arithmagic-admin – ArithMagic /2017/spring/arithmagic/ A mathematics practice game Tue, 09 May 2017 20:06:03 +0000 en-US hourly 1 https://wordpress.org/?v=6.6.1 /2017/spring/arithmagic/wp-content/uploads/2017/02/arithmagic_logo-100x100.png arithmagic-admin – ArithMagic /2017/spring/arithmagic/ 32 32 WEEK 15 /2017/spring/arithmagic/index.php/2017/05/08/week-15/ Mon, 08 May 2017 20:59:04 +0000 /2017/spring/arithmagic/?p=616 This being a week before our final presentation, we made sure to have a build in the beginning itself to get feedback from our advisors before handing over the project to our clients.

Other than that, we worked on the following this week:

  • Creating a new build
  • Updating website
  • Promotional video
  • Demo Video
  • Post mortem report of our game
  • Final Presentation
  • Archive
  • Teacher’s guide
  • App Polishing
  • Project Hand off
  • Adding our game to app store

CREATING A NEW BUILD:

For the new build, we focused on the following things:

  • feedback from the showcase
  • client requirement

SHOWCASE: Our showcase went really well and everyone were really impressed by our game. One of the major feedbacks we got from the showcase was to implement a better design for re-grouping (carryover) in subtraction.

CLIENT REQUIREMENTs:

  • addition of a regrouping mechanic with a cut-off symbol and graphical representation of carry over
  • re naming the app to ‘CompuBots’ in the build we handover to them

NEW BUILD:

Working on the above mentioned feedbacks, we started with implemention of a new mechanic for the regrouping exercise in subtraction.

REGROUPING FOR SUBTRACTION:

The following shows the revised mechanic we came up with for the subtraction re grouping exercise

As you see from the pictures, if we take an example of 66-8, Once they tap all the screws on the numbers down, the remaining two red screws on the digit 8 (which are left behind after the screws from 6 in the ones place take over the ones on number 8) can be taken over by the screws which we get by tapping on the 10 slot screw (now moved to the right corner near the 6 in the ones place) from the number 6 in the tens place which automatically shows it being cut off to number 5. By doing this they can count the screws and get an answer, 58 in this case.

REGROUPING FOR ADDITION:

Though not mentioned, we worked on adding a revised mechanic for addition regrouping as well to maintain consistency in the game mechanic.

Addition has a similar game mechanic for regrouping except for one thing, the placement of the carryover number. In this case, we place the carryovr on top of the number to which it is being carried over.

The following shows the pictures depicting the same:

 

DEMO AND PROMOTIONAL VIDEOS:

We created a demo video from our final build to present it in our final presentation and also worked on the promotional video which has all the team member talking about their experience and role in the game building process. We also had the teached, principal and the client talk about their expectations, involvement and feedback as well.

TEACHER’S GUIDE:

We came up with a teacher’s guide including all the deatils on how the game works. In our teacher’s guide we made sure to include every aspect from how we followed the touch math for our design to explaining the exercises and progress flow in detail.

POST MORTEM REPORT OF OUR GAME:

We worked on the post mortem repot of our game wherein we included all the detailed explanation on our work flow from pre planning-research-game design-development-feedback-playtesting-revised iterations-project handoff.

FINAL PRESENTATION: 

Our final presentation included all the points that our director asked us to and also a demo of our game.

ARCHIVE, WEBSITE:

We moved all our work draft, final products to the archive and also made sure that the website is up to date

APP POLISHING:

As mentioned before, we created a new build early this week to get it tested by our advisors. Though we did not get any major feedbacks, we were advised to change few minor things, like the placement of the carry over in the addition re grouping, which we fixed.

PROJECT HAND OVER: 

After polishing, we had our final build handed over to our clients which we did by sharing the IPA file to their IT Department.

APP STORE:

We added our app for in the app store so that teachers and kids can use it for free.

 

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Week 14 /2017/spring/arithmagic/index.php/2017/04/30/week-14/ Sun, 30 Apr 2017 00:53:37 +0000 /2017/spring/arithmagic/?p=593 This week we had many major updates done in our game. Though our softs went great and most of the feedback was positive,we had a few minor suggestions on our lay out and game play.  We worked on it and gathered our assets together to create a new build for our final playtesting at East Franklin. Also, this being the final week before showcase, we had the following things done and updated depending on the feedback from our clients and our advisors from softs.

  1. New build before the showcase
  2. Final playtesting session
  3. Promotional video of our game
  4. A teacher’s guide
  5. Preperations for the showcase
  6. Coloring sheets

NEW BUILD BEFORE THE SHOWCASE: We had a new build ready by friday after implementing the feedback we got from our previous playtesting session and from our advisors. The major updates this build has were:

-the new feedback button: After getting negative feedback on the existing feedback button which has a power symbol on it, our artist worked on updating it. The new feedback button now has a bolt symbol on it with a different colour.

-the battery: One of the feedbacks we got from softs was that we should include the progress level in the exercise screen and the robot page so that the players can know where they stand in the game. So we came up witha n idea of including a battery on the top right corner of the page which shows the progress level.

-the loading feedback: After getting a feedback from the faculty that it takes more time than needed to get into the exercise page after clicking on the icons, we came up with a loading feedback which appears during the wait time.

-the voice overs and sounds: We had the voice overs of the robots tweaked so that it is much clear and also the sound adjusted such that it does not over lap anywhere.

-the background music: Obliging with the teacher’s request, we now have a button on the screen where the players have an option to turn on/off the background music without any relation to the special effects sounds in the game.

FINAL PLAYTESTING SESSION: We conducted our final play testing session at East Franklin on friday. The client, teacher and the students loved our game. The only feedback from the playtesting session we had was about our re-grouping exercise in the subtraction. The teach, after observing the children, requested for a revised game play for the regrouping which we have decided will update before our showcase.

PROMOTIONAL VIDEO OF OUR GAME: Following our director’s agenda on the promotional video, we came up with a script which has all the team members, client, teacher talking about the game and how it has shaped up. In the video,

-We had our producer give the introduction and how the game progressed to accomplish what is was supposed to

-we filmed the teacher talk about her expectation and how the game has helped her solve the issue she was having

-the client spoke about the meetings and the final product

A TEACHER’S GUIDE: We came up with a document which has all the information about our game and how to go about it for the teacher. This basically has all the things the teacher needs to know about our app for her to successfully use all its content while using it.

COLORING SHEETS: One of the suggestions we got from our faculty members was to include a physical reward for the children after they finish the exercises in the game. So we added a spoot in our websites where the teacher gets the access to download and print the outlines of our robots so that the children can color them.

PREPARATION FOR THE SHOWCASE: After our final playtest on friday, we spent the rest of the week on updating the feedbacks from the teacher and getting ready for the showcase. There were certain things that our director had specified in his agenda for the showcase. We decided on having all that done by a day before our showcase so that we can polish it depending on the feedback we get from our advisors. One other big thing is that our clients from East Franklin will be visisting us during our showcase so we want to have everything they had requested done and built in the game for them to look at when they are here.

For the showcase we have all the following things updated and done:

  1. Final build of our game
  2. Promotional video
  3. Completed website
  4. A teacher’s guide

 

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Week 13 /2017/spring/arithmagic/index.php/2017/04/21/week-13/ Fri, 21 Apr 2017 20:35:18 +0000 /2017/spring/arithmagic/?p=505 This being the week before our softs presentation, we focused mainly on the following things:

  • Playtesting at East Franklin
  • Taking input from the advisers on what has to be done by softs
  • Implementation of the updates from the previous week
  • Solidification of the game build
  • Softs presentation

We also worked on the new backgrounds for the subtraction world

    

Playtesting at East Franklin

We playtested all the changes that were made last week at East Franklin and got valuable feedback with it. We has a meeting with the teacher as well and showed her all the aspects of the game that are finished as well as in progress. She gave us input on the updates that she would like to see in the game which included adding a timer robot, having an animation that showed regrouping, etc.

Input from the advisers

We started the week by discussing with the advisers on what should be there in the build by softs and started working on the implementation of the same. Our plan was to work on everything we needed for softs during the week and have the build playtested with our advisers on Friday so that we know where we stand and can work on their feedback.

Implementation of the updates

After all the research and input, we had all the following updates implemented in our game build

  1. The major update is the implementation of the subtraction world in the game build.
  2. Subtraction has a different map with different scene backgrounds for the robots.
  3. The new icons for the game with different levels
  4. Voice overs for the robots
  5. Sound (balancing it throughout the game)
  6. Regrouping of the subtraction exercises

Solidification of the game build

We gathered our revised assets together to create a new build for playtesting. We put the new map for subtraction, sound effects, and code together within Unity.

Our build before softs has the following things

  1. Profile
  2. Addition world
  3. Map with parallax
  4. Robot defect detection
  5. Icons showing different levels
  6. Feedback for both right and wrong answer
  7. Different levels of the exercises
  8. Exercises with regrouping
  9. Sounds and voice overs
  10. Robot animations

The following are the few screenshots from our build for softs that we presented to our advisers.

 

While having the game playtested by the advisers, we received input like:

  • Few exercises in subtraction had all zeros (0-0) when tried to jump through levels. That needs to be updated.
  • The game crashed sometimes, and it definitely shouldn’t happen in softs
  • Minor bugs that need to be removed

We spent the rest of our core hours on Friday by implementing the feedback we got from our advisers so that we have our final game build for our softs presentation.

After the softs presentation, we have a list of things that we are planning to work on

  • Updating website
  • Promotional video
  • Demo Video
  • Post mortem report of our game
  • Final Presentation
  • Archive
  • Customization
  • Data Collection

 

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Week 12 /2017/spring/arithmagic/index.php/2017/04/15/week-12/ Sat, 15 Apr 2017 00:06:53 +0000 /2017/spring/arithmagic/?p=340 During this week, we made some major updates to our game. After we playtested at St. Joseph School last week, we learned that we had to fix multiple bugs in the game to prevent them from affecting the gameplay. So we made a list of improvements as well as bug fixes and started working on it. Some of the high level tasks from this list include:

  1. Adding subtraction in the game
  2. Adding voice overs for robots
  3. Balancing the sound throughout the game
  4. Fixing all the bugs from previous playtesting session
  5. Updated layout of profile
  6. Updated map using parallax

As subtraction is a major component in the game, which wasn’t implemented yet, we finalized a mechanic for it and started implementing it.  We also finished all the voice over lines and recordings and implemented them in the game. The voice overs include voices for 13 different robots in the game, and all of them are based on the personality of each robot. The sound wasn’t balanced in the game and due to that, the player’s weren’t able to hear the robot voice overs along with some other special effects.

We updated the profile UI to make it look more user friendly. In the updated profile, the user will be able to add up to 15 users, unlike the 3 users in the previous version. Following is a screenshot of the different pages in profile.

The map was updated to fit the art style as well. The new map will be implemented with parallax to prevent it from looking flat.

We also changed the icons that appear on the map based on which state that level is in. Following are the icons for some of the robots. They range from locked, unlocked and not visited, unlocked and unfinished, unlocked and finished.

We also playtested at Elroy Elementary school on April 11th with a class of second graders. What we learned from this playtesting session was interesting, as all the students loved the game!

We asked the second graders to write one thing they liked about the game and one thing they wish to see in the game, and following are some of the responses we received:

  • Liked in the game:
    • I think it was hard to tap the robot
    • I like that it was easy. I want it to go on forever
    • I like all of it
    • I like when the robots activate
    • I like that there is a knight looking robot
    • I like the background
    • I like that you do math in it
    • I like all the robots. It was fun
    • I like fixing the robots
  • Wish to see in the game:
    • I wanted it to be harder
    • It needs music
    • Get points by finishing exercises
    • I dislike when you scan the robot and have to wait
    • I dislike scanner bug that makes you wait
    • I think it needs more robots
    • Add subtraction

We decided to continue making the updates we had discussed after playtesting at St. Joseph, and analyze how those updates will help with the gameplay. We are positive that the new updates will make the gameplay better!

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Week 11 /2017/spring/arithmagic/index.php/2017/04/13/week-11/ Thu, 13 Apr 2017 01:39:31 +0000 /2017/spring/arithmagic/?p=307 During this week, we started implementing all the feedback we received from playtesting at the East Franklin School last week as well as from the ETC Playtesting Day that was held last Saturday. After we analyzed the playtesting sessions, we came up with a list of tasks that we need to finish this week, and planned to have them implemented before our next playtesting session, which was on Friday, April 7th. Some of the tasks included redesigning the exercise page, as the students weren’t able to figure out where the battery needs to be placed and weren’t able to differentiate the tens and ones place slots. The reason for this was that both those slots and screws have the same color and shape. Following is the new layout that we came up with, which worked out great as per the playtesting session this week.

The exercise screen first looks like this with screws on the numbers.

    After the players tap the screws, they slide to the slots under the battery holders.

After tapping the screws, the players can drag the batteries in the battery holders, and press the green button.

We also started working on adding more sounds to the game. As our game is a practice game, we need to make the sounds soothing as well as engaging so that the students would want to continue practicing. We finished implementing many of the special effects as well as some background music to the game. Along with sounds, it was time to start working on the profile. We designed a rough layout of the Profile UI and started working on adding it to our game. The profile is still being worked on, as there are many factors that are involved while making it. Here is a video of the first draft of Profile: Profile UI

Additionally, we finished animating all of the 13 robots, and we also started working on adding voice overs to the robots based on their personality. All the robots in the game are now animating after all the exercises for that specific robot are solved, and the animations are based on the personality that we kept in mind while designing the robots.

We had a meeting with the math researchers at Carnegie Mellon, and they helped us a lot with giving suggestions about what they think of the game. They liked the new layout of the exercises and found the game credible for the demographic that we are aiming for. They mentioned that before we introduce the regrouping mechanic, we should explain what that is to make it easier for them to jump from exercises with no regrouping to those with regrouping. We also discussed the different mechanics for subtraction and came up with two of them that we all agreed would be best suited for the students.

  1. First mechanic is about subtraction from the standpoint of adding a negative number. So for example, for subtracting 4 from 13, it’ll be 13+(-4).
  2. Second mechanic is about subtraction from the standpoint of negating the existing number. So for example, for subtracting 4 from 13, it’ll be 13-4.

Both these mechanics are good, with the main different being how the students tap on the manipulatives to get the correct answer. As it was difficult to pick one, we decided to ask the teacher we are working with next week and pick the mechanic that she thinks will be best for her class.

We also had a short meeting with two of the second grade teachers of Elizabeth Forward school this week. One of the main topics of this meeting was how they teach subtraction to the students. She mentioned that they teach using blocks as manipulatives. So for example, to subtract 4 from 13. They would give one block of ten and three blocks of one on one side, and four blocks of one on the other side. Then the students would first take the three blocks of one away from each side, and will be left with one block of ten and one block of one. Then they break the block of ten to make ten blocks of one. So now they have ten blocks of one on one side and one block of one on the other side. Finally, students take one block away from each side, and are kept with nine blocks of one which gives the answer 9.

After this meeting, we headed to St. Joseph School for playtesting. We playtested with groups of three for 20 min slots. As we wanted to get feedback based on the grade level of the students, each groups of three were in the same grade. We first playtested with 9 kindergartners, then 9 first graders, and then 6 second graders. All the groups had similar feedback, irrespective of their grade. The most important feedback was that they found the game boring. This is something that we weren’t expecting from the students, as we aimed to make the game entertaining. We figured that they might have found it boring because of a couple of bugs in the game, as well as the sound not incorporated properly. So we planned to fix those aspects and playtest again next week and see if the students have a different feedback or not. Following are some of the pictures from our playtesting session at St. Joseph School.

            

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Week 10 /2017/spring/arithmagic/index.php/2017/04/07/week-10/ Fri, 07 Apr 2017 21:37:23 +0000 /2017/spring/arithmagic/?p=296 This week we gathered our assets together to create a new build for playtesting. We created additional robots and put the animations, sound effects, and code together within Unity.

Animations

Griva, Feng, and Aaron created animations for half of the robots. Two example can be found here.

Interface

The final interface used for the playtests. Finalized by Feng. Griva implemented a positive feedback effect for when the problems are correctly answered. The circuits in the background light up and pulse from the center. 

 

Playtesting

We conducted two separate playtest sessions this week. On Friday, March 31, we traveled to East Franklin to test our game with our target demographic. We had enough time to test the game with six of the eleven students in the classroom. However, we were able to get a nice variety in terms of their age and grade level (as the class spans from 1st-5th grades). Are primary research method was live observation followed by a few short questions. Primarily, we were looking for any issues in the usability and accessibility of the game.  Since we are developing this game with these eleven children in mind, we need to make sure that it is accessible to all of them, with their various learning disabilities taken into account. Overall, the playtest was a great success. We received lots of great feedback regarding the game’s UI and created a long list of changes.

Our second playtest took place Saturday, April 1 at the ETC Playtest Day. Unfortunately, there weren’t very many kids within our target demographic that attended. Our game is targeting K-2nd graders, but we ended up testing with 3rd-5th graders. However, we still had the chance to test the game’s UI, the gameplay, and the likeability of the robots. Even though the playtesters here were well beyond the math level presented in the game, we hoped they would find something to like in the robots’ art and animations. We think we found success in that area as well. Even though these testers were older, they gave us great feedback on the robot designs, which ones they liked and didn’t like, as well as what they would like the robots to do as an animation.

Overall, we received a lot of great feedback from our playtests, and we look forward to implementing that feedback next week.

Tasks for Next Week

  1. Implement playtest feedback
  2. Finish the remaining robot animations
  3. Begin writing and implementing robot dialogue.
  4. Implement music and sound effects
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Week 9 /2017/spring/arithmagic/index.php/2017/03/27/week-9/ Mon, 27 Mar 2017 23:35:59 +0000 /2017/spring/arithmagic/?p=275 This week we gave our halves presentation, began designing our customization and economy systems, added procedurally generated problems, and began work on new robot characters.

Halves

We presented our current progress to the ETC faculty on Monday. While we are still waiting to receive their feedback, we have the student feedback provided above.

Mechanics

We began designing our concepts for customization and economy.

Our goals with these systems are as follows:

Economy

  1. Prevent “guess and check” method of problem-solving
  2. Give players a meaningful reward
  3. Track progress and mastery
  4. Purchase customization elements.

Customization

  1. Creativity and personalization
  2. Meaningful engagement
  3. Keep players interested in playing
  4. Without a long interruption of gameplay loop

Using these goals we created a system where players earn coins from completing levels without too many instances of “guess and check”. Using these coins, players can purchase “loot boxes” that contain the robot parts players can select to customize their robot. A storyboard of this can be found below.

Robots

As we want our robots to be interesting and distinct, we came up with thirteen personalities to design around for the robots. Each robot will have distinct art, animations, and VO to match their personality. The first robot pictured below is cold, and constantly shivering. The second is very sick, sad, and tired.

Challenges

Moving forward onto next week we have a lot of content to implement before we begin playtesting again. Next Friday and Saturday we have playtests planned. Before then, we plan on implementing as many new robots as we can, along with the completed Addition mechanic for regrouping.

Next Week

Next week we plan on completing the following tasks:

  1. Finishing Addition Mechanics
  2. Art and Animation for the majority of the thirteen robots
  3. Implementing sound
  4. Putting everything together in preparation of playtests on Friday and Saturday
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Week 8 /2017/spring/arithmagic/index.php/2017/03/24/week-8/ Fri, 24 Mar 2017 21:49:17 +0000 /2017/spring/arithmagic/?p=268 This week, we began to put the various pieces of our project together to create a digital prototype for our Halves Presentation.

Art Style

Feng finished the art and UI for the in-game math problems and digital manipulatives.

Map

Vaishnavi designed the map that contains the various game levels.

By tapping on the locked boxes, players are presented with a robot, after performing and Xray mini-game, they have the opportunity to fix the robot through completing addition problems.

Start Screen

After Vaishnavi completed the art for the game’s start screen, Aaron imported it into Unity and began animating it. The results can be found in the demo below.

Demo

Aaron designed and implemented the Xray mechanic, Yiheng finished the programming for completing the math problems, and Griva imported and laid out the UI in Unity. With these things complete, we were ready to create a demo, which can viewed below.

Upcoming Challenges

As we move forward into the following weeks, we have many challenges remaining.

  1. Create a mechanic for addition with regrouping
  2. Create a mechanic for subtraction
  3. Design the economy and customization mechanics
  4. Create 13 distinct robots, with personalities.
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Week 7 /2017/spring/arithmagic/index.php/2017/03/10/week-7/ Fri, 10 Mar 2017 21:48:09 +0000 /2017/spring/arithmagic/?p=236 This week we visited our client and began finalizing our digital prototype.

Client Meeting

On Wednesday, we traveled to East Franklin for a meeting with our client, the teacher Ms. Ross. We asked her to show us a few of her teaching methods with a few of her students, as we want to integrate her methods into the game as much as possible. She uses various methods and manipulatives depending on a student’s level of math comprehension. For lower level children, she uses two sets with dice blocks. One set has numbers and the other has dots. She uses a combination of these dice to relate the quantity of dots to the numerical digit. She also uses base-10 blocks to teach numeracy and addition of larger numbers. These are blocks that come in stacks of 1, 10, or 100 that students can use as physical representations of numbers. We are implementing a similar method into our game so that players can use manipulatives in the game in order to help count.

Ms. Ross also provided the alternative learning standards that she uses for her students, which can be seen below.


We divided these learning standards into twelve different problem types:

1 single digit addition
2 Single digit subtraction
3 Double + Single digit addition without carryover
4 Double + Single digit subtraction without carryover
5 Double + Double digit addition without carryover
6 Double + Double digit subtraction without carryover
7 Double + Single digit addition with carryover
8 Double + Single digit subtraction with carryover
9 Double + Double digit addition with one carryover
10 Double + Double digit subtraction with one carryover
11 Double + Double digit addition with two carryover
12 Triple + Double digit subtraction with two carryover

We then used these types to create exercises to use in the game:

Digital Prototype

For the remainder of this week and for the rest of next week we are developing and polishing our digital prototype. In this prototype, a robot character will move across a map discovering other robots to repair. The player will use an x-ray mechanic to find the part of the robot that are broken. Once found, the player is brought to a repair screen where they engage in an arithmetic activity to repair that part. Once all the parts are repaired, the robot will come to life, dance, and play a voice line.

Feng is currently finishing the art and UI for the addition mechanics and the digital manipulatives.

Vaishnavi is editing sound effects and creating art for the map segment.

Griva is programming and creating the in-game map.

Aaron is creating the robot dances, recording their voices, and developing the x-ray mechanic.

Yiheng is integrating the assets and programming the new mechanics.

Challenges

Currently, we are trying to have a digital prototype ready by next Monday. We are on track and should have it done by tonight. Otherwise, we have halves-presentations a week from this Monday. Next week we will be polishing our digital prototype and preparing for our presentation.

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GDC and Spring Break /2017/spring/arithmagic/index.php/2017/03/10/gdc-and-spring-break/ Fri, 10 Mar 2017 19:56:10 +0000 /2017/spring/arithmagic/?p=234 With multiple members of the team leaving for GDC this week, the team decided to take this week as our spring break. We will be back next week with new updates and information on the state of the project.

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