EDUC 391: EdTech Game Critique Assignment
Spring 2016 Week 7
Lucas Longo
Review 1:
Screenshots:

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Assess distance and materials | Select material |

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Throw block | Success / failure |
Core Loop
- Assess the distance of the target and available materials
- Decide which material to place on the floor
- Throw the block
- Success or failure
Learning Objective
The learner will be able to distinguish the level of friction each material provides and how that affects the distance the block travels when it is thrown.
Connections
The success or failure step of the core loop connects directly to the learning objective. If the material selected is incorrect, the learner fails and gets targeted feedback to improve the next selection. In other words, the success or failure directly indicates if the learning objective has been achieved.
Good or Bad
- Assess the distance of the target and available materials
- A good learning activity has a clear interface with little distractions around what is relevant to the task at hand.
- This section of the core loop is a strong example of this principle as the distance of the target is clearly spaced out by divisors on the floor. The number of material options are limited to 3 and are placed in evidence on the interface.
- Decide which material to place on the floor
- A good learning activity has clear and sufficient information about the options the learner has.
- This section of the core loop is not such a good example of this principle since the information about the surfaces comes merely from a picture. Information about the surface’s coefficient of friction should be provided so that the learner can better compare the materials.
- A good learning activity engages the user in predictions and testable actions
- This section of the core loop is a strong example of this principle because it is the culmination of the learner’s prediction of how far the block will travel when thrown.
- A good learning activity provides immediate feedback to the learner’s incorrect performance
- This section of the core loop is a strong example of this principle as it provides targeted feedback to the user when they choose an incorrect material. The feedback is not limited to one canned response and takes into account the selection the learner made.
Improve
To improve traction toward the identified learning objective, I would provide more information about the materials such as the coefficient of friction and a side view of the material to show rugged or smooth it is. The icons and zoomed in images not always provide enough information to make the correct choice. I made several mistakes during the game as I had no clue if the sole of a baby’s sneaker’s sole was rubber or plastic for example. It would be interesting to see an object sliding over the material to demonstrate how much friction it provided compared to the other materials.
Review 2:
Screenshots:
Main loop |

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Assess what to draw | Prepare your pen and paper |
   
- Assess what lines needs to be drawn
- Draw the lines on your paper
- Click on next button
- Uncover new lines that need to be drawn
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Draw each part of the image (inner loop) |

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Share drawing on Facebook |
Core Loop
- Choose what image you want to draw
- Prepare your pen and paper to start drawing
- Draw each part of the image (inner loop)
- Assess what are the new lines that need to be drawn
- Draw the lines on your paper
- Click on next button
- Share drawing on Facebook
Learning Objective
The learner will be able to draw cartoon characters by decomposing them into steps.
Connections
The inner loop in the drawing step of the core loop best connects to the learning objective since it models the procedural nature of drawing simple figures.
Good or Bad
- Choose what image you want to draw
- A good learning activity gives you choice of the activity you want to accomplish.
- This section of the core loop is a somewhat strong example of this principle as there are many options in terms of drawing, even though they are only surface level differences. In other words, the choice the learner has speaks to the result of the activity, but the activity itself is the same regardless of the choice made.
- Prepare your pen and paper to start drawing
- A good learning activity allows for enough time for preparation.
- This section of the core loop is a strong example of this principle as the app slowly draws each item needed to perform the task, one after the other. The paper, the pencil, and the eraser are shown and finally the app asks the user if they are ready.
- Draw each part of the image (inner loop)
- Assess what are the new lines that need to be drawn
- A good learning activity models the desired behavior.
- This section of the core loop is a strong example of this principle since it actually draws out the line in real time to show the learner how to do it.
- Draw the lines on your paper
- A good learning activity engages the user with the activity.
- This section of the core loop is a strong example of this principle since it explicitly shows and tells the user what to do next and waits for them to complete the activity.
- A good learning activity should take into account the learner’s individual pace.
- This section of the core loop is a strong example of this principle because it does not advance to the next set of lines automatically. Instead, it provides a button that allows the user to advance when desired.
- Share drawing on Facebook
- A good learning activity encourages social interaction and peer feedback
- This section of the core loop is a slightly weak example of this principle as the act of sharing their picture on Facebook is not a structured activity with a clear learning outcome. On the other hand, it speaks to motivating the student to create better pictures and hopefully get some encouragement from their friends
Improve
To improve traction toward the identified learning objective, I would allow the users to draw on the screen itself to practice, before going to the pen and paper. I believe that by tracing the drawing the student might gain some motor skills that would transfer to the pen and paper context.