The Golden Sugarcane" is a mathematics game on Android tablets.
The game focused on using a variety of operations (add, minus, multiply).
Our goal is to improve fundamental math skills for primary school students along with the teacher’s tool to measure an overall classroom’s progression
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What I worked on...
Designing game flow, levels
Gathered and analyse user satisfaction and produce a chart
Created all artworks for the game including mockups, game interfaces, poster layout and characters
Helped develop and testing a web section
Problem
Average middle school Thai students got a poor grade in mathematics. According to International Mathematics and Science Study (TIMSS) score, students in grade 8 (Prathom 4) got only 458 score which is below the average score of 500.
Another problem that came out after we went to ask some students is that practicing exercises could be a very boring routine to do so. Furthermore, fundamental operations (plus, minus, multiply) slow many their steps because they spent too much time to operate them correctly.
Design Approach
We want to focus on improving the speed of the individual student doing mathematical operations and challenging by creating a fun and initiative environment for a student to practice aside from their classroom. including an ability to measure students' progress so, a teacher could potentially prepare a proper lesson for them.
Designing a game structure
Initially, we tried to understand our users by conducting user interviews to form a general view of our users. we also took a close look at the existed lesson provided by an education ministry to find an appropriate level of questions that we want to give them.
As a result, we formulated our tables with various level of difficulties which include number ranges, a variety of operation and playing type. Plus, an architecture for our applications.
Competitive analysis
We explored many competitors and listed all of their functionalities thus, we rated them by using five common metrics; Portability, Graphics, Navigation, Features and Challenging.
Based on the information we gathered, we are able to generate a journey for of both teacher and student interaction. We grouped their behavior into three phases; Before, during and after a play.
Prototyping
By brainstorming out, we came up with an intial game screen flow.
we generated many version our protoype to test out the ideas of the game to ensure that students could be fun from practicing mathematical operations.
Testing
After we tested the game with a group of 15 primary school students, we can consider that this game had enough challenge for them to keep practicing. Over a half of the student said that the game itself is more attractive than other mathematical games that they ever played
Qualitative results from testing
For teacher results, we directly launch surveys after the meeting to find out how the teacher think of our game. As a result, we earn lots of teacher satisfaction on how the question was designed for an appropriate level of each student. Moreover, some of them want
to have the game for their students as a learning tool during a semester break to encourage students to practice.