Case Studies > Adventure Trail Learning Object

Client: Queensland Government, Department of Education and the Arts - Distance Learning Unit (DLU).

DLU is a part of the Queensland Government Department of Education and the Arts. They produce educational media, including digital applications, targeted towards distance education students across Queensland. The content written for the applications is written by teachers in accordance with current curriculum.

Project: Adventure Trail Learning Object

Features:

  • Developed using Flash
  • Highly interactive digitisation of traditional snakes and ladders board game

Project Details

Client Problem Description

Adventure Trail Learning Object by QMG

The client presented QMG with a brief to develop a colourful, fun & highly interactive educational learning object. The learning object was based on a traditional board game - rolling a dice, moving a character & answering questions. QMG was required to digitise the physical interactions of playing a board game which is familiar to the student demographic.

Timeline

Development time took approximately 10 weeks. During this time, QMG had to work closely with DLU in order to maintain constant and accurate critiquing. This was to ensure the learning object was designed and developed in the most user friendly and appealing way, while still keeping its educational principles and user outcomes.

Delivery Method

Early Years Adventure Trail Learning Object was developed with file size and download time in mind. The object was designed to be delivered online.

Target Audience

The object has been targeted towards early years distance education students (years 1 to 3).

Implemented Solution/Service

Adventure Trail Learning Object by QMG

The learning object replicates process and rules in which traditional board games abide by. The game can be played with 1 or 2 players. The first step takes the user through a simple character selection process before the game interactions begin. This process guides the user through a sequential process which is designed to be intuitive and simple enough for the target demographic to understand.

The game begins as the student clicks the dice. The dice returns a random number between 1 and 6. The student’s character automatically steps through the game in relation to the number rolled.

Throughout the game, students are presented with English questions, picked randomly from 3 categories – "Spelling", “Words in words” and “Rhyming words”. Answering a question incorrectly takes the student’s character back 1 position.

The game continues until the player/s reaches the end.

Player’s answers and score are tracked and can be viewed and printed at any time throughout the game. This gives the teacher/parent an idea as to which areas the student is struggling with.

The positive feedback received from the client has proved that this project was a success. Strict educational outcomes delivered through high level interactivities, animation and illustration presents the students with a learning experience that engages, entertains and educates.

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