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Sunday, October 1, 2017

SASIVIMOL K. Project 1.2

Sasivimol Kraisornkhaisri Bo 
5934801225
Project 1: Phase 2
Patrick Donbeck 

Play Gifts & Manipulative 
A toy can provide usability for applied learning through developmentally appropriate hands-on experience.
A game can evaluate the methods and teaching practices of a specific pedagogy through rule-formation. 
A puzzle can explore an academic subject or theoretical concept through establishing limits.

For this phase, the rules and the concept of my game was taken from my case study building.
 This game is called "Run-over".  This game is a strategy to understand the scale of human, appliance and space which all of  these will be proportional to each others. So I decide to use to three differents size of piece to represent the three stages of age, the shortest is toddler, mediumsize is children, and the longest is adolescent. When the player put the pieces and complete the shapes there will be different size of shape, due to the diffent length of pieces. This also show the differnt size of space, due to the occupant of different age. Furthermore, there are two color for two players which represent two genders, bule for boy and pink for girl. The rule of game allows the players are able to run over each others area which this serves the idea of public space where both gender interact together. The more layer of color, the more interaction take place.    



How to play



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