At first it
was just to see if I could get a character to move back and forth on the screen,
but it soon evolved into a fully controllable, avatar. I could jump, speed up, slow down, and
interact with different objects. Surely
I could have recreated Mario with this type of dominion over the virtual
world. Wielding my omnipotence became an
obsession as I began to make decisions that sculpted what my final project would
ultimately become. My ultimate goal in
beginning this project became the use of the physics that this character had
achieved in order to create an entertaining and challenging game that could be
enjoyed by anyone with a computer.
The
problems I encountered were not programming problems because I have been
familiar with computers for years now and have previously taken programming
classes. They were creativity
problems. Here I must give credit to my
classmates and their ideas. Even though
I did all the coding myself I cannot express how much inspiration and learning
came out of our brainstorming sessions during class. During the beginning stages, when Calvin
could only jump straight up and down, I received a piece of advice that changed
the game entirely. “It would be cool if
he could jump over and across something!” he said. Within five minutes my character was bounding
across the screen. “You should build
platforms and see how high your character can climb!” Several hours later there were platforms
floating up and down my screen. There
were nearly more beta tests by other people than tests by me, they seemed to
egg me on.
To be
honest, I’ve had professors who tell me exactly what a project needs. Who create marking schemes based on their
exact specifications. But I don’t learn
much from those professors. When it was
said that we must make a game, and that it needed to be creative, and that for
our sakes they were not going to show us a game that had been previously made
in this class because it had stifled creativity in the past, my heart skipped a
beat. Finally, an undisturbed nesting
ground for learning! “This program is
capable of doing a lot of things. Make
it do something cool!” is how I envision summarizing this project. As opposed to: “Make a game where you must
kill three enemies before you can win.”
Not only was I inspired to create something unique, I was also invited
to use all the tools at my disposal within the Scratch program regardless of my
skill in programming. I feel as though I
learned more about student motivation from this project than I did about
programming in Scratch.
The only
thing that another programmer might have done, that I didn’t, was to add sound
effects to my game. Simply put, sound
effects would have driven me up the wall during the hours that I spent decoding
my game and so I chose not to include any.
I did receive feedback from one beta tester on their inability to know
when they had hit Carmen with a snowball.
Sound might have been one solution but I think my solution is better; a
visual cue. Creating more than one
solution to a problem I something I think should be a part of classrooms
today. With so many resources at our
disposal it is easy to find one great solution to a problem and stop there. But the truth is that for every problem, even
math problems, there is a plethora of correct solutions and we must not get
stuck thinking that every single one of our students is going to think exactly
the same as us. I am reminded of the
diversity of our students. One student
may understand fractions and decimals almost instantly while another needs visual
and audial cues in order to really grasp what is happening in a problem. My main point here is that the people who beta
tested my game still know that they are being hit by kisses even though there
is no sound in my game.
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