Thursday, March 22, 2012

Gardens of Time

While I personally did not like the game due to its lack of challenge, this game does exhibit 5 of the 10 things Schools can Learn from Video Games (found on DEJ #9). The first one is 5. Ordered Problems. This means the the game compels the player to learn techniques or methods to solve problems. One technique that I used was to locate a few of the items listed before I started clicking because you can get a double bonus if you find the items quicker. The second is 1. Interaction. While this one isn't as prevalent as ordered problems, it still comes into play. Interaction is the player interacts with either other players or the environment of the game. In Gardens of Time, you interact with other players by hiding gifts in their garden for them to find. The next is 10. Exploring. This encourages players to explore and not move on too quickly. This game does this by letting you build in your garden instead of going on mission after mission. You have time to explore yours, and your neighbors gardens, and sometimes you find  gift that they have hidden for you. Followed by 7. Context. Context is basically the help button and the instructions to help move you through the game. The man in the corner of the screen is always reminding you of a mission or that someone needs your help and how to navigate the page. The last thing found in this game is 3. Risk Taking. This is when there is no real risk in failing. In this game there's no risk in not finding all the hidden objects.

No comments:

Post a Comment