Design and development of simulation/game software: Implications for Higher Education


(with no determination of winners and losers) .      



Download 0.49 Mb.
Page14/17
Date13.05.2017
Size0.49 Mb.
#17864
1   ...   9   10   11   12   13   14   15   16   17

(with no determination of winners and losers) .      




10. Providing many variables to be manipulated by the end-user.      

11. Giving the end-user an opportunity to immerse


themselves in the complexity of the system.      




12. Design a user interface first then add real-life data.      

13. Start with the real-life data then design a


user interface which represents the data.      

Please include any other comments about the characteristics of design?

4) Contributing to the development of a simulation/game
I would contribute the following to the development of a simulation/game:
Strongly Slightly Slightly Strongly

Disagree Disagree Disagree Agree Agree Agree

  1. Identifying end-user roles      




2. Identifying resources (within a simulation/game) to be allocated      

3. Identifying end-user constraints (i.e. how many actions per turn)      

4. Identifying sequences of actions to be available to the end-user      

5. Identifying consequences to be experienced by the end-user      




6. Identifying relationships between specific data      




7. Identifying a choice of multiple perspectives      




8. Identifying fundamental principles for each perspective      




9. Identifying assumptions for each perspective      




10. Identifying the imaginative associations      




11. Creating intentional distortions which abstract the real-life data      




12. Increasing the complexity of simulation/game      




13. Decreasing the complexity of simulation/game      




14. Creating the user-interface      

15. Providing feedback to the design team about the user-interface      

16. Creating visual feedback for end-user


(i.e. trend graphs, maps, dialogue responses,

transforming icons, reports)      

17. Creating artificial intelligence (programming instructions)


of the virtual competitors represented in the simulation/game      


Strongly Slightly Slightly Strongly

Disagree Disagree Disagree Agree Agree Agree


18. Creating artificial intelligence (programming instructions)

of competing perspectives represented in the simulation/game      

19. Identify the debriefing protocol to be used after engagement


with the simulation/game      

20. Identify criteria for winning and losing      



21. Identify closure of open-ended exploration      




22. Identify the duration of engagement with the simulation/game      

Please include any other comments about contributions to the development process?


5) Expectations of the development process


To what extent do you agree with following statements about the development process.
Strongly Slightly Slightly Strongly

Disagree Disagree Disagree Agree Agree Agree


  1. I would expect most of my contribution to be made

during the pre-planning stage      





  1. I would expect some of my contribution to be made

during the pre-planning stage      





  1. I would expect none of my contribution to be made

during the pre-planning stage      





  1. During the development process, I would expect to improvise

most of the time, with minimal look-ahead at each stage      





  1. During the development process, I would expect to improvise

some of the time      





  1. During the development process, I would expect to improvise

none of the time      





  1. The development of a simulation/game involves infinite options and

the design team must struggle to find even one design that works      





  1. The development of a simulation/game involves infinite options and

the design team should expect to create successive iterations of the

design until a final satisfactory design emerges      





  1. The final design should be dominated by the specifications

stated in the pre-planning stage      

10. The final design should be dominated by a personal aesthetic      

11. In the development process, it is necessary to experiment


with many options      




12. In the development process, it is necessary to discard much      

13. In the development process, it is sometimes necessary


to do a complete rewrite.      


6) Demographic Information
To all respondents:

Thank you for completing this survey. I hope to complete my analysis of the survey data by May 31st. Please indicate below if you would like to receive a copy of the results. I look forward to exploring these issues further and talking with you.


Thanks once again,

Deborah Warren

E-mail: dwarren@brock.housing.ubc.ca
Please correct any of the information in the space below:
Name:
E-mail:

I would like to receive a summary of the survey results soon after May 31, 1999:


 Yes

 No




Download 0.49 Mb.

Share with your friends:
1   ...   9   10   11   12   13   14   15   16   17




The database is protected by copyright ©ininet.org 2024
send message

    Main page