Name / Team member names: Matthew Welsh
Working title: Game
Blog URL: mattwelsh.blogs.lincoln.ac.uk
What is the intended idea / concept behind the proposed project?
Learning is fundamental to someone’s development and media literacy in the 21st century should be even more important. My proposed concept is a revision platform that could be tailored by the students and teachers to create a specific area of study that is needed to brush up on. It may go into a more platform gaming type area to create something that is more fun. Pokemon GO! Started the monumental push towards AR games and I feel that that could work quite well in the area of a game. Mixing a phone or tablet game with a augmented reality concept could be quite innovative in the world of revision.
Justify the idea / concept in terms of the needs for its existence (if purely for entertainment, state this and how the output will be innovative/original and creative):
When I was in sixth form I was always looking for different ways to revise because I could never revise for exams to save my life. And an app like this would have seriously improved my time revising and made it more fun. This is probably really quite vain and probably purely for entertainment. Gamification of learning is something that is highly needed in 2017, the way in which people are learning now is going towards this sort of game like platform. Using a platform like a game would make the revision process more fun and less like learning.
Describe the intended audience:
The intended audience would be 16-18 year olds primarily, they would want to be more active in their education and be interested in the education in and around media industry. They would be wanting to find other ways to revise the subject that isn’t just writing out facts over and over again that is more engaging and more suited to them as individuals.
How will this project extend your or your team’s creative and technical skills?
Creatively it will push my outside of my box to think about how to make an app that works and that is useable and cohesive. Making the app seem legitimate and useful is another area that will push me as the app could go so many different directions. I think it will push me to think about different platforms and screen sizes and what platforms it would be used most on.
Another creative push would be to create a seamless motion graphics proof of concept. Mixing with augmented reality. I would like to be able to mix two different areas that we have studied and making a product that looks and feels natural to users
Outline how the practical work will be carried out by you / the team (division of labour) and the time-scales involved for each task:
Research
Weeks 1-4
- Researching different ways to learn / how people learn
- Research how the audience learns and how that age range is better targeted.
- Research different app companies in which could be used
Production
5-9
- Create the basic branding and designs for the product that would be informed by what I found out in the previous weeks.
- Refine what designs I do have and start constructing the content in a way that is appropriate.
- Make a proof of concept motion graphic.
10-12
- Prototype testing by audience and possibly media studies tutors
- Get feedback
This is just a generalization of timeframe but could go other ways
What other work (by animators, designers, film-makers, writers, digital media producers, etc.) is relevant to your project? (This work may either be relevant for its conceptual or technical similarity):
There is a media studies app but the app is outdated and is quite bland and unappealing and the full version of the app is £2.99 or £1.59 on the windows app store http://appcrawlr.com/ios/revise-media-studies
https://www.microsoft.com/en-gb/store/p/revise-media-studies/9nblggh5mlcn
Blippar, the use of the tool to create a visual augmented reality companion
Super Mario
List any critical texts that are relevant to your conceptual intentions:
-Gamification in education
https://www.learning-theories.com/gamification-in-education.html
What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. 1982
Developments in Current Game-Based Learning Design and Deployment
Handbook of research on improving learning and motivation through education games : multidisciplinary approaches – 2011