So what are we working on these days you might ask? There are many pieces that go into developing a game such as Radix but one of our main areas of focus for the 2012-2013 school year is testing prototypes with students. Well before the game is completely developed, we are hard at work testing out everything from narratives to in-game tools. Once we decide on a particular curriculum topic and create a quest, we make a prototype of that quest. These can be either simple computer based tasks or even paper activities that will mimic what students will do in the game. We have a great group of staff and students, both undergraduate and graduate who help us create and test these prototypes. We are currently working with four local teachers, two in math and two in biology who are allowing us to come into their classrooms and get feedback from their students. These sessions with the students are extremely valuable to us and help inform many aspects of development. We learn about whether the content is at the right level, whether the tools are usable and whether students enjoy the activity overall. Students are generally very happy to tell us exactly what they do and do not like about the tasks and we’ve received some fabulous suggestions regarding art, storyline and how to offer in-game hints to complete quests. Over the next several months we’ll be testing activities for genetics, ecology, geometry, algebra and statistics. Stay tuned for more updates from the classroom!
One of the topic areas covered in The Radix Endeavor is geometry, and more specifically modeling with geometry. This can mean building things in the world that are made up of geometric shapes, as well as solving volume and surface area problems by approximating the shape of real-world objects with prisms. We’ve already created a bare-bones prototype and had high school students use it this summer. What we found is that students took the basic prisms the prototype let them create and really ran with them! They created cities and geometric sculptures, and enthusiastically asked each other how to create the cool things they saw on each others’ screens. We loved the potential we saw in this tool and we hope to be able to incorporate this level of creative play in the final version of the game.
While the Radix shape-building toolset will be kept relatively simple, it’s fun to look at other places where spatial thinking and design skills could be applied. The Stata Center building right here at MIT is a real-world example of geometric shapes gone wild. And the delightful images from the Geo A Day blog show that there is no limit to what you can create when you see the world in terms of shapes. This kind of geometric lens on the world is something we strive to provide students who play Radix!