Advanced Science and Technology Letters Vol.65 (Games and Graphics 2014), pp.9-12 http://dx.doi.org/10.14257/astl.2014.65.03 Design of a Tablet-based Mathematic Educational Game for Children Guangzong Zhang1, Eeljin Chae2, Hongsik Pak3, Division of Visual Contents, Graduate School, Dongseo University, 47 Jurye-ro, Sasang-gu, Busan 617-716, South Korea [email protected] and {cinetree2, hspak3}@gdsu.dongseo.ac.kr Abstract. Educational games are serious games specifically designed for educational purpose. Over last decade, the applicability and practicability of serious games have become more and more developed. HIRO MATH is a tablet game that specifically designs for the arithmetic education for children. In this paper, we describe the design of this iOS system-based tablet application, which is aim to give a positive effect on children’s interest on math-learning and improving children’s mental focus of knowledge acquisition during game process. Furthermore, offer an educational game platform that is not constrained by space, time and activate children’s initiative of knowledge acquisition. As a result we believe HIRO MATH can be a tablet-based educational game platform for children of which combine game entertainment element and educational purpose. Keywords: Serious Game, Children Arithmetic Education, Educational Tabletbased Game Platform 1 Introduction Educational games are serious games specifically designed for educational purpose. Serious Games, in term, are playful environments that are intentionally designed to have a purposeful impact on the players' lives beyond the self-restrained aim of the game itself [1]. In another word, serious games are computer games designed not for pure entertainment, but for serious purpose [2]. Tablet device, as a trendy and developed device poses new opportunities to expand applicability and practicability of Serious Games. Past researches indicated that game-based learning attracts and motivates children. Tablet-based educational game, as an educational tool that could create a close interaction with child through a handheld device, furthermore, could induce and attract children’s concentration and interest of certain subject through the game process, especially during after class time, has a great positive effects for parents and teachers [3]. Hence if we control the entertainment of game delicately that enough to trigger children’s motivation, and add educational element inside of tablet-based gameplay context consciously, we believe a valuable tablet-based educational game platform could be produced. ISSN: 2287-1233 ASTL Copyright © 2014 SERSC Advanced Science and Technology Letters Vol.65 (Games and Graphics 2014) This paper presents a tablet-based mathematic educational game platform for children - HIRO MATH. The main goal is to offer a platform that is not constrained by space, time. What is more, could able to give a positive effect on children’s interest on mathlearning and improving children’s mental focus of knowledge acquisition during game process. 2 Game Concept In order to make a valuable educational game, it is obviously necessary to make a fully preparation of game concept. HIRO MATH aims to help children to focus their attention, meanwhile increase the interest in mathematic learning through a playful and entertaining game content. As to relieve the pressure, and activate children’s initiative of knowledge acquisition of mathematic. Main target group of HIRO MATH is students of elementary school (4-11 years old). Subject of game maintain most index of mathematic textbook of American elementary school, in addition, in order to give a great experience to users, during game designing process, we also took a fully review of Top 100 applications in Education Category of American app store and theirs customer comments. 2.1 Backstory As two of the fundamentally game elements that could motivate children - fantasy, curiosity, an original backstory has been set. Whole scenes of HIRO MATH are set in a planet – Planet Quilt where is filled with joy and colors until an evil witch takes away all colors of everything that exists on the planet. The only creature survived from this bad luck is our main character – BB. [Fig.1] So evil witch promise BB if he can pass all the missions that she had arranged, BB can bring the color back to Planet Quilt step by step. Fig. 1. Game Concept Design: Main Character (BB), Village, House Based on the basic elements that could trigger children’s motivation, through the delicate game concept design of which will all be set as arithmetic context, we expect our users can enjoy the various game contents and master the skill of Four Arithmetic Operations. 10 Copyright © 2014 SERSC Advanced Science and Technology Letters Vol.65 (Games and Graphics 2014) 3 3.1 Description Flow Chart HIRO MATH has 4 main scenes: Main Scene, appeared when users open application; Village Scene, after Main Scene been showed, users will see Main Character Selection interface and 4 Villages Scenes (Add, Subtract, Multiply, Divide) directly; Stage Select Scene, showed after select on Each village at Village Scene, which contain 9 stages of each village; Game Play Scenes, after select on certain stage, users will get into the actually gameplay interface. When the gameplay end, interface will return to Village Scene after finish stage mission (Win or Lose). Fig. 2. Ball hitting Combat Game Interface, Game Flow Chart 3.2 Game Process A good game is the one that teaches everything it has to offer before the player stops playing [4]. For the entertainment purpose of HIROMATH, we have designed 2 game modes. Each mode context is based on basic contents of Four Arithmetic Operations. Ball Hitting Combat: Users play through bump users’ ball up with all the balls that appeared in game interface, based on the colors of which algorithm it represent (Blue - Add, Red - Subtract, Purple - Multiply, Black - Divide) to decide users whether gain or lose points; 16 Cubes: On an interface of 4*4 cube web which contains different numbers, based on the instructions, users tap on each cube in order to get or gain points. For the purpose of bring more challenging elements for users’ experience, based on win or lose results, users can also gain items and gold in order to buy certain items from item store as to upgrade character and speed up gameplay [5]. Furthermore, through the game process that transforms traditional counting process from numbers to image expression, we believe that HIRO MATH possesses the elements to become an educational tablet-based game platform for children. Copyright © 2014 SERSC 11 Advanced Science and Technology Letters Vol.65 (Games and Graphics 2014) 4 Conclusion In summary, combine with the delicately designed game concept; challenging and diversified game process, we believe HIRO MATH will have a positive effect on leading children’s interest in arithmetic and activate children’s initiative of knowledge acquisition of mathematic. Furthermore, as a tablet-based game, HIRO MATH also can eliminate the possibility of space and time constraint of knowledge acquisition process. Eventually, HIRO MATH can be functioned as an educational tablet-based game platform for children as a result to help not only children also many parents and teachers. Acknowledgments. This work was supported by the Brain Busan 21 Project in 2014. The authors would like to acknowledge Dongseo Univ. for supporting this research through DSU project. References 1. Mitgutsch, K., Alvarado, N.: Purposeful by Design: a serious game design assessment framework. In: Proc FDG 2012, pp. 12--128. ACM Press, New York (2012) 2. Sue, B.: Serious games…and less!. In: SIGGRAPH Computer Graphics, vol. 39, pp. 12--13. ACM Press, New York (2005) 3. Sigmund, T., J, D.F., David. Y.D., Alexander, P.W.: Review of research on computer games, Computer games and instruction. Information Age Publishing (2011) 4. Raph, K.: A Theory of Fun for Game Design. Computers and Education, Paraglyph Press, (2004) 5. Csikszentmihalyi, M.: The flow experience and human psychology. In: M. Csikszentmihalyi &I. S. Csikszentmihalyi. (eds.), Optimal experience, pp.15--35. Cambridge University Press, Cambridge (1998) 12 Copyright © 2014 SERSC
© Copyright 2026 Paperzz