Game Design Document
Game Design Document
Game Design Document
Design Rationale
Developing strong reading skills at a young age is critical to reading material throughout life.
Phonemic awareness (PA) is one of the five sub-processes of reading and assists in phonics,
reading and spelling (Nathan, 2007). Students who do not develop this skill are at a higher risk
for having difficulties in learning to read. According to WETA Public Broadcasting (2018),
identifying letters is a strong predictor of later reading success. Providing a game to help
Goals
Project Goal: The goal of this game is to help students become proficient in use of phonemics.
Topic: A. Phonemic Awareness --Students will master the ability to hear, identify, and
SMART Objectives:
By the end of the gaming session, when shown a series of objects, the student will
be able to correctly identify the first letter of the words at least 75% of the time.
By the end of the gaming session, when shown a letter, the student will be able to
correctly identify the item(s) that begin with that letter at least 75% of the time.
By the end of the gaming session, when shown a group of three or four items, the
student will be able to select the one item that has a different first letter at least
Audience
Target Learners: Students for this game will be Pre-K students throughout
environmental settings where they live. The game is designed to align with Reading curriculum
for Pre-K indicators listed above. While designed specifically for this age group/indicators, older
students with learning difficulties, or people learning English as a second language may find it
helpful as well.
The educational purpose of this game is to re-enforce phonemics that have been taught
in the classroom. It is not designed to take the place of that instruction. This game is designed
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devices. In a classroom setting, students would need to have devices and earphones/earbuds
so their individualized work does not disrupt other students. If played at home or on portable
devices or through apps, the students would need a device. If desired, they also may need
The specific content in this game is phonemics. It will include letters and
pictures/graphics of items (nouns) so that students can identify first letters of words or the
pictures provided in the game. This is the only content that will appear in this game.
This game can be played for as little as a few minutes or for as long as the student
maintains interest. Most children would not maintain interest beyond ten minutes. However,
there is no set amount of time a student must play to be successful. The sole content in this
game is phonemics. Students will need to identify first letters of items/words, identify words
that begin with a specific letter, and/or identify one word from several options that has a
Assessment of learning will occur throughout the game. As students correctly identify
the beginning sounds of words they will receive positive feedback. Their answers and score can
be maintained to determine how well they are learning the material. The summary of their
activity and their scores can be shared with the teacher only. The assessment data gathered by
the game could indicate any weaknesses in their learning so those areas could be re-taught or
re-enforced in the classroom setting. For example, if a child were having difficulty
differentiating words that begin with b or d, the data would be gathered on the child and the
teacher could then use the data to provide individualized instruction on those letters.
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Design Details:
Overview:
As this game is targeted for a younger audience the look and feel of the game would be
more cartoonish rather than realistic. The whole idea being to engage the player and to not
only maintain their interest for a long as possible but make it so they want to come back and
play again.
example might be if a word is presented and the player has a visual impairment they could have
the game say the word aloud and the player could respond with their answer.
Game Play:
When a player starts the game they are directed to the opening screen. On this screen
the player can select which game option they want to play. Once a player selects which game
they want to play the next screen will introduce the game and provide any directions for
playing that game. This information and directions would be read aloud as well as displayed as
text on the screen. After selecting a continue function the player would then be presented with
If the question is answered correctly the player would get positive feedback with a sound
effect and be given the option to move onto the next question (Figure 2).
If the question is answered incorrectly the player would be informed they selected an incorrect
answer but would be given the option to go back and try again (Figure 3).
There will be no limit to the number of times the player can go back and try again as the
environment.
The questions the player would be presented would come from a question bank and be
randomly selected to prevent having the same questions in the same order if the player plays
the game multiple times. After the series of questions for the selected game is complete the
player would reach a game completion screen (Figure 4). On the screen the player would have
the option of returning to the first screen thus allowing them to select a different game. If the
player did not want to continue playing the player would just have to exit the game.
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Figure 4: A game completion screen. This screen is missing the button to return to the main
page to continue playing a different game.
Figure 5 (below) shows the general flow of the game. The blue, red and yellow arrows
depict a different game selection. The purple and orange arrows indicate answer selection. On
each screen there would be a button to return to the game selection screen
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Game rules:
As this game it targeted at a younger population there are no specific rules in this game.
Players will not see how many questions they have gotten correct or incorrect as not to
discourage anyone. Children will choose which of three options they would like to engage.
They can stay in one area or switch among the three. The three options are:
Option one - show the letters, then show pictures and they have to click on the
Option two - show them a picture and they must choose which letter is the
beginning letter.
Option three - they are shown four items, they choose the one that doesn’t belong -
When an answer is correct, they will receive positive audio and visual feedback. If an
answer is incorrect there will be no audio feedback and the only visual feedback will be letting
them know it was not a correct selection and encouraging them to go back and try again.
Technical elements:
Initially a publicly available online programming tool called Scratch is being utilized to
build a basic version of the game. This version is meant to be a prototype with a more
substantial version being built following initial market testing. A rapid prototype development
process is being used for the building of the prototype. The Scratch programming tool allows us
to build a limitedly functional version of the game with relative ease and quickness. This will
allow us to commence with market research that much sooner and gain valuable insight about
the game.
If, following completion of market testing, it is determined to move forward with further
game development first a computer based version of the game would be built with the
expectation of utilizing a common media player such as Flash as the game presentation
medium. An alternative to Flash could be to develop the game in a web based format such as
Java or HTML. This determination will be made following the completion of the initial market
then develop a mobile application version which supports both the Android and iOS mobile
operating systems. The thought is there will be a greater desire to have the game available on a
mobile platform which would allow the user access virtually anytime, anywhere.
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References
MSDE (2007). State curriculum: Reading grade PK. Retrieved on March 31, 2018 from
http://mdk12.msde.maryland.gov/assessments/vsc/reading/bygrade/gradepk.html
Nathan, R (2003). Research best practices used in teaching of Reading: A story from the
tu.researchport.umd.edu/login?ins=tu&url=http://search.ebscohost.com/login.aspx?dir
ect=true&db=edo&AN=31806786&site=eds-live&scope=site
Nicolau, C.C., Gomes, A.L. & Navas, P. (2015). Assessment of skills that predict reading success
in 1st and 2nd grade children of elementary school. Revista CEFAC-Speech, Language,
Hearing Sciences and Education Journal 17 (3) 917-26. Retrieved from http://proxy-
tu.researchport.umd.edu/login?ins=tu&url=http://search.ebscohost.com/login.aspx?dir
ect=true&db=a9h&AN=108396257&site=eds-live&scope=site
http://www.readingrockets.org/strategies/alphabet_matching