abu-Rabia, 1999). 12 Homograph - One of two or more words that have the same spelling but differ in origin, meaning, and sometimes pronunciation, such as fair (pleasing in appearance) and fair (market) or wind (wĭnd) and wind (wīnd) (Dictionary.com, 2008). 42 “Reading Arabic script without short vowels can become a difficult task for poor and/or beginning readers owing to word and letter similarities and homographs. This is because certain letters can be distinguished from each other only by a single stroke or dot, or may be phonologically indistinct in the colloquial dialect of Arabic spoken by the individual” (Abu-Rabia, 1999). In its written form, the modern Arabic writing system, like the English writing system, is alphabetic (Azzam, 1993). That is, it is a system which allows reading (and writing) to occur at the level of the phoneme, since the individual characters of the Arabic writing system correspond to phonemes. However, if one considers the diacritics13 used for specifying vowels in vowelized Arabic as ‘part of’ the consonant letters with which they correspond, then it might be argued that the Arabic writing system is syllabic, unlike English (Taouk & Coltheart, 2004). “The reading process in Arabic for skilled readers cannot be viewed only as a word recognition process without reliance on other factors such as sentence context and vowels. The reading process for skilled readers reading unvowelized Arabic texts should be viewed as an interactive-dynamic process of context and word recognition, namely, if the Arabic text is presented unvowelized the only way to ensure word recognition is to rely on context.” (Abu-Rabia, 1996) 3.6 Teaching Arabic (Taouk & Coltheart, 2004) The first major task for a beginner reader in Arabic “is learning to recognise letters, generally in their isolated forms, and remembering their names and sounds. From the teacher’s point of view this means teaching basic letter–sound correspondences, one letter at a time. Although for some letters there are different forms for all three positions, as well as an isolated form, at this stage the different position forms are treated as independent letters all corresponding to the same phoneme.” The sound corresponding to each Arabic letter represents the sound of the initial consonant of the letter name. Gradually, each letter is then taught in the context of its associated short- and long-vowel sounds, as well as with absence of a vowel sound. Typically, the children are taught to recognise and write each letter individually in its initial, medial, and final forms, and they are exposed to words in which the letter appears, generally in its initial form. The main purpose behind this exposure to words that the children usually cannot read is to develop phonemic awareness, that is, awareness that a particular sound exists. This involves a phonological-recoding phase followed by a gradual transition to an orthographic phase. The children are presented with words, and to familiarise them with the appearance of its corresponding letter in words. Otherwise, “reading” and comprehension of these words is facilitated by graphic pictures and is commonly executed “off-by-heart”, and word writing involves repeatedly copying the same words. A technique passed on to children to facilitate their word reading involves analysing each word by phonemic “cutting and pasting”. The teacher speaks a monosyllable to the child (typically a non-word since 13 Diacritic - A mark, such as the cedilla of façade or the acute accent of resumé, added to a letter to indicate a special phonetic value or distinguish words that are otherwise graphically identical. (Dictionary.com, 2008) 43 Arabic has very few monosyllabic words), and the child has to break the word into phonemic units comprising the consonant and its corresponding diacritic (usually a vowel sign at this stage), and then phonemically “pasting” or pronouncing these phonemic units together, resulting in a complete pronunciation of the word. This strategy is then used to decode words made up of up to three syllables. This technique may also be referred to as “sounding-out” phonemic units. This amounts to the claim that children at early stages of learning to read Arabic need to rely on letter-tosound translation of print rather than whole-word recognition. Knowing how and when these relationships and transitions come into existence or change over time and the nature of their role in determining or influencing the cognitive processes involved in learning to read Arabic is important for the development of a comprehensive theory of how learning to read occurs. For more information regarding the findings and phases found by Taouk and Coltheart’s research, refer to the appendix III. 44 4.0 Data Evaluation Despite the fact that there are different forms of dyslexia, if reading practice for the dyslexic can provide improvements, this will be also be expected to be true for those that know how to speak a language but have never learned to read. However, depending on the age group and experience of the learner in question, reading can become difficult because the person learning to read has not necessarily ever heard the sound before. And as spoken language can vary and written language can have multiple phonological spellings, these end up attributing to the confusion of the learner. For the case of Arabic, this is especially true, due to the differences in speech and writing. However, when having learned the writing, there is in fact only one single way of pronouncing the spellings, i.e. multiple phonological spellings is not something that exists in the Arabic language. This means however that the words though can contain the same spellings, can mean different things. Thus the definition has to be read out of context. The only way to overcome this is through practice and experience. Factors presented regarding drill and practice learning principles, simple game play, small budgets, no teacher and distribution are all very relevant areas for mobile educational gaming. We especially want to keep the budget small and make things as easily and quickly created and distributed as possible. Yet we want to make the game play simple enough because of the existing mobile platforms in question. And for the purpose of learning the fundamentals in languages, drill and practice, i.e. learning by rote, seem to be one of the effective ways of teaching in and outside of the classrooms. This case is also true for that of Arabic. In order to nurture the player’s ability to read the letters, sound needs to be added and mapped to the letters to provide the phonological and grapheme pairing. This in result will provide a starting step for the learners to Arabic. Further improvement in Arabic will require the game to support game types containing variations of the letter paired with others with and without vowels. And this will continue until the basic understanding of how to read has been obtained. Only then will the learners be able to use their oral experiences to read out of context. In creating the mobile educational game, one has to make sure that the areas of attention, relevance, confidence and satisfaction are carried through. These coupled with the factors of challenge, fantasy, curiosity, control, cooperation, competition and recognition should be considered. For mobile games, all these can be met in some form, however with the current hardware and infrastructure limitations, the design will refrain from using features regarding networking. Educational games should be carefully moulded to create an integrated experience. Without this integrated experience, the player may end up focusing on playing only and ignoring the significant details which they “were supposed to read”. In other words, the educational properties of the subject at hand should be part of the game in order for the user to come out feeling that they have learnt something, and thereby may want to continue playing. This is one way to attempt stimulating the intrinsic motivation to keep going. It is a “natural human tendency: to get better at thing” (Koster, 2005). The experiment on fun, usability and learning revealed how difficult it will be to play test a learning application and its efficiency in teaching the users. As external factors can affect the experiment and thereby tamper the results, in practice for this project’s purpose, does it really matter? If the external factors provide any help to the learning process, that can only be good, as they may act as a form of 45 extrinsic motivation. If the external factors end up disrupting the learning process, one can only hope that the game is interesting enough so as to sustain the intrinsic motivation in the learner. As without the learner being willing to learn, there is close to no hope. In hope to sustain this motivation, a game is recommended, based on this study. This is supported by other research, showing that games can aid in learning, if not give rise to it. With this in mind, the usability of the mobile game will have to be in order, as the correlation between usability and fun will be of utmost importance. Especially for a game where the use of text may act against the product, finding a way to create a pleasurable and coherent navigational experience for the game will be a challenge. The experiment by Ziegler and Goswani found that there was no correlation between learning and fun or usability. This however will not necessarily mean that it does not exist. One explanation for it could simply be that the instructional learning material was not compatible with the software design. What is most important first and foremost is that the product ends up being fun, in order to stimulate the emotions of the learner. This is because good material with no fun may not encourage nor motivate the learner to play the game. And without playing the game, the material will not be learnt through this medium at the very least. And if this medium is the “only” way to provide access to any form of learning for reading, the learner will never learn. Even if the learner were to pick up the game, no motivation may also lead to a state of mind which is not optimal for learning that particular subject, i.e. one has to want to learn to learn anything efficiently. Thus being the reason why it has been chosen as a priority to first make the game fun and then be sure to embed the learning material into the game, in hope that the players may get something out of it. Can this be considered accidental learning? The game will be designed to provide enough feedback for information regarding the language in question. Thus the learning will probably not be seen as this. With the fun in place, the learning materials can be expanded in the game. Depending on what the materials are, resources can be placed in creating educational content with emphasis of an increasing amount of challenge. With the game designer hat on, we are interested in designing games that generate a flow experience (Eggen, Fejs, de Graaf, Peters, 2003). Correlations with this experience and games have been made, based on the research and usage of the concept in researchers of the field. The flow experience is a concept that Mihaly Czikszentmihalyi created after the research conducted on identifying elements of enjoyment. He did this by studying similar experiences across different tasks and types of people (Fullerton, Swain, Hoffman, 2004). He 46 Figure 16: Flow from (Fullerton, Swain, Hoffman, 2004) found a relationship between abilities and the concept of a challenge. The challenge being too high will lead to frustration if the person’s abilities are too low, whilst vice versa will create boredom for the person. Thus to stay in the state of flow, Farmer14 summarised it as: - Completely involved, focused, concentrating - with this either due to innate curiosity or as the result of training Sense of ecstasy - of being outside everyday reality Great inner clarity - knowing what needs to be done and how well it is going Knowing the activity is doable - that the skills are adequate, and neither anxious or bored Sense of serenity - no worries about self, feeling of growing beyond the boundaries of ego - afterwards feeling of transcending ego in ways not thought possible Timeliness - thoroughly focused on present, don't notice time passing Intrinsic motivation - whatever produces "flow" becomes its own reward “When all of a person's relevant skills are needed to cope with the challenges of a situation, that person's attention is completely absorbed by the activity… People become so involved in what they're doing that the activity becomes spontaneous, almost automatic; they stop being aware of themselves as separate from the actions they are performing.”(Czikszentmihalyi as cited in Fullerton, Swain, Hoffman, 2004) One can view this as a form of immersing, where the player becomes tied up in the world and becomes determined to complete whatever it is they have set out to do. Thus in the case of playing a game, one could say that they continue to play and “lose track of ordinary time” as they continue to play through the game. However, this can also happen when a person reads a story book. Do the challenges increase as a result of this? This question alone casts some doubt regarding the concept of flow. But despite such questions, carrying on with the discussion of flow brings about some interesting areas of thought. To be in this state of flow, it has been noted that one needs to know what needs to be done and to get direct feedback, in order to obtain and update as to how one’s performance in achieving the goals is. (Fullerton, Swain, Hoffman, 2004) In order to aid in maintaining such a state, the designer has to make sure that there is a balanced correlation between the challenge of the game and the reward that the player receives upon completing the challenge. Succeeding in doing so may result in the player continuing to be drawn by the game; and in so doing, “emerges with a stronger self-concept” after ending the game (Fullerton, Swain, Hoffman, 2004) The above is due to the new findings and afterthoughts resulting after having played a game. If one could achieve this in a learning game it can be assumed that it has been successful in the player having learnt something as it goes hand in hand with the learning and motivational theory presented earlier: providing that there is a need for challenges to take place in order to map the person’s abilities and reinforce these to sustain the intrinsic motivation. 14 http://www.austega.com/gifted/articles/flow.htm 47 Mlearning has the potential to be anywhere learning but it is not as widespread yet. Research is still scarce, with little experimental data. This project will mostly use informal and lifelong learning, as the game in itself is to support the learning of the language, whether there is an educational system in place or not. The game also seeks to utilize the motivational aspect of playing to facilitate learning. Individual motivational factors will also be tackled, to make sure that the game is engaging. If the game is properly motivating it will be fun, a key factor of which involves the usability of the interface, which should not represent a challenge to operate, otherwise the challenge will be too high. Using the data gathered and analysed from existing learning games presented earlier in the report, will be of inspiration and help. "Developing curriculum for mobile phones requires understanding of both the delivery platform and good instructional practices. At present, the technology supports mostly static, non-interactive content. Viewers can listen and view content, but not do much more." (Collins, 2005) Though we support the comment regarding the curriculum, we do not quite agree with the comment on mobile phone technology. This is because it provides the possibility to create games and we believe that games, as they have done throughout history, both in digital and non-digital format, have supplemented in teaching players. Thus we take the challenge to create just such a game for the mobile phone platform. The following sections from here on forth will discuss the rollercoaster journey. 48 5.0 The Game 5.1 Implementation The decision was made to use J2ME because it is the de facto standard for the industry almost every mobile phone supports it. It also has the advantage that the authors are already familiar with Java and thought it would be straightforward to write for J2ME instead of the Standard Edition. Unfortunately this later only proved partially true, as the API differs significantly between the editions. The Mobile edition is still using version two of the languages without all the enhancements the later versions brought that the authors have gotten used to, like generics. There were other possibilities such as investigating the use of the Snap Mobile15 SDK by Nokia or Sony Ericsson’s Project Capuchin16 SDK. However, this would have meant that the game would have been phone specific and most likely have to be rewritten to work on other phones. And the other aspect is that the phones may not support the features that the SDKs support. The implementation at its core relies on the ThesisGameCanvas to provide the control flow while various games modes decide what to display and how to handle user input. The ThesisGameCanvas does this by maintaining a stack of game modes and each tick determining the current game mode. It then notifies that mode of any key presses and verifies its state each tick, before notifying the display thread to update the screen and then pausing between each tick to ensure the game happens at the right speed. Originally, it also suppressed key presses during animations, but through testing it was found to be way too annoying and so that feature was disabled. This control flow is shown in the following image below: Figure 17: Control Flow of Game 15 16 http://www.forum.nokia.com/main/resources/technologies/snap_mobile/ https://developer.sonyericsson.com/site/global/docstools/projectcapuchin/p_projectcapuchin.jsp 49 Each game mode meanwhile exists mostly independent from the others with their only interaction with other game modes in general is putting them on the stack, although some are a little more closely linked, such as the battle map mode and the word match mode where the battle map mode uses the word match mode to damage the monsters. 5.1.2 Game Modes The current game contains only 5 game modes, World Map Mode, Battle Map Mode, Word Match Mode, Memory Game Mode, and the Letter Finding Shooter Mode. The World Map Mode is fairly simple. It consists of the player moving over a map with the possibility of entering various things, such as houses to get into other mini games. It's a basic world map such as found in almost any RPG. In the screen shot you can also see the status bar at the bottom of the screen and the red scrollbars which are used whenever we need to scroll anywhere. Those GUI elements stay consistent in every game mode that uses them, in an effort to keep the interface intuitive. Worth noting is the fact that these screen shots have roughly twice the height and twice the width of what we expect to encounter on most cellphones. Figure 18: Screenshot of The World Map Mode Battle Map Mode is similarly just a fairly normal battle map as found in most RPG's like the old final fantasy games. However this game mode begins instruction by calling the Word Match Mode for each attack, thereby giving an incentive to do the game repeatedly and to get the result right since any false attacks heal the monsters instead of damaging them. Seen here are all four types of monsters currently in the game and the animation that shows how much damage a sprite took, in this case the player which is represented by a wedge that gets filled in clockwise for damage and counter clockwise for healing with the size of the wedge growing as you do more damage in comparison to the total amount of hit points of that sprite. Figure 19: Screenshot of Battle Map Mode 50 Word Match Mode plays a word and displays a list of words for the player to choose one along with a time limit to keep the pressure on the player. From the limited and informal play testing we have done this time limit was crucial to making it fun, though it probably made the game too difficult for people who do not yet know how to read. This is the only game so far that adds a second bar to the game that shows the time remaining to match the word. Clicking right or left will replay the word, while clicking up or down will change the selected word. Figure 20: Screenshot of Word Match Mode Memory Game Mode was intended to teach people how to match letters of different fonts, and uppercase and lower case letters in the Latin alphabet, this took on far more importance as we found out that in the Arabic alphabet a letters appearance changes based on its position in a word. Here you can see the game with a very small set and all tiles being shown which is for beginning players, as the player levels up more tiles will be added and sometimes the tiles are hidden. Figure 21: Screenshot of Memory Game Mode 51 Letter Finding Shooter Mode is a latter addition to the game and served on the technical side to verify that a new game mode could be easily added while on the game design side it gives pattern to sound feedback by playing whatever word you shoot. It works by having words drop from above and you need to shoot those words and only those words which have the central character in them. This game involves using the targeting reticule to shoot words as they are dropping down, but to only shoot those words that have the target character in it, which is determined by the grey character in the centre of the screen. This game mode still requires extensive tweaking, as it is its just way too hard with words dropping way too often. Figure 22: Screenshot of Letter Finding Shooter Mode 52 5.2 Implementation Post Mortem As J2ME was designed for resource limited devices some memory intensive features contained in the Java SE were dropped. J2ME is still Java 1.2, and several API problems that have since been fixed are still around, and many features that Java developers have become accustomed to when working with the standard edition are missing, such as generics. This lead to many problems during the implementation phase. It forced workarounds, game design changes and in this case, many dependencies across the source code. This section will go through the main issues that were faced during the coding of the product. These will then be discussed and as a result, the section will conclude with possible improvements to the existing product. However before we continue we need to establish some terminology, namely the difference between a character and a letter. We define a character as an encoding that the character encoding recognizes as distinct, for example in ASCII lowercase ‘a’ and uppercase ‘A’ are distinct characters. Letters we define to be a set of characters that represent the same thing, such as the letter ‘A’ being represented by the characters ‘a’ and ‘A’. 5.2.1 Main Problems Encountered This section will discuss about the problems that the authors encountered during the implementation phases of the game/application. It will begin by describing the problems and include discussions regarding why they became problems and what it changed. During development the authors encountered more problems than had initially anticipated, starting with the IDE17, continuing through the closed platform most mobile phones are, the limitations of the API18 and last but not least the problems that come with using the Arabic character set. These let us to change our design and abandon several features. Originally, it was intended to use Eclipse19 as the IDE, however while Eclipse has several plug-ins for mobile phone development, there were severe problems with all the ones tried until it was decided to switch to NetBeans20. It has its own set of issues but it is at least possible to get it to work with Mobile Edition code. Though not perfectly, one of the issues with NetBeans is that you cannot change the size of the emulated screen, even though there are options for it. Mobile phones are often referred to as a closed platform and are compared to computers. This is in part because of their more limited capabilities, but also in large part to restrictions put in place in the name of security, which can include such things as disallowing the running of any programs which do not have the proper cryptographic signature. This makes giving people the ability to modify the jar file troublesome, though this is a minor problem when compared to the others. 17 Integrated Development Environment – A tool to make development easier by integrating the editor, version control, compiler and debugger into one program. 18 API – Application Programming Interface – Libraries that provide useful functions. 19 http://www.eclipse.org 20 http://www.netbeans.org 53 A far bigger problem to allowing people to modify the game as originally planned is that everything the application will access must be in the Jar file, which means any user that modifies the game would also need to rebuild the jar and the jad files. This is not a trivial operation and automating it still leaves a troubling number of points of failure, which would take a skilled user to troubleshoot. A further nail in the coffin of the original idea of customizability, are gaps in the API that where unexpected: the very limited ability to manipulate files, there is no reflection and serialization is missing too. Due to the lack of serialization we decided to build the byte arrays ourselves without relying on the stream libraries provided by the J2ME API. This is a trade-off between the performance and the maintainability of the code. The code written using streams is slightly easier to read and is much easier to maintain if there are any changes. However it incurs a significant overhead in both the memory used and in the time required for the operation. This especially the case as the implementation requires that the addition of “try-catch” blocks which slow down some JVM21's by a significant factor, which would differ for each mobile phone JVM. There are two significant problems to which we have yet to find a good solution, one is presented by the Arabic alphabet which has multiple Unicode characters assigned to most of the letters, and some characters cannot be displayed by themselves but must be combined with another character to actually become displayable as glyphs. This generates a multitude of problems for both teaching the alphabet and for processing the words. String comparison can get very tricky, especially since some characters are optional in Arabic. By the same token seeing if words contain a letter or not automatically is a difficult task, and some letters have the same glyphs in some situations making it even more confusing. In fact this is a problem that has not yet been solved well on desktops, which puts it well beyond the authors’ capabilities on the mobile phone. A closely related problem is a design for the dictionary the game will use, since it needs to provide a wide range of possible information on words, such as producing words that match or do not match a certain letter, provide a limited list that the player is being trained upon, be easy to modify and have the capability of being easily modifiable to support new game modes. In addition it should be fast and lightweight in terms of memory requirements. There is no single data structure that fulfils all of these requirements, the best that could be done is to have several lists containing pointers to the same strings, but with string comparisons being as complicated assigning words to those lists automatically is difficult and doing it manually makes it a pain to modify. Some people consider the problem intractable in Unicode and propose to use a separate standard for Arabic, which doesn't help us but did make us decide to avoid tackling this problem as it is unlikely that we could have found a solution. Even though we abandoned our original goal of having the game easily editable by non-programmers we did strive to keep the game easy to modify even for a novice programmer, and believe we have at least partially succeeded, though some specific parts are still way too complicated, such as saving and loading the game. 21 JVM – Java Virtual Machine – The program that isolates MIDlets from the details of the particular phone it is running on. 54 5.2.2 Serialization and Reflection Serialization is a way to reduce a class to a byte array and the convert it back later, which is often used to simplify sending data over a network, or, more importantly for this game, to store a class and restore it at a later date. Reflection is a way for a program to analyse its own structure, and it can be used to do such things as making your own general case serialization solution. It is also required for profilers and most other Java tools to work. Without these features in J2ME, it makes exceedingly difficult to save games and restore them, since a general framework to do it cannot be made. It is also very difficult to make your own file format that is more flexible, such as something XML22 based formats, where new fields can be added without major changes to the parsing algorithm. Unfortunately those methods carry too much overhead for many phones, in terms of both memory and processing power needed. To create save game functionality we had two options, to have each class encode and decode themselves, or to have a central handler to do that. It was chosen to have each class handle their own encoding and decoding so that they have easy access to their private fields, as opposed to making all the fields public or protected, so that any changes are reasonably localized. However, this had the problem of creating class encodings dependent on each other, which means that if one needs to change a bit of the data saved in the one class, it might need to be changed in multiple classes to make it work. For example if the Point class were to store additional data, all the classes storing one or more Point classes as part of their data would have to update the amount of space they allocate for saving themselves and between the items that they save. Without the reading of files and without reflection, the original plan of creating a game easily modifiable by non-programmers did not become reality. This is because, without reflection, the only real option is to read configuration files. But with security and other considerations limiting accessibility to within the JAR23 file the configuration files would have to be included in the jar file. This unfortunately introduces many failure modes because the jar file has a specific structure and the accompanied JAD24 file would also have to be updated. Even if there was the addition of reflection, this case alone would not be resolved, as the record store25 can only be accessed once the application is installed onto the phone. It cannot be easily and generally accessed from outside the phone. 5.2.3 Collections Another API problem results from the cut down in the number of available collections26. This is in part due to J2ME being based on Java 1.2, and partly because it was cut down even further from that small selection. We did not write new general case collections, but there are several implementations of a linked list in the code, instead of just having one that has all the features that are used repeatedly. These are each tailored 22 XML – eXtensible Markup Language – A general purpose markup language JAR – Java Archive file – often used to place or package many files into a single file and is generally used to distribute Java classes and associated metadata (http://en.wikipedia.org/wiki/JAR_(file_format)) 24 JAD – Java Application Descriptor – describes the MIDlets in an accompanying JAR file. 25 Record store – memory storage mechanism for mobile phones in J2ME 26 Collections – Java implementation of commonly reusable data structures 23 55 to the task they fulfil, but even though this results in it being faster and more memory efficient, they also had to be individually debugged. This is unfortunately bad for maintainability. The reason additional collections where needed is because there are only 3 collections in J2ME, Vector27, Stack28, and HashTable29. And of those Stack is a subclass of Vector, which is implemented on top of an array. This has the advantage of having O(1)30 lookup, but insertion and deletion can be very expensive because many elements in the array might have to be shifted or a new array allocated if the insertion goes over the current array size, which makes the average case insertion or deletion O(n). By contrast we needed a data structure with fast traversal, insertion and deletion and we didn’t need ordering in two out of the three linked lists we made. Linked Lists31 have O(1) insertion and deletion and their traversal time is O(n), so that is just as fast as the Vector, but with faster insertion and deletion. Memory wise our they both occupy O(n) memory meaning that they will always consume about an equal amount of memory. The reason the speed was considered a major issue for the places where we used Linked Lists is because they are used at least once per tick, meaning any slowdowns would occur about 10 times per second. 5.2.4 The Concept of the Editor The original plan set out during the start of the project was to call for the game data to be easily editable by non-programmers. The limitations of mobile phones unfortunately put a stop to that idea. One of they key features planned was a Kismet32 like editor where different mini-games could be dragged into place and connected to simple logic objects and different dictionaries could be connected. Along with the capability to use Excel or similar software to create new dictionaries, it would have provided an interesting way to make the game customizable by the locals. This allowance for flexible retooling would have allowed the game to be customized in difficulty for a target group at a different age level or proficiency, or retooled to a completely different language by someone unable to program, and it would have enabled programmers to just write a new mini-game, to add to the functionality of the game. This in itself would also have made the development of the game easier in this project, as the original idea was to emulate the traditional style of RPG's to take advantage of the tendency of players to grind, which means to do the same thing over and over again; as this seems ideal for drilling people into some piece of knowledge, which must be learned by rote, whether that be the periodic table or how to read. 27 Vector – One of the Java Collections, implements an array that grows on demand. Stack – A subclass of Vector, this is like a stack of plates with being able to push plates on top of the stack and take them off. 29 HashTable – A Java Collection that provides a way to store Key-Value pairs and enables the fast retrieval of any value if you know they Key. 30 Big O notation describes the speed or size of an algorithm in easily comparable terms. O(1) means that the number of items don't affect the speed while O(n) means that doubling the number of items will double the time it takes. 31 Linked List - A data structure of nodes, where each node contains data and a link to the next node. 32 Kismet - Kismet is part of the level editor for Unreal 3 that provides a simple way to drag and drop objects in a flowchart like manner. This enables people to create complex scripts through the use of a visual interface without having to learn a scripting language. (http://en.wikipedia.org/wiki/Kismet_(gameplay_scripting)#Kismet) 28 56 We do have a partial editor inside NetBeans, but it is hard to use and it being inside a development environment will intimidate many people. It is also more limited in scope than we wanted being only able to edit the sprites and the world map, still it is something. 5.2.5 The Controls During the implementation of the controls, changes in the design of controls were discussed, in order to make the game and controls more intuitive. However, the Java API recommended that “portable applications that need arrow key events and gaming-related events should use game actions in preference to key codes and key names.“ In other words, it recommends one to just use of game actions for the keys and only guarantees that the four directions and the fire key exists. Thus in the quest to continue striving for compatibility, the decision was made to restrict the game to just using those keys. This is however does necessarily have to be seen as a restriction, as the concept is to keep the game simple and intuitive across multiple devices, i.e. movement and fire should suffice for all game functions. It was soon also discovered that the game action keys are defined by the manufacturer. In the case for the Sony Ericsson K series, which was the hardware used for the development, 2, 4, 6 and 8 seemed to be mapped to the directions, with 5 as fire. There is the risk that this might differ for different phones, and maintaining the same or at least similar behaviour between multiple applications on a phone should further help into making the game intuitive. There is the possibility of using key presses to override the native key game functions, however from a design perspective, it would be better to implement the game with the game action keys for general purposes and then modify these to specific phones, than implement the game for a specific phone and then try to generalise it thereafter. This was a programmatic design decision made to make the controls as compatible as possible, as all J2ME supported phones are expected to support such keys natively. Also game actions bypass certain buffers which means they have less latency than key presses. Development forums have several bug reports about how the behaviour of a specific phone or group of phones do not match the standard, and the only way to deal with it is to detect that type of phone it is and change the behaviour based on that. Hence there are companies that do nothing but port games to different mobile phones, because it is a time consuming and difficult process. Nokia even notes this by saying; “A lag between user key press and application response varies between different devices. Especially on some older devices and Java™ Platform, Micro Edition (Java™ ME), formerly known as Java™ 2 Platform, Micro Edition (J2ME™) games, the keypad lag may affect the game experience. A game may not run as smoothly as intended on all supported devices. Developers need to take this device-specific lag into account when testing their game. To achieve the best results, timing and calculation of keypad lag may need to be optimized for each supported device.” (Nokia, 2006) 5.2.6 Game Modes The current game is currently designed to be easy to modify with new mini-games being easy to drop into the game. There are parts that need some refactoring to make this better such as switching the SaveGameHandler from using raw byte arrays to using input streams which would make the various classes 57 less interdependent and it would be easier to read and modify, though whether we should do that change is an ongoing discussion because of the severe performance issues with using streams. 5.2.7 Sound The Java API makes very minimal guarantees about the capabilities of the sound player, and from the experiences gathered even those guarantees are not always met. Prior to installation one should query a device's sound capabilities and modify the sound files accordingly. But this is a difficult to achieve in real life, although newer phones seem to do this better in that regard than older ones so maybe the problem will fix itself. 5.2.8 Graphics There were experiences with some mystery glitches with the graphics systems on some phones that were unable to be reproduced on other phones or in the emulator which makes diagnosis and fixing them difficult. But since these problems occurred even with the small number of phones tested, the game on the amount of problems that this will occur in wider testing can be staggering. Fortunately, none of the graphics glitches so far have been anything more than minor annoyances. 5.2.9 Dictionary The dictionary represents several design challenges in that we want to be able to query it in a number of different ways for the different mini games while still being able to fit in the limited memory of a mobile phone. In addition it should be easy to modify and hold at least a thousand words. Considering the WAV33 files for that alone would take up around 30 megabytes even such an unreasonably modest version would stretch the capabilities of most mobile phones, though the WAV's being compressed into a jar certainly helps. In addition, the different alphabets, such as Arabic, combined with the limited string manipulation capabilities of J2ME poses its own set of challenges. For example most Arabic characters have between 3 and 5 Unicode characters that map to them, which makes string comparisons difficult, when added to that that some characters are optional and some ligatures have their own Unicode code. This is a general problem with the Arabic alphabet, to which no good solution has been found34. 5.3 Ideas for further development At the moment game play is too limited to be fun for very long. Important additions will be weapon upgrades which originally where planed with different sprites, but after seeing how small the sprites are that idea was dropped. Still it is an important reward mechanic in many RPG's, and representing a new attack with a different animation should do just as well. In addition there should be a game mode that acts as a character sheet so the player can check up on their stats, which should make levelling up more rewarding. Some forms of showing how much exp is needed till the next level have been considered but no good design for it has yet been found. 33 34 Waveform audio format – A simple way of storing complex audio streams, such as voices. http://www.k2.dion.ne.jp/~oibane/aonl/en/uni-prob.htm 58 5.4 Documentation Our code is well documented when compared to most, this is essential to make it easier for others to continue the project as it allows them to reference what the code is doing without having to read all of it. This is important if we want anyone to join in the project after us, since without documentation it is very difficult to get an understanding of what is happening, and hence the potential developer is less likely to join in the project, and even if they do it will take them longer to get up to speed. Also after not working on the code for a while we need the documentation too, because there are many details you just forget and looking them up in the documentation is a lot faster than re-reading the code. We haven't used unit tests because we have had many changes during development and the constant drastic changes of the code base would have meant a lot of extra work to adjust the unit tests all the time, and it wouldn't have helped the development. However now that the framework is more mature it is time to start adding unit tests to ensure that things don't break during refactoring or future development. 6.0 Evaluation of the Design (Shelton & Wiley, 2006) The challenge was to create a game using J2ME. This required learning the API and finding its limitations. Many of these limitations can however only be found when one has a need for a feature that does not yet exist. This section seeks to evaluate the design of the existing game, including the features that exist thus far. The decision to use Shelton and Wiley’s 2006 research paper on instructional designers is because it focuses on embedding engaging elements from video games into instruction. In our case, the project’s approach has been go the other way, where the engagement will bring the learning out of the game. Shelton and Wiley propose a modified version of Hedden’s conditions (Shelton & Wiley, 2006) to represent the efforts in creating learning environments, and provide explanation of these elements that focus attention and combine to form “engagement:” • challenge – the gamer is provided a goal, and activities (neither too complex nor too simple) are required to make progress within a situation or environment • proclivity – an environment that holds a personal interest, drawing an individual toward the subject matter in a way that sustains interest • uncertainty – imagining a number of possible outcomes to an activity, and the desire to want to reach an attainable stopping point which requires a measure of persistence They claim that off-the-shelf instructional software has tried to capitalize on the formula for motivating gamers using challenge, proclivity, and uncertainty with the goal of engaging the learner in educational activity. However, that the designers have failed to engage learners in the same way commercially successful video games have. “The disappointing results are due in part to how instructional designers have 59 used rigid methods when implementing models within the educational product environment.” (Shelton & Wiley, 2006) An example is when designers disengage the learner through conventional assessment activities. Much of educational software, including many of our own online courses, attempt to account for “learning” by offering a series of questions at the end of each lesson that reviews material that the learner encountered moments previously. This method is not only questionable in its effectiveness it also tends to disengage the learner by taking their attention away from the gaming environment. When students are using games to learn, they are actively seeing and doing, rather than listening and reading. Depending on the learning style of each student, playing a game where they are actively engaged and personally invested motivates them to retain the information presented (Whelan, 2005 as cited in Batson & Feinberg, 2006, p42i). The way the environment helps maintain the gamers’ interest, drawing the gamers into the subject matter realm, is key to intrinsic motivation. Thus the formula will be kept in mind when evaluating the game. 6.1 Design Decisions One basically will not be able to think about verbs, nouns, adjectives, etc. Until they know the fundamental building blocks of the language that they know how to speak. And until they know how to read, it becomes difficult in creating reading games involving such things. One way would be through the use of images and symbols but even that will require the learning and understanding of some type of system, which will require the user to take time to do the mapping. It was therefore a decisive decision to begin with the fundamentals of being able to firstly feel “comfortable” with the alphabet system of the language. As explained in the Arabic section of the report, the difficulty lies in not only recognizing the text but also what they look like when combined with other letters to form words. However, any chance of recognizing such combinations may be slim, if the individual letters are not recognized to begin with. It was thus decided to focus on the basics and design games to help the learning process of this. Having researched existing games made for the PC, the one element that was apparent in games where the player was not expected to be able to read, was the wide use of sound to explain the activities involved in the game. The sound was used in combination with visuals in order to provide a combination of feedback to the user; to help the user complete the activities to progress. This however is unfortunately not applicable to the mobile phones’ systems that we are targeting, as the number of resources is nowhere near the same. Decisions thus had to be made in order to make it work with the mobile phone. 6.1.2 No Menu The assumption that users who owned mobile phones knew how to use the mobile phones was made. However, the assumption that they did not know how to read any of the phone menus was also made. As phones these days are capable enough to carry various numbers of icons in different sizes, we assume that the users will navigate based on these icons for guidance. 60 The decision of excluding an in game menu was thus thrown out, due to the fact that menus are often text based. There is the slight possibility, however, of creating menus with symbols and images, but this in itself will require research into how people in the different regions in the African countries associate the symbols. An arrow seen from a Westerners perspective may very well be different from that of an African. The same goes for the associations involving colour. One idea was to create a menu based on number of stars, where the difficulty would increase depending on the number of stars that the user would choose. This would not only make things easier but from an implementation perspective, it may also have been easier, as less information would have to be stored like the way it currently is. But as the number of stars may not necessarily be intuitive, it was decided to leave these for another time. It was thus decided that at this conceptual stage, we pursue building the game and make it simple enough, with the aim that the user can figure out the game through trial and error by using their intuition (which in itself is also a “biased” idea). The goal was to develop a game that could then be tweaked accordingly to fit the regional needs. The dangers of providing no menu can simply mean that if the user were to e.g. quit the game, they may not know how to. As an extension of this decision there is no menu to save or load the game, so the game is saved when the user quits and restored when he comes back. This was then latter amended to not restore some information, for instance the Word Matching Mode is not reset at all due to the time limit, and because it’s trivial to go back into it. 6.1.3 Limited Sounds As phones do not have the tendency of carrying a lot of memory, sounds and the quality of them have also been limited in order to not only save memory but also processing power. Sounds provide the capability of being able to reveal the instructions through the use of voice dialogue. The combination of this and some animation sequences could provide feedback to the user to see how things are done. This in itself is however a rather complicated process and was not prioritised at an early stage. 6.1.4 Colours High contrast colours were decided for use as mobile phone screens vary in quality and the contrast changes accordingly depending on the angle the phone is held and the amount of sunlight available. As a document guideline from NokiaForum put it, “Often mobile games are played in situations where viewing the screen is challenging. For example, bright sunlight requires very good contrast to make objects on the screen easily visible. Playing a game on a moving vehicle, such as a bus or a train, makes it harder to perceive movement on the screen. And different game objects need to be clearly differentiated from the game background (Nokia, 2007). The choice of colours were however not chosen to represent anything symbolic in particular, as this was not an area of research that was chosen to be conducted. There is the realisation that the colours of green and red may become an issue to those that are colourblind. However, the contrast may be high enough to reveal the differences between the two. This however is an aspect that needs to be tested and researched on. Upon deciding the change of colours, these can be changed quickly using RGB hexadecimals in the code. 61 6.1.5 Icons As the goal was to make a framework that was ready to accept modifications, sprites were not a priority. The choice was to use simple sprites in order to provide the user with feedback in order to tell the difference between the character and the targets in question. Current issues with this: Despite the fact that each sprite on the level represents a type of game, the sprite itself provides no relation to what puzzles are to be expected. These symbols, like the rest of the visuals, will however be an area that must be researched in, when working further on the project in the future. They will then be suited to the target groups in question. 6.1.6 Music Thus far there is no music, as the addition of music playback is expected to be trivial. Things to be aware of however are the compression size and quality of the music in question. The music may not be too short and will have to be capable of looping without sounding jerky when doing so. It will also have to sound decent on mobile phone speakers, i.e. certain editing measures might have to be taken in order to make it sound better. Whether the music is to set a tone in the game is also something to be decided. However, to decide this will be a research area in itself, as the triggering of emotions will vary depending on one’s cultural background. It is thus important not to select music that will be considered irritating. Another problem with playing music is that the mobile phone might not be capable of playing more than one sound at once, so playing both the music and the wav files might become an issue. And in the case of the possibility of adding midi35 music, applications and games tend to ignore the “silent profile” on the phone, if it is set, when played. Last but not least, music may affect the some of the existing games, as the mix of music and the playback sound of the letters may come out muffled from the mobiles. Thus unless one uses a phone headset, the quality will be worse than the already “poor” version in the phone. 6.1.7 Voice The alphabets are taken from a source, which goes through all the alphabets one at a time. This provides the game with the capability of separating the individual sounds for playback. An attempt on using a speech synthesis system (Festival36) was done with the English version. But although the reading up of sentences sounded relatively “okay”, the reading up of single words were not very clear. However given our lack of a recording studio and time constraints we left the generated sounds as good enough for this proof of concept. 6.1.8 Narrative We deliberately left the narrative very vague because we wanted to avoid tripping on any cultural taboos we are unfamiliar with; and because it is hard to tell a story without text. Animations and sound could be used to convey the narrative, but the limited space on mobile phones makes that option less attractive. 35 Midi - Musical Instrument Digital Interface – A simple way to store music made by instruments, very compact but can't handle the more complex audio, like voices. 36 http://www.cstr.ed.ac.uk/projects/festival/ 62 6.2 Evaluation of the Mini Games 6.2.1 Creature Battle Game This game of matching the sound with the correct letter or word contains a simplistic design. The current potential problems lie in the user interface, the sound quality and the hit/miss feedback. As text cannot be used and specific symbols have not been investigated, questions regarding the status bars come to mind. See picture below. The current version of the health bar carries a blue frame with a dynamic green fill. It is most definitely difficult to see what this bar could represent. That in itself poses a problem regarding usability. When playing the game however, every time a laser beam from the spiders shoots the character, this bar will decrease towards the left. This will continue to do so until there is no health left and the character will then get kicked out of the match. This sounds almost logical enough after being told about it, but is it usable? The player can see when the character is hit by the small pie Figure 23: Screenshot of Health Bar charts, that decrease and display in green or red, depending on whether it was a hit or a miss. However, having created a blind test on others, where the sound was not working, it was difficult to tell what was happening and what the difference between the red and the green was. This is because without the sound, the player is not able to hear whether the word is repeating itself whenever he/she chooses a character. This results in the player not knowing for sure as to whether the red or the green represents a successful hit. One could possibly guess by making associations to traffic lights that the green is a good hit and the red is a miss. This assumption alone is however not compatibly intuitive enough, as not everyone from any place let alone modern cities, necessarily associate colours in this way. What could help with this is a combination of the pie charts or other health bars and some animation to aid it, e.g. an animation of jumping joy when the enemy is hit and an animation of being knocked down whenever the character is hit. This can be coupled with sounds in order to provide the full feedback. Alternatively, if one was to save on creating sprites, sound could be put in focus, where a joyful tune could be played when the enemy is hit and a dreadful tune of sorts when the character is hit. But the danger of using sounds in this way is that it may quickly become irritating as the tasks repeat themselves and the same sounds play over and over again. This could lead to a poor incentive to continue playing the game and decrease the overall motivation to learn through this medium. One way to get around this is, to provide various sounds by putting them into different categories (such as joyful and sad) and randomize them depending on which category should be played. This will however lead to an increase in the sound library, which in return will require more memory and may still not fix the possible problem of annoyance. 6.2.1.1 The Sound Due to memory issues, sound needs to be compressed to a certain size. If one was to follow the Java mobile phone recommendations, one will need to keep the sound files to 8 KHz in order to keep compatibility at its 63 highest. Doing so will however decrease the sound quality by a lot. Having tested the results of these after manipulating the files, it was realised that the quality of the sound was not very usable. Couple this with the poor phone speakers and it sounds even worse. The game currently uses 16 KHz to retain some of the quality and has been set to mono. This in result means larger files and may have been the reason that the sounds played back on the one phone and not the other. 6.2.2 Memory Game The interface in this game as the previous is kept simple. The idea is for the player to match the same alphabets with one another. But as the level of the character increases, the tiles will be overturned so that it becomes a “typical” memory game. To be successful in memory games requires some form of pattern recognition; whether it consists of certain details in an image or if the general impression of the image is recalled. As it is with pictures, there is a possibility that this is also the way most will acquaint themselves to unknown alphabets. The difference lies in that alphabets are often paired with some form of sound, which in turn provides more stimulants for the brain. It was decided in this game to focus on training the visuals to allow the user to gradually feel more comfortable with the individual “patterns”. In the English prototype, the learning first involved matching an alphabet of upper case with upper case and lower case with lower case. In the Arabic version, the idea is to match each alphabet with one another but later be capable of matching all 4 versions of the letter with one another. Creating the 4 version mapping can quickly become a daunting task, as every error causes the memory blocks to turn over again. If the game is to take too long, there is the possibility of pure boredom and no reward. Thus, if one was to refer to Flow (Fullerton, Swain, Hoffman, 2004), the player would most likely not reach the optimal state and thereby also not be motivated to continue the learning process. However, if during the beginning, the player has had success in mapping the original alphabets in succession; the selection of the other versions can display the alphabets in various versions at the same time. The issue that arises here is screen space. 6.2.2.1 Screen Space During the design of the memory game, the prototype very quickly showed that creating a 5x4 case became a difficult task to complete. This is because the resolution of the screen requires one to scroll horizontally and vertically from the one end of the table to the other. A suggestion could be to make the boxes smaller, however this affects the font size drastically, which in return affects the clarity of the letters. Thus unless one is able to read before hand, the clarity is of utmost importance to make out the words. But nevertheless, as it currently stands, with primitive graphics, the environment may not hold the player’s interest for long. 64 6.2.3 Letter Finding Shooter Game This game has seemingly been the most intuitive one out of the three tested. Most knew right away that one had to aim and shoot at something. For the most part, it took some of them time in order to figure out what exactly to shoot, as the version we had implemented contained both individual words and single alphabet letters. Most noticed the large font letter in the middle of the screen and started shooting the individual letters only, but were confused as to why they were losing anyhow until they hit one of the long words by mistake and got a “successful” feedback. When hitting the wrong word, the letter turns red and disappears, whilst when hitting the correct word, it turns green and disappears. This allows for the instant feedback and for the player to adjust accordingly. But with the current version, the rate of the letters and words fall too quickly, as it has been set so that the more correct answers one has, the faster the rate it will fall, thereby making it more challenging. As these game sessions are meant to be kept short, so as to not bore the individual and continue to provide a challenge, the rate was set high. It was however realised that even for those that know how to read, they found difficulty in maintaining their consistency and thereby became overwhelmed by the falling letters and the letters overlapping one another. The fix for this will have to do with tweaking the speeds accordingly after having play tested these for the target group. It will have to be implemented in such a way so that the speed of getting a certain amount of answers correct will lead to a speed adjustment of some kind. The game was originally planned to carry these features and then also be extended into a semi-rhythm game where the letters are spoken whenever they are hit. The adjustment in the version of the game that will be released will include a letter only, so that one only sees single letters raining down. And whenever the correct alphabet is hit, the sound will play. The possibility for emergent game play will stem from the users finding some sort of pattern or rhythm on their own, to hit the letters in succession. 6.2.3.1 Controls These may have to be changed along the way. As they currently stand, it is a challenge to move and shoot the cursor. However, the question regarding whether the crosshair should move like a hockey puck on ice, or provide the user with a little “easier” control is up for discussion. The way to test this will have to contain a comparison test, which should find out: 1) Which version of the controls the player likes. 2) If the player enjoys having more control or a little less in this particular game. 3) If it acts more as an irritant than a challenge. 6.2.4 Final Evaluation The games in question contain potential but still require plenty of tweaking in order to enable them for final deployment. What the game as a whole currently lacks is the feeling of proclivity and uncertainty, as the world as it stands is pretty stale. This is in due part, as mentioned, because of the icons used and how the progression feedback is not clearly shown. 65 The only progression feedback that is shown is in the mini games themselves; however that still makes it currently detached from the game world itself. The only current indication is the health bar, which can be refilled again, depending on the game selected. And due to this, the challenges are also in the mini games themselves and do not feel as part of the “greater world”. As the game currently stands, from the perspective of playability, there is work left to be done for the implementation, including getting the Arabic letters and sounds to work. Combining all the thoughts from the evaluation should provide some steps closer to a game that will be able to tease the intrinsic motivation and thereby tickle the features for learning. 66 7.0 Reflections (O’Malley et al, 2003 as cited in Naismith, Lonsdale, Vavoula, Sharples, 2006) Practical concerns regarding mobile learning were developed in the MOBIlearn37 project. These are used as guidelines for discussing the product in its current state. Investigate a cost model for infrastructure, technology and services. Study the requirements of all those involved in the user of the technology (learners, teachers, content creators) to ensure it is usable and acceptable. Assess that the technology is suited to the learning task and examine advantages and disadvantages of each technology before making a decision on which one to use. As presented in the introduction, the infrastructures regarding mobile telephones are already in place. Most already have phones and are a part of their everyday lives. Personal cost saving strategies has lead to people in Africa using their phones in creative ways. This openness to using their tools in “new” ways to achieve their purpose may result in them being more open to such a learning application. However, in order to get such an application out to the phones may pose problems, as the existing infrastructures such as WAP may not be affordable or used by most. And if they are not able to read, use of this WAP technology can almost be avoided. It has thus been proposed that the game comes pre-installed in the phones to begin with and that for more versions of the mini games that may appear over time; these can be updated in centralised service centres in Africa. Before being able to carry out the above, the game will need to be extensively tested on different versions of mobile phones and tweaked according to the specifications of those phones. As this project has been focusing on creating an application for the individual, reliance on teachers have been avoided. This however does not mean that the content creation process cannot include teachers, parents and others. It is one of the prime reasons for attempting to research and understand the theory behind various forms of learning. Closer inspection into these areas with people specialised in the fields of teaching, usability, linguistics, culture, graphics, sound etc. should provide very solid material for creating educational games for different purposes. Mobile phones provide other features than “just” the ability to play games. Their networking and communication advantages are numerous. However one must keep in mind the cost structure involved in using such services. And in the case where phone messaging (SMS) oriented learning can be used, even if it were available, it would first only become useful for those that have passed the fundamentals of reading. Whether the mobile phone is a better “learning game tool” than the possibilities provided by a more powerful machine, such as a laptop, can be discussed. But the fact of the matter is that the 37 MOBIlearn is a worldwide European-led research and development project exploring context-sensitive approaches to informal, problem-based and workplace learning by using key advances in mobile technologies. (http://www.mobilearn.org) 67 Assign the necessary roles for initiating and thereafter supporting mobile learning. Develop procedures and strategies for the management of equipment when it is provided by the institution. Provide training and (ongoing) technical support to the teachers to enable them to use mobile technologies to enhance current and to enable new instructional activities. Consider the user of mobile technologies for student administration tasks. Consider the user of mobile technologies to support collaborative and group learning. Discover and adopt suitable applications that match the needs of your specific classroom and map directly to your curriculum needs. Ensure security and privacy for the end users. mobile phone “solution” is the fastest way to get the material out to the people. Service centres or help centres of sorts will be required in order to provide aid, especially during the beginning. The target groups will need to be taught how to use the applications in question. Those that have learnt how to use the application and play with it can then teach others how to get started. Content creators will have to be educated to learn how to add new games to the system. And to get this to work, a formalised system for submitting and adding games will have to be created. This will have to be dealt with through the use of user guidance from the service centres, which may consists of stores that cell phones; private salespeople, etc. Instructions and guidelines will have to be made – i.e. a graphical manual. Whether the game in this project will be considered as part of an educational system will have to be tested and researched on before even considering it. This is because the design of a pedagogical application, which is to be part of a classroom will most likely carry another form of instructional design. This is because in such a case, it may be best to nurture the possibility of consulting and using the available teacher, parent or counsellor. See previous two comments. Not applicable for this particular project. However will be interesting to look into for future feature expansion. Not applicable for this particular project. However, if groups end up gathering together to play the game, that will become a good by product of the current design. But this is definitely an area to be looked into in future iterations, after first getting the mini games right. Not applicable for this project. Not applicable for this project. Statistics and the likes are not kept in the game. Information of any kind if not asked to be inputted either. Table 8: MOBIlearn Project guidelines for practical concerns regarding mobile learning applied. 68 Becker cited that “Gee (2003) has offered 36 principles for how games help players learn though it is not clear whether all games must implement all 36 principles, or if some principles may be better suited to some kinds of games (and learning goals).” In the case where the play testing of the mobile game creates a complete product, the continuous experimentation after this will allow one to collect enough data to be able to reach a closer conclusion. At the end of the day, how games help players learn is often also highly dependent on what the material to be learnt consists of. Cited in Becker (2008): Games need to be embedded into practice and in accordance with sound pedagogic principles and design. More research is needed to: - - Provide empirical evidence for how game-based learning can be used most effectively Quantify how much and in which ways games and simulations are currently being used most effectively to support learning. More effective supporting materials are needed to support practitioners There is a need for guidelines, case studies and exemplars from current practice to inform and improve the quality of delivery of games-based learning across the sector and to support better future planning and resource allocation. The games development and education communities must be brought closer together in order to build shared vocabularies and expectations New learning designs to support effective game-based learning experiences. Educators and practitioners need to become involved with games development for learning More opportunities for staff development needed (supported by a more coordinated approach to staff development and opportunities for buying out staff time to allow tutors time to explore and experiment with existing tools and game spaces). (de Freitas, 2007) Many of these are challenges that we faced throughout the product development lifecycle of the game. The question which has also lurked was how one could develop a game for education, when one was not a specialist in this field. Depending on the results from testing the game, this answer remains to be seen. However, as stated by Becker (2008), designers tend to create certain learning paths throughout the game as a result of the design. But whether this makes them educators is another question to be answered. And despite placing oneself in the shoes of the player, not all the answers can be answered, which is why play testing sessions exist to begin with. An empirical research based on the game should provide another step towards answering this. How does multiplayer affect such a game? As a large area of research in e-learning including games research consists of social cognitive studies, one question is how individual mobile games will become, if the aspect of multiplayer were added to it. This would most likely call for a change in the existing design, as seen in single player games turning into multiplayer games throughout history. However, whether it will be vastly better or not will depend highly on: 69 1) How it is designed. 2) Whether the material is something that individuals will tend to learn by themselves anyhow, even when the game is multiplayer. 3) If the medium for social interaction and communication is designed or developed properly. 4) If there is a need for the important role of a teacher/moderator to be involved. 7.1 Other Areas of Research There is always the possibility that the ability to learn in another topic can contribute to the learning of a language. Variables, such as the social influence and learning theories in other areas such as mathematics has not been investigated. These can possibly influence the person’s ability to learn and thereby affect the results of the use of the program. As theories have shown that many tend to use cognitive thought in order to predict and decide their reactions to future events in the game, will this also mean that those who are learned in mathematics will have an advantage, as this too is emphasized on cognitive thinking? And as computer games for language learning are seemingly creating cognitive stimulant worlds to aid the learning of one’s linguistics, the correlation between the two developmental skills will be interesting to research into. Learning strategies have been used by teachers for students for many years. Such strategies consist of two main strategies: cognitive and metacognitive learning strategies. In the case of cognitive strategies, learning languages appears under this category, as it consists of repetition, monitoring by the teacher and feedback for the students to adjust to. This is very much similar to what a game is. A game tends to monitor what the player is doing and as a result will decide what to display accordingly, e.g. if the player gets the question wrong, the game may show an X and if it’s right, it may show a tick. The main difference between the two, if one puts the social interaction on the side, is how the cognitive learning strategy involving the teacher requires time to be taken by two individuals, whilst the game method for a mobile phone (unless it’s multiplayer) requires that of a single person. Requiring the time of two people may influence the way material is taught and learnt, as the person may see it as pressure, whilst playing in a game may be different. Speculations aside, this is an area of research to be investigated further into and may just affect the outcome of what types of games be effectively used (important that it does not refer to “best” as the authors of this project feel its relevancy is not heavily weighed) under what settings and conditions. 70 8.0 Conclusion As research has shown, there is no single instructional design that can be applied to every culture, but that the aspect of learning correlates highly with motivation. There is also a correlation between motivation and fun. This is where our product of a mobile game fits in, since games and play have been used to learn throughout history and even many animals use play to learn. During the process of building the mobile game we found many problems to overcome. Having wanted to initially develop a framework which not only allowed the adding of different games and game types, but also allowing editing and reconfiguration of the games, this was technically not plausible. Whilst not impossible to do with non optimal itty gritty workarounds, it would have created many issues regarding accuracy and testing. One could see it like using a keyboard as a spoon to eat one’s cereals: It can be done, but may not be the most optimal solution. In implementing the game, the limited available libraries in the API became clear, when storing and writing of data was needed. Due to the lack of functionality, such as serialization and reflection, methods of implementation had to be changed from “regular” Java. These changes in habit also included optimizing processes for throughput and changing the code structure of the game. As the development of the framework was not a possibility, the next best thing was to clarify and focus on creating the application itself with classes being as independent and decoupled as possible. A lot of time was then allocated to make sure that these classes well documented, in order for any other person to be able to pick up the project and add to it. The framework is currently now flexible enough for a new person to add their own mini game with the changes of very few classes, including the dictionary. During these phases of implementation, tests were carried out in the emulator on the PC. However it was soon found out that the resolution on the PC emulator never changed, despite setting a fix resolution. This required one to transfer the files to a phone to test how it would look and work. With this quickly becoming a habit of the process, the known mobile problem of different hardware standards became even more apparent than originally thought. Having used Sony Ericsson phones, both from similar generations, gave different results. Besides the difference in screen resolution, which is predetermined, the playback of sound would not work on one of the phones, even after attempting to tweak the phone settings. And the next difference was that regarding the sensitivity of the controls that were slightly different. With such issues appearing even with what seemed to be very similar phones, one can imagine the amount of time and work that will need to be put in to customize and tweak the game to each phone in Africa. Resources will have to be put there unless it can be pre-installed in certain models of phones, so as to limit the problems that can be encountered due to variations in hardware. These were the problems related to the implementation of the mobile game. However as the goal was to develop a learning game for people who were not able to read, this posed another challenge in its own right. Many fundamental aspects of learning, such as visuals and sound, are difficult to implement on the mobile platform. Inspiration was taken from desktop educational games, however direct porting of such games is 71 nearly impossible. When developing for mobile game one must consider the limited screen size and controls. The key to making a good game on the mobile phone, however, is to make use of this simplicity as an advantage for game play, and not as a limitation. An important aspect of creating a mobile game for our target group that does not know how to read is a big challenge for a game designer. It precludes using text menus and other common user interface designs. Thus the design of the game called for enough simplicity so as to make the game intuitive enough to not puzzle the player for too long a period. The learning was also embedded into the game, so as to not distract the player from focusing away from the main goal: to play with the character in the game to face new challenges and work on improving; as opposed to trying to figure out how to navigate and play. On PCs, sounds and large graphics can be used in place of menus; however this is a problem on a mobile phone. Thus raises the question if the mobile phone is the appropriate platform for this kind of game. We all know how sitting and studying for long stretches of time can be inefficient and how there are moments throughout the day where one feels like doing something, e.g. learning. This is where the strength of mobile phones’ quality of “use it wherever and whenever one wants” can be cherished and should be preserved. Learning is considered fun when one is not forced to do so and mobile games allow people to study where and whenever they are highly motivated. This is where the game developers and educational experts have the opportunity to work together to overcome these shortcomings and determine what roles the mobile phone can and should occupy in teaching. This is because as current mobile phones have such a limited input and output functionality, they will not be able to replace the “classroom”. However like traditional flashcards and board games has had a place in education, mobile phones also have its place in being able to already provide training for specific things. In this particular case, when applying mobile phones to Arabic script, it is fundamental that the player learn the letters that make up the alphabet. Research has shown that the mapping of the sounds and the visualization of the letters provide the most efficient form of learning amongst children. One big question remains as to whether the mobile phones will be a good platform for teaching people how to read Arabic words, due to the complexity in not just the implementation, but also in the language itself. It will require a large library of images and sounds in order to make this happen. Alternatively, these games can be released as isolated cases, i.e. different game versions that will allow the players to practice on different sets of letters and words where there are commonalities. Here again, educational experts in language learning and teaching should be able to provide their input regarding effective (not necessarily the theoretical optimal) solutions to teaching the language. However, before being able to complete the game for deployment, it will also require expertise in user interfaces to make certain of the symbolic undertones that may aid positively or affect negatively to the learning experience. Such culturally related aspects should not be undervalued as they may be the deciding factor to the success of the game. 72 Is creating games for the mobile phone platform a viable solution for the illiteracy in Africa? It has its place. Will it do wonders for the state of illiteracy? This will depend highly on the collaboration between the developers, the academics and the phone companies. Are games a better solution in comparison to the usage of networked services to create games via use of e.g. messaging services? That depends on the target group and the area of training in question. But in all practicality, why not have both if they both end up showing to provide good means and results for learning? 73 List of References January 2005, Issue Six, "The Newsletter of the MOBilearn Project" http://www.mobilearn.org/download/press/Mobilearn%20Newsletter%206.pdf MOBilearn Project http://www.mobilearn.org/press/press.htm Mobile Learning: Hands-On Workshop http://www.hotlavasoftware.com/LMA/BYOL%20SALT%20FEB%202008.pdf Nokia Mobile Game Development Resources: Mobile Game Graphics – Overcoming the Small Screen Challenge, Version 1.0, (Jan. 16. 2007) http://www.forum.nokia.com/info/sw.nokia.com/id/efbc3add-2217-4e51-bdcbddb7961cd9ad/Mobile_Game_Graphics_Overcoming_the_Small_Screen_Challenge_v1_0_en.pdf.html Evolution of Mobile Gaming http://www.forum.nokia.com/info/sw.nokia.com/id/c52ab94e-e29d-498a-a36ae80296e4184a/Evolution_Of_Mobile_Gaming_1_0_en.pdf.html MIDP 2.0: Game API Developer's Guide (with Example) v2. http://www.forum.nokia.com/info/sw.nokia.com/id/748737bb-3d12-46ab-b4bb355091c205dd/MIDP_2_0_Game_API_Developers_Guide_v2_0_en.zip.html Turn Limitation into Strength: Design One-Button Games, Version 1.0 (May, 2006) http://www.forum.nokia.com/info/sw.nokia.com/id/8dff4326-3979-4149-96c05fa95a14a3cb/Turn_Limitation_into_Strength_Design_One-Button_Games_v1_0_en.pdf.html Mobile Game Playability Heuristics http://www.forum.nokia.com/info/sw.nokia.com/id/5ed5c7a3-73f3-48ab-8e1e631286fd26bf/Mobile_Game_Playability_Heuristics_v1_0_en.pdf.html http://www.forum.nokia.com/main/resources/documentation/games.html Designing Mobile Games For WAP http://www.gamasutra.com/view/feature/3475/designing_mobile_games_for_wap.php 74 Juul, Jesper, A Clash between Game and Narrative (November, 1998) http://www.jesperjuul.net/text/clash_between_game_and_narrative.html Bateman, Chris, Only A Game - 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E., Wiley, D., Instructional Designers Take All the Fun Out of Games: Rethinking Elements of Engagement for Designing Instructional Games, Department of Instructional Technology, College of Education and Human Services, Utah State University (2006) http://ocw.usu.edu/Instructional_Technology/Instructional_Games/AERA06_IDgames-bes_dw.pdf Farmer, D., “Flow” and Mihaly Csikszentmihalyi (Mar. 18, 2007) http://www.austega.com/gifted/articles/flow.htm IDEAs that Work and American Institutes for Research, Learning Strategies and Mathematics, The Access Center (Sep. 26, 2004) http://www.k8accesscenter.org/training_resources/LearningStrategies_Mathematics.asp Kreutz, C., Mobile phones for development = grassroots innovations (Jul. 20, 2008) http://www.crisscrossed.net/2008/07/20/mobile-phones-for-development-grassroot-innovations/ Bogler, M., Portfolio Purpose and Educational Philosophy, (Apr. 7, 2006) http://miriambogler.org/Educational2.htm Egenfeldt-Nielsen, S., Beyond Edutainment – Exploring the Educational Potential of Computer Games, (Feb. 2005) Collins, T. G., English Class on the Air: Mobile Language Learning with Cell Phones, IEEE Computer Society, National College of Education, National-Louis University, Chicago, USA (2005) http://ieeexplore.ieee.org/stamp/stamp.jsp?arnumber=01508712 Fullerton, T., Swain, Christopher, S., Hoffman, S., Game Design Workshop: Designing, Prototyping, and Playtesting Games, CMP Books (2004) Hamer, C., Creating Mobile Games – Using Java ME Platform to Put the Fun into Your Mobile Device and Cell Phone, Apress, (2007) Bixler, B., Motivation and its Relationship to the Design of Educational Games, (2006) http://www.nmc.org/events/2006summerconf/materials/Bixler/m&g.pdf Squire, K., Open-Ended Video Games: A Model for Developing Learning, (Jul. 25, 2007) http://website.education.wisc.edu/kdsquire/manuscripts/squire-open-ended-games-macarthur-salen.pdf Koster, R. A Theory of Fun for Game Design, Paraglyph Press, Inc., (2005) 79 Chinnery, G., EMERGING TECHNOLOGIES Going to the MALL: Mobile Assisted Language Learning, Language Learning & Technology, Vol. 10, No. 1, pp. 9-16 ( Jan. 2006) http://llt.msu.edu/vol10num1/pdf/emerging.pdf Reading Theory Spencer, L. H.; Hanley, J. R., Effects of orthographic transparency on reading and phoneme awareness in children learning to read in Wales, British Journal of Psychology, Vol. 94 Issue 1, pp. 1-28 (Feb. 2003) Goswami, U., Synthetic Phonics and Learning to Read: A Cross‐language Perspective, Educational Psychology in Practice; Vol. 21 Issue 4, pp. 273-282 (Dec. 2005) Leppänen, U., Aunola, K., Beginning readers' reading performance and reading habit, Journal of Research in Reading; Vol. 28 Issue 4, pp. 383-399 (Nov. 2005) Morgan, P., Fuchs, D., Is There a Bidirectional Relationship Between Children's Reading Skills and Reading Motivation? Exceptional Children; Vol. 73 Issue 2, pp. 165-183 (Winter 2007) Torppa, M., Tolvanen, A., Reading development subtypes and their early characteristics, Annuals of Dyslexia; Vol. 57 Issue 1, pp. 3-32 (2007) Roberts, G., Torgesen, J., Boardman, A., Evidence-Based Strategies for Reading Instruction of Older Students with Learning Disabilities, Learning Disabilities Research & Practice (Blackwell Publishing Limited); Vol. 23 Issue 2, pp. 63-69 (May. 2008) Denton, C., Vaughn, S., Reading and Writing Intervention for Older Students with Disabilities: Possibilities and Challenges, Learning Disabilities Research & Practice, Volume 23, Issue 2, pp. 61-62 (May. 2008) Faggella-Luby, M. N., Deshler, D. D., Reading Comprehension in Adolescents with LD: What We Know; What We Need to Learn, Learning Disabilities Research & Practice, Volume 23, Issue 2, pp. 70-78 (May. 2008) Ebbers, S. M., Denton, C. A., A Root Awakening: Vocabulary Instruction for Older Students with Reading Difficulties, Learning Disabilities Research & Practice, Volume 23, Issue 2, pp. 90-102 (May. 2008) Patterson, M. B., Learning Disability Prevalence and Adult Education Program Characteristics, Learning Disabilities Research & Practice, Volume 23, Issue 1, pp. 50-59 (Feb. 2008) Harlaar, N., Dale, P., Plomin, R., Reading exposure: a (largely) environmental risk factor with environmentally-mediated effects on reading performance in the primary school years, Journal of Child Psychology & Psychiatry; Vol. 48 Issue 12, pp. 1192-1199, (Dec 2007) Abu-Rabia, S., The Effect of Arabic Vowels on the Reading Comprehension of Second- and Sixth-Grade Native Arab Children, Journal of Psycholinguistic Research; Vol. 26 Issue: Number 4 pp. 465-482 (Jul. 1997) Saiegh-Haddad, E. Correlates of Reading Fluency in Arabic: Diglossic and Orthographic Factors, Reading and Writing; Vol. 18 Issue: Number 6 pp. 559-582, (Aug. 2005) 80 Taouka, M., Coltheart, M., The cognitive processes involved in learning to read in Arabic, Reading and Writing; Vol. 17 Issue: Number 1 pp. 27-57 (Feb. 2004) Schiller, N. O., Ferreira, V. S., Xavier, A. d F., Words, pauses, and gestures: New directions in language production research, Language and Cognitive Processes, Volume 23, Issue 2, pp. 258-281 (Mar 2008) Kauscke, C., Lee, H. W., Pae, S., Similarities and variation in noun and verb acquisition: A crosslinguistic study of children learning German, Korean, and Turkish, Language and Cognitive Processes, Volume 22, Issue 7, pp. 1045–1072 (Nov. 2007) Horton, W. S., The influence of partner-specific memory associations on language production: Evidence from picture naming, Language and Cognitive Processes, Volume 22, Issue 7, pp. 1114–1139 (Nov. 2007) Huxley, F. C., Contrasting Semantic Structures in English and Arabic: Problem and Promise in SecondLanguage Learning, Anthropology & Education Quarterly, Vol. 17, No. 2, pp. 67-99 (Jun., 1986) Shaywitz, S. E., Dyslexia, A new model of this reading disorder emphasizes defects in the languageprocessing rather than the visual system. It explains why some very smart people have trouble learning to read, Scientific American Inc. (Nov. 1996) Bouchentouf, A., Arabic for Dummies, Wiley Publishing Inc., Indiana (2006) Saiegh-Haddad, E., Correlates of reading fluency in Arabic: Diglossic and orthographic factors, Reading and Writing, Vol. 18, pp. 559-582 (2005) Ziegler, J. C., Goswami, U., Reading Acquisition, Developmental Dyslexia, and Skilled Reading Across Languages: A Psycholinguistic Grain Size Theory, Psychological Bulletin, Vol. 131, No. 1, pp. 3-29 (Jan. 2005) Abu-Rabia, S., Siegel, L., Reading, Syntactic, Orthographic, and Working Memory Skills of Bilingual ArabicEnglish Speaking Canadian Children, Journal of Psycholinguistic Research, Vol. 31, No. 6 (Nov. 2002) Games Dora The Explorer – Lost City Adventure, Infrogrames Interactive, 2002 Silme Forest Adventure, http://lrnj.com Knuckles In Chinaland, http://www.kicl.info Other Resourceful Links http://www.13bit.at/projects.html http://www.educationarcade.org/iglf_program 81 List of Figures and Tables Figure 1: differences in subscribers between fixed lines and mobiles between 1994 and 2004...................... 9 Figure 2: Table of “A New Model of Distance Education” from (Connolly & Stansfield, 2006) ...................... 15 Figure 3: Schematic depiction of the three main problems of reading acquisition: availability, consistency and granularity (Figure 1 from Ziegler & Goswani, 2005, p. 4) ....................................................................... 25 Figure 4: Screenshot of “Slime Forest Adventure” (2008) .............................................................................. 30 Figure 5: Screenshot of “Knuckles in China Land” (2007) ............................................................................... 31 Figure 6: Screenshot from Painting Level in Dora the Explorer – The Lost City Adventure (2002)................. 32 Figure 7: Screenshot from Pyramid Level in Dora the Explorer – The Lost City Adventure (2002) ................ 33 Figure 8: Screenshot from Help Insect Mum Level in Dora the Explorer – The Lost City Adventure (2002) .. 34 Figure 9: Screenshot from Count the Pigs Level in Dora the Explorer – The Lost City Adventure (2002) ...... 34 Figure 10: Screenshot from Find the Treasure Level in Dora the Explorer – The Lost City Adventure (2002) 35 Figure 11: Screenshot from User Menu in Dora the Explorer – The Lost City Adventure (2002) ................... 36 Figure 12: Screenshot from Navigation Menu in Dora the Explorer – The Lost City Adventure (2002) ......... 36 Figure 13: Arabic Vowel Characters Table from (Bouchentouf, 2006)............................................................ 40 Figure 15: “The Arabic poor readers’ reading model” .................................................................................... 42 Figure 14: ”The suggested Arabic normal/skilled reader’s reading model ..................................................... 42 Figure 16: Flow from (Fullerton, Swain, Hoffman, 2004) ................................................................................ 46 Figure 17: Control Flow of Game..................................................................................................................... 49 Figure 18: Screenshot of The World Map Mode ............................................................................................. 50 Figure 19: Screenshot of Battle Map Mode .................................................................................................... 50 Figure 20: Screenshot of Word Match Mode .................................................................................................. 51 Figure 21: Screenshot of Memory Game Mode .............................................................................................. 51 Figure 22: Screenshot of Letter Finding Shooter Mode .................................................................................. 52 Figure 23: Screenshot of Health Bar ................................................................................................................ 63 Table 1: Six Types of Learning ......................................................................................................................... 17 Table 2: John Keller’s ARCS model................................................................................................................... 20 Table 3: John Keller's ACRS model applied ...................................................................................................... 22 Table 4: Malone and Lepper’s Framework of Four Individual Factors ............................................................ 23 Table 5: Schematic depiction of three main problems constructed from (Ziegler & Goswani, 2005)............ 26 Table 6: Main Vowels compiled from (Bouchentouf, 2006) ........................................................................... 39 Table 7: Double Vowels compiled from (Bouchentouf, 2006) ........................................................................ 39 Table 8: MOBIlearn Project guidelines for practical concerns regarding mobile learning applied. ................ 68 82 Appendix I - Game Design Document Design Document For “Arabic Mobile Learning” 1st of September 2008 Work In Progress… 83 Contents 1.0 Introduction and Pitch ..................................................................................................................................... 86 1.1 Working Title ............................................................................................................................................... 86 1.2 High Concept ............................................................................................................................................... 86 1.3 Genre ........................................................................................................................................................... 86 1.4 Main Character ............................................................................................................................................ 86 1.5 Time and Place............................................................................................................................................. 86 1.6 Story............................................................................................................................................................. 86 1.7 Winning Condition ....................................................................................................................................... 86 1.8 Gameplay ..................................................................................................................................................... 86 1.9 Idea .............................................................................................................................................................. 86 1.10 Genre & Target Audience .......................................................................................................................... 87 1.11 Mobile phone ............................................................................................................................................ 87 1.12 Fun Learning .............................................................................................................................................. 87 1.13 60 Seconds of Gameplay ........................................................................................................................... 87 1.14 Unique Selling Points ................................................................................................................................. 87 1.14 Common Questions ................................................................................................................................... 88 2.0 Features ........................................................................................................................................................... 90 2.1 Images and Animations ............................................................................................................................... 90 3.0 The Gameplay .................................................................................................................................................. 90 3.1 Game Mechanics ......................................................................................................................................... 90 3.1.1 Walking and Selecting .......................................................................................................................... 90 3.2 Levels ....................................................................................................................................................... 90 3.2 What is the game about? ............................................................................................................................ 91 3.3 What do I control? ....................................................................................................................................... 91 3.4 Philosophy of Control .................................................................................................................................. 91 3.5 Walkthrough ................................................................................................................................................ 91 3.6 Hours of Gameplay ...................................................................................................................................... 91 3.7 End Game State ........................................................................................................................................... 91 4.0 Camera and View............................................................................................................................................. 91 5.0 The Physical World and Level Design .............................................................................................................. 91 5.0.1 Key Locations ............................................................................................................................................ 91 84 5.0.2 Controls .................................................................................................................................................... 91 5.0.3 Objects – Define Units & Events ............................................................................................................... 91 5.0.4 Rules for interaction ................................................................................................................................. 91 5.1 The World Layout ........................................................................................................................................ 92 5.1.1 Graphics ................................................................................................................................................ 92 5.1.2 Graphics Formats – Types of Graphics ................................................................................................. 92 5.1.3 Graphical Pipeline ................................................................................................................................. 92 6.0 Game Characters ............................................................................................................................................. 93 6.1 The Sprite..................................................................................................................................................... 93 6.2 The Monsters ............................................................................................................................................... 93 6.3 The House .................................................................................................................................................... 94 6.5 The Danger Zones ........................................................................................................................................ 94 6.4 How do I control the Sprite? ....................................................................................................................... 94 6.4.1 Button Perss Control Scheme ................................................................................................................... 94 8.0 User Interface .................................................................................................................................................. 94 8.2 Game Interface ............................................................................................................................................ 95 General Game Overview................................................................................................................................ 95 Game Interfaces ............................................................................................................................................ 95 9.0 Music and Sound FX ........................................................................................................................................ 96 10.0 Credits............................................................................................................................................................ 96 11.0 Appendix ........................................................................................................................................................ 97 Screen Menu - Wireframe ................................................................................................................................. 97 85 1.0 Introduction and Pitch 1.1 Working Title Learning to Read Arabic 1.2 High Concept Use the mobile phone to become more literate through fun and games. 1.3 Genre Casual Mobile Learning 1.4 Main Character - The Little Sprite Man 1.5 Time and Place A moment in time when the player must continue to fight against opposing forces: no concept of day and night. 1.6 Story The player seeks to power up throughout the field in order to be able to defend it against these monsters. For every success he gets, he becomes more powerful. 1.7 Winning Condition The player has been able to hit the correct answers in succession until the monsters’ power has deteriorated. 1.8 Gameplay Simple – the idea is to get better with each level and fight one gets into and remember how to defeat these monsters. As one continues, the monsters and missions get harder to beat, thereby requiring practice in order to defeat these monsters. Recognition of patterns (in this case letters) and the speed of doing so will be central to the game. The visual feedback will let the player know when it is doing well. 1.9 Idea The game sets its focus on a simple grinding adventure game, which is to be kept simple and therefore not require any written instructions. The idea is for the player to figure out what to do in each level and gradually improve their skills whilst doing so. 86 1.10 Genre & Target Audience The game is targeted towards Africans who already speak the Arabic language but do not yet know how to read. 1.11 Mobile phone The game is made for a small device that carries a coloured screen of a low resolution. The phone will have to have support for J2ME MIDP 2.0 and have a certain amount of memory, but we don’t know how much, so we will strive to keep memory use low. It must at least have a screen resolution of 128x128, and it should have a higher resolution for best effect. It also needs several megabytes of free space to install the game. There is hope that the application/game will be compatible with many other phones, however, due to the security settings, this may not be a possibility. 1.12 Fun Learning The game is designed to make learning and intuitive part of the play. As the goal of the individual player during game play is often to beat the game, get better at it or just plain “joy” alone, the idea is to have the player learn and recognize words by playing continuously. As language is a large field with many variables, the idea is to have the players learn the fundamental parts of the language before moving onto other levels. This will be used with a combination of audio and visuals, in order to stimulate the player’s senses and help the player’s memory. 1.13 60 Seconds of Gameplay You are wandering the dessert when you are ambushed by a group of monsters; however you fight them of with your word-recognition skills. Afterwards you head to one of the mini games to regain health. 1.14 Unique Selling Points The game provides and alternative form of learning that has yet to be seen in mobile phones. Similar games have been seen in portable devices, such as the Nintendo DS, however the games are rather different. As they are aimed at either a younger or more literate audience. The target audience also tends to be wealthier. 87 1.14 Common Questions Why a mobile game? For most areas in Africa, the mobile platform is pretty much the only widely available platform for games, as PCs and consoles are rare items. Besides the above, it will also allow individuals to play whenever and wherever they want, as long as they can use their mobile phones. The idea is to make it simple and fun enough that they will get used to recognizing the letters and words through play. What makes your game different? The game is different as it has no written instructions that tell the player what to do and will be a combination of different “proven” game mechanics to provide these mini games with some challenge. What are the goals of the character? The goal of the character is to defeat all the monsters and become powerful. How will the players know what to do? Each game will be made as simple as possible in order to allow the player to figure things out by him/herself. Upon doing so, the idea is for the game to get more difficult, so that the player may keep trying. How will the players obtain their goals? The players will need to be consistent with their answers and simply be good at recognizing the various letters that build up the game. How do you know how well you’re doing? There will be visual feedback such as a decreasing/increasing pie or flashes in order to indicate to the player that something good or bad is happening. And the characters hitpoint meter will be displayed throughout. Where is the challenge in this game? The challenge is in defeating the monsters and making sure that one does not die. This will require speed and memory in order to advance. And in some cases, finding some sort of rhythm may also help. Where does the game take place? In a fantasy world. What makes this different from other games in the genre? It uses mini games to attempt teaching the user to recognize and read the alphabets/words, rather than patterns and shapes alone. 88 Why is this targeted towards African Arabic speaking nations and/or individuals? The reason for this is because a large population of Africans speak Arabic and a large percentage is illiterate. And as more people have mobile phones than PCs in the country, it is may be one of the most accessible means or mediums to reach out to the population. 89 2.0 Features 2.1 Images and Animations The images and animations are kept simple and are in sprite form to reduce the number of resources needed to run them. Walking animation – North, South, East, West Other animations will be puzzle animations, which will consist of various types, depending on the themes in play. 3.0 The Gameplay 3.1 Game Mechanics The player mostly walks around gathering experience and in later versions other stuff. Along the way he has random encounters with monsters as in almost every console RPG, and there are mini games around to heal the player up or provide some other benefit. 3.1.1 Walking and Selecting During the main level, the character is able to walk around on a 2D plane and be able to select the mini game it wants to face. Selecting will consist of tapping the middle button to execute the mini game. 3.2 Mini Games 3.2.1 Battle Map The Battle Map is similarly just a fairly normal battle map as found in most RPG's like the old final fantasy games. However it makes the player match a word to a sound out of multiple choices, thereby giving an incentive to get the result right since any false attacks heal the monsters instead of damaging them. 3.2.2 Memory Game The Memory Game has a set of tiles with the goal being to match a pair of the same latter that looks different. This will hopefully give the player the ability to recognize a character regardless of case or font, or in the Arabic case the position in the word. 3.2.3 Letter Shooter The Letter Shooter has words dropping down from the top, and a letter that the player is looking for, the goal is the to shoot only those words that have the target letter in them and let the ones without it pass by. This will give the player the ability to hear what the word they shoot sounds like and trains them to recognize characters when they occur inside of words. 90 3.2 What is the game about? The game is about being able to defeat these monsters using the knowledge of reading. Knowledge is power and with knowledge, one will get stronger. 3.3 What do I control? The player controls the main character and hits the fire button accordingly to select the correct answers. 3.4 Philosophy of Control Keep it simple, so that the player can focus on the letters and patterns. 3.5 Walkthrough At the moment there is no victory condition or story planned so there is no walkthrough. 3.6 Hours of Gameplay - To be tested – will depend on the player’s capabilities. 3.7 End Game State When every monster has been destroyed in that level, the mini game round is over for the time being. There is no end condition for the game as a whole at the moment. 4.0 Camera and View A birds-eye view of the level and character. Very simple and primitive. 5.0 The World and Level Design 5.0.1 Key Locations The world map appears when you start a new game, and between most mini games which allows the player to move around. 5.0.2 Controls One cannot manoeuvre freely in this world, there are obstacles which block the way. There will be an acceleration mechanic in the world map mode so the player can move for just a moment when he wants to precisely adjust his character, but if the player keeps going in one direction then he will speed up so large areas can be crossed in a reasonable time. 5.0.3 Objects – Define Units & Events The various mini games will result in the main character either losing power or gaining power. 5.0.4 Rules for interaction During the testing phase interaction will only be initiated on a click, in later phases random encounters can occur when the player is moving, or if he moves onto a certain type of tile. 91 5.1 The World Layout 5.1.1 Graphics Graphics will currently consist of simple sprites, which will be there as a representation to help distinguish between the character, monsters, alphabets and words. 5.1.2 Graphics Formats – Types of Graphics The graphics will be saved as a series of png images that can be subdivided into sprites using some fixed size. Java will then turn that image into a series of smaller images. Using the World class these smaller images are then assembled into various tiles or animated sprites. 5.1.3 Graphical Pipeline One of the sample images from NetBeans, after it has been edited by us to include more monsters. The Image is then split into tiles by java and those tiles are then assembled into a variety of sprite animations, show here are part of the player sprite animations. 92 5.2 World Map Design The world map will be assembled from tiles in NetBeans with multiple layers to support the easy triggering of events in the game. Shown here is the building of the collision layer. 6.0 Game Characters 6.1 The Sprite This is the character the player controls. The character will be moving throughout the level to interact with various objects in that level. The character can move Up, Down, Left, Right but also has the option of combining these to move diagonally, should the phones permit this. 6.2 The Monsters These are the characters that the player interacts with. They seek to punish the character whenever things go wrong. Make sure he/she does not destroy the character. 93 6.3 The House The player can enter these to power up and level up themselves. The games involved here tend to provide practice for the player to handle the other games. 6.5 The Danger Zones These consist of bushlands, rocks, trees, desert and so forth. Each of these will represent the type of mini game, most monster fights with different kinds of monsters. 6.6 How do I control the Sprite? 6.6.1 Button Press Control Scheme The overall control consists of marking, aiming and shooting. Controls consist of the following keys on the mobile phone: Joystick/joypad and buttons 2, 4, 5, 6 and 8 on the keypad will be used. Pressing these consist of the following: Tap 2, 4, 6, 8 2 = up 4 = left 6 = right E.g. Used for moving around the level/main map and for selecting the mini game/battle to take on. 8 = down 5 = fire, enter Joystick/Joypad North, South, East and West = up, down, left, right Same as the 2, 4, 6, 8 control scheme. These are mapped by the telephone system. Possible scenes, which will make use of the control mechanics described above. Depending on the placement of the activity on the screen, the user will decide on whether to use 4, 6 or both. 7.0 User Interface The idea of the game is to in fact minimize or completely discard the use of text, except as a game object. This will be done through the use of sound and graphical cues. 94 7.1 Game Interface General Game Overview Game Interfaces 95 8.0 Music and Sound FX Situation Background music Shooting Successful hit Unsuccessful hit Letter sounds Type of Sound Played throughout the game- catchy yet not interfering Sound to reveal that something has been fired – sound feedback A ding sound or the sound of the alphabet An uncomfortable error sound Revealing of the letters 9.0 Credits Name Dirk Walter Guo Yu Pan Title Programmer / Game Designer / Multimedia Game Designer / Researcher / Multimedia 96 10.0 Appendix Screen Menu - Wireframe To be updated with comments. 97 98 99 Appendix II - Arabic Consonants (Bouchentouf, 2006) 100 101 102 103 Appendix III - Miriam Taouk and Max Coltheart’s Three Phases (Miriam Taouk and Max Coltheart, 2004) - These three phases that appear to characterize progression in reading acquisition in English also appear in the characterize progression in reading acquisition in Arabic: Discrimination-net phase: this way of reading involves selecting some visual features from the printed word and using these to select from the small store of visual word forms the child has already learned to read. When an Arabic letter string is presented whose consonants are those of a word but which is vowelled in a way that does not match this word’s phonology, the use of just the consonants for determining a reading response will produce a word response which is an error. Grade 4 Arabic children perform poorly with such stimuli but Grade 6 children do not. That suggests the presence of the discrimination-net reading mode in only the younger Arabic readers; just as it is present in just the younger English readers. The results of Azzam (1993) in Arabic support this claim. Phonological-recoding phase: By the time Arabic readers are in Grade 6, they are proficient at reading nonwords written in vowelled form, so have the key skill needed for the phonological-recoding mode of reading. What is more, that appears to be the strongly predominant mode of reading at that age, since (a) Grade 6 readers are much less affected than adults by presenting words in orthographically unfamiliar form (which harms reading in the orthographic phase) implying that little or no use is made and (b) as argued in the previous paragraph, the discrimination-net mode of reading is also not being used by Grade 6 children. Orthographic phase: Skilled readers of Arabic use this mode of reading. The evidence is that their word reading is seriously perturbed when word representations are orthographically but not phonologically distorted, by using letter shapes which are visually wrong (though phonologically correct) for their position in the word. Furthermore, our results imply that the systematic use of ‘skoon’ corresponds to being in the orthographic phase (or in a more advanced stage of the phonological-recoding phase) where word decoding is directly reliant on the context and on the spellings of words, whereas the systematic use of ‘fatHa’ corresponds to an earlier stage of the phonological-recoding phase where word decoding is reliant on letter–sound translation and phonological information. 104 Appendix IV - Definitions Alphabet: a set of letters Character: as represented in an encoding, such as in ASCII where lowercase 'a' and uppercase 'A' are encoded as different characters even though they are the same letter. Glyph: a particular representation of a character. Letter: a set of characters that are logically the same thing, such as upper and lower case letters in the alphabet we are familiar with. 105