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Kids Educational Games Group Members: Hedaya Omar Isra’ Abdulhaq This Report Submitted in fulfillment of Software Graduation Project (66581) At Department of Computer Engineering Faculty of Engineering An_Najah National University December 18, 2012

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Kids Educational Games

Group Members:

Hedaya Omar

Isra’ Abdulhaq

This Report Submitted in fulfillment of Software

Graduation Project (66581)

At

Department of Computer Engineering

Faculty of Engineering

An_Najah National University

December 18, 2012

Instructors:

Dr. Raed Alqadi

Dr. Luai Malhis

Dr. Haya Samaneh

Table of Contents

1. Introduction..............................................................................................................................41.1. Purpose (Motivation)............................................................................................................41.2. Overview:.............................................................................................................................41.3. Report Organization:............................................................................................................5

2. System Features...........................................................................................................................62.1. Functional Requirements......................................................................................................62.2. Non Functional Requirements..............................................................................................6

2.2.1. Performance Requirements............................................................................................62.2.2 User Friendly Attributes.................................................................................................6

3. Analysis System Design..............................................................................................................83.1. Flow Chart........................................................................................................................83.2. Sequence Diagrams..........................................................................................................93.3. Use Case Diagram..........................................................................................................13

4. Project implementation..............................................................................................................144.1. Graphic Design...................................................................................................................144.2. Graphic Design programs...................................................................................................164.3. Coding:...............................................................................................................................174.3.1. Components of a basic Android application....................................................................17

5. Methodology..............................................................................................................................237. Result and Discussion................................................................................................................247. Game Interfaces Snapshots........................................................................................................26

7.1. First Game Snapshots:........................................................................................................267.2. Second Game Snapshots:....................................................................................................277.3. Third Game:........................................................................................................................297.4. SP game:.............................................................................................................................32

8. Conclusion.................................................................................................................................339. Future work:...............................................................................................................................34

10. References............................................................................................................................35

Table of Figures

Figure 1: Flow Chart........................................................................................................................8Figure 2: First game sequence diagram...........................................................................................9Figure 3: Second game sequence diagram.....................................................................................10Figure 4: Reference for first and second game..............................................................................11Figure 5: SP game sequence diagram............................................................................................12Figure 6: Reference for SP game...................................................................................................12Figure 7: Use case Diagram...........................................................................................................13Figure 8: Android Application Components.................................................................................17Figure 9: Android Resources Folder..............................................................................................19Figure 10: Starting page.................................................................................................................26Figure 11: one of the levels...........................................................................................................26Figure 12: Starting page.................................................................................................................27Figure 13: Choose level.................................................................................................................27Figure 14: Matching part...............................................................................................................28Figure 15: Puzzle Part....................................................................................................................28Figure 16: Exit dialog....................................................................................................................29Figure 17: Starting page.................................................................................................................29Figure 18: Numbers section...........................................................................................................30Figure 19: Subtraction section.......................................................................................................30Figure 20: Addition section...........................................................................................................31Figure 21: Counting section...........................................................................................................31Figure 22: Largest/Smallest section...............................................................................................32Figure 23: SP game start page.......................................................................................................32Figure 24: Playing SP game..........................................................................................................32

Acknowledgment:

We would like to express our gratitude to all those who gave us the possibility to complete this project. We want to thank the Department of computer Engineering. We want furthermore to thank Dr.Raed Alqadi who encouraged us to go ahead with our project and give us the feedback continuously. Also, we are thankful to all doctors for their support.

We are deeply indebted to the child Sara Ishtewi whose helped us greatly by allowing us to record her sound for pronouncing letters, words, animal’s names, equations, engorgement, and congratulation phases. We are thankful to our brothers and sisters that support us all the time by giving feedback and ideas for our games.

Especially, we would like to give our special thanks to our parents who encouraged us and enabled us to complete this work. And at last but not the least we would like to thank God for the successful completion of our project.

Abstract

Our project is a series of games developed in android technology. These games vary in their graphics and algorithms, and they have been built for children in different ages and levels. These games focus on educate child in these aspects: the Arabic alphabets, name and sound of animals, mathematical skills, some logic and promptitude in a fun way.

Educational games can help children develop important skills and give them fundamental needs of learning by providing - enjoyment and motivation, these games will combine the use of phonics, words families, logic, colors and music to enhance children's retention. Because of mobile revolution, we decide to develop the games on mobile to make it powerful educational tool for toddlers and preschoolers. So the main aspects that we try to cover in this project, is the learning of writing, spelling and pronunciation of some Arabic words through puzzles, In addition, learning children the appearance and look of animals, Food, Transport, Geometric Figures, Numbers, Letters, etc. So we will provides hours of fun while giving the child a head start on learning about letters and words, mathematical skills, and to teach children some logic and good intuition by developing a series of puzzles. The child will slide and snap the colorful puzzle pieces into place to reveal the delightful image. Once kids complete the puzzle, they will hear the pronunciation of the words or the sound of the objects, also there is a logic game like (SP game) which is a new game, and the idea of this game is that the computer hides a number consist of four different digits, so, the player should guess it with the least number of attempts and the computer will give the user some hints to find this number. This game needs a strong mind; in addition of previous games we developed a mathematical game which includes learning numbers and building basic math skills.

Sure, there are some educational Arabic games on android technology in mobiles, and nowadays, games are dominate on the iPhone and android market but we noticed that Arabic games are not good as others games because of their poor design, so we will try our best to build games that support Arabic language and to make this games different, better and more developed from existing Arabic games.

The methodology of this project will be as follows:

First, we analyzed the project idea through identification the games rules, game level design (if applicable). Secondly, we built the graphics, so we need to identify the color scheme, the game layout, images and audio and sound effects. Thirdly, we introduced the production process, i.e. game programming in android technology and game architecture implementation, etc. And we

used game engine in some games developing. Finally, testing the project to ensure that there isn’t any bugs or exceptions that reduce the quality of game.

1. Introduction

1.1. Purpose (Motivation)

While the mobile gaming market could still be considered quite new, it has already

established itself as an exciting and profitable platform for many developers.

Educational games can help children develop important skills and give them fundamental

needs of learning by providing - enjoyment and motivation.

Arabic games are not good as others games.

1.2. Overview:

Our games aims to increase kids skills and experience in Arabic litters, numbers, animals sounds and some logic and promptitude

Our games are built on android technology, android is a computing platform designed for use in some smart phones and other devices. This technology, which is owned by Google, Inc., includes an operating system, software, and applications. The operating system is based on Linux, which provides advanced computer processing; the most common hardware to use this platform is mobile phones.

Android technology is based on Java software applications. This technology requires the use of a special software development kit (SDK) to create applications for an Android device. The SDK is freely available for download from the Internet

One of the key differences between Android technology and other smart phone systems is that it is open for modification. This gives vendors the opportunity to change and enhance their products based on their own preferences.

Writing an Android games isn’t easy, especially starting from scratch, but game engines can help to make developing a new game much easier. So we used an AndEngine game1 (wiseGeek).

AndEngine is free open source OpenGL android game engine, developed by Nicolas Gramlich. It covers most important OpenGL aspects and has a few tools that are important for loading images into memory, setting them up for use, and making sure they work well and efficiently.

AndEngine Pros: It has a complete 2-D scene graph, with a very easy-to-use API.

It works really well with the Android activity lifecycle.

It has a number of extensions that can be added as plugins.

It’s free

AndEngine Cons: The API is undocumented. This can increase the development time, as sometimes we need

to go through the engine source code to figure things out2 (Hafizji, 2012).

1.3. Report Organization:We organized this documentation as the following: In chapter one section one and two we introduced our project by talking about motivation and added an overview about our project.

In chapter two, we discussed the system features, in section one, we talked about functional requirement and section two about nonfunctional requirement. In chapter three we added graphs to analyze system design, in section 3.1 we added a flow chart to represent our games sequence, in section 3.2 we displayed the sequence diagrams for each game in our project, and in section 3.3 we added the use case diagram to represent the interaction of the user, programmer and designer with each game in our project. In chapter four, we discussed the graphics and coding of our project, in section 4.1 and 4.2 we introduced the graphic design and programs that we are used to design our project respectively, while in section 4.3 we included our project coding requirements, and in subsection 4.3.1 we talked about the components of basic android application, 4.3.2 represents the main resources folders in android that we are used them frequently during our project implementation, 4.3.3 talked about AndEngine. And in subsection 4.3.4 we talked about coding techniques in some details.

1 http://www.wisegeek.com/what-is-android-technology.htm

2 http://www.raywenderlich.com/12065/how-to-create-a-simple-android-game

In chapter five, we talked about the methodology of our project; chapter six represents the result and discussion, chapter seven included the game interfaces and snapshots, chapter eight conclude our work in this project, while in chapter nine, we introduced our future work in this project. Finally, in chapter 10, we added the references that we are used them during our work in this project.

2. System Features

2.1. Functional Requirements

This section gives the list of Functional requirements which are describes

What our games provide to its gamers

Head start on learning about letters and words.

Learning animals names and sounds.

Learning numbers and counting.

Basic math concepts (addition, subtraction, maximum number, minimum number).

Some logic and promptitude.

2.2. Non Functional Requirements

2.2.1. Performance Requirements

Some Performance requirements identified is listed below:

Easy moving sprites and touching buttons to make kids mention more easy and

interested when they are playing

Clarity in sequence so children can easy know how these games are played.

2.2.2 User Friendly Attributes

The user Friendly in mobile applications is very and very important

There is some attributes that make our project user friendly:

1) Attractive: there are a good interfaces and graphics that attract the kids to play.

2) There is a help icon that shows how to play.

3) Less words and more images to make children with different ages play easily without any

difficulty to understand the concepts even though these children may be can’t read.

4) Easy to use and easy logic without complexity to make learning different concept simple and

fun thing.

3. Analysis System Design

3.1. Flow Chart

Figure 1 : Flow Chart

3.2. Sequence Diagrams

Figure 2 : First game sequence diagram

Figure 3 : Second game sequence diagram

Figure 4 : Reference for first and second game

Figure 5 : SP game sequence diagram

Figure 6 : Reference for SP game

3.3. Use Case Diagram

Figure 7 : Use case Diagram

4. Project implementation

4.1. Graphic Design

Graphic design is one of the most important issues that we took care in our project, and one of the motivations to make Arabic educational games was the poor design that these games have, so we should make an attractive design that encourage kids to play and learn in a fun way and this was a big challenge for us because we didn’t find any one to help us and so we depend on ourselves.

Five things we took into consideration:

1. Screen Size & Resolution:

Each mobile device has a different size & resolution so we try to make our games fitted with all types of mobile so in first game and second game we made the camera width and height 800,480 because we use an AndEngine and we should decide the width and height for camera, testing on emulator gives an impression that this interface will appear suitable on the majority of devices, and also we test our games in different devices (LG-P690),( HTC one v),(Samsung Galaxy S2), and (Samsung Galaxy s3) to make sure that interface will appear the same in all devices.

2. Suitable Orientation:

There are two types of orientation for mobile screen:

Landscape orientation means that device is hold horizontally. Portrait orientation means that device is hold vertically.

For some games we used Landscape orientation and for other we used portrait, and also we made this orientation fixed so if we decide that orientation is fixed landscape so even though gamer hold the mobile vertically the screen will be horizontally and not switch to vertical (this is happen as a default) and this is important point in mobile games world.

3. Colors:

Colors selection is extremely important in games, and children love bright, bold and attractive colors so we try to select clam and attractive colors to take gamers attention. Green is the color that dominates on majority of the background for our games, because it is safe, express the nature and easy on the eyes, also we use red, blue, orange white and a lot of other colors in a consistent manner, wonderful, easy way.

4. Image Formats:

We preferred .png format (as against .gif) as it has greater color depth and is fully lossless with variable transparency. While .gif format has either opaque or fully transparent pixels .png has up to 254 levels of partial transparent pixels allowing you to take advantage of alpha transparency.

5. Sound effects:

Sound is very important. It adds to the graphics of a game an additional level of feedback for the player and it is a big part of the mood and entertainment factor of a game, sound like graphics or a story, are another medium with which can convey games message to players.

There are three type of sound we added to our games:

Voice:

We added girl’s voice that pronounce the letters and words, saying encouragement phases saying equations to make players understand the concept and also make sure when exit or not, this was very important and vital in our games and without it our games will lose a lot of important features that have so we don’t make a mute icon for the this voice.

Music:

Music sets the tone of the world. It provides emotion and it complements the gameplay immensely when used in the right way, so we try to use background music that make the player feel excited and pleasure. Background music is still important but not entirely vital, so we made a mute button if a player wants to mute it.

Sound effects:

It helps to create the environment and to transmit the “intention” of the game, make players interacting well with game, without it games seem meaning less and boring, it is include sprites moving, enter the game, exit the game congratulation, clapping, putting correct answer, and choose wrong answer and so on.

For its important we didn’t make a mute button to mute it and also we choose it comfortable and consistent with the games.

4.2. Graphic Design programs

Because we don’t have a graphic designer to build our graphic we searched for images from the internet and made a lot of processing on these images to make it in the way that we want, so we used a lot of programs and online websites to create effective design that take all considerations into account, this is the list of programs that we used:

CorelDraw X5: it is very good program that really help us in our project we use it for many purposes for example to separate some element from their background because sometimes we need the background without its elements and sometimes we need elements without background.

PhotoFiltre: Easy for us it can provide the required transparencies of games icon quickly and we use it for all games icon.

Inpaint: we use it to eliminate unwanted details or elements in images so we can change the image and make them completely different from what they was

Painter, snipping tool: that used a lot in this project and for many purposes.

Online websites like:

Online Photoshop: we use different filters to make circle images for second game icons; also to make background images for puzzle and lot of things we modify it using Photoshop online.

JigsawSite.com: to make puzzle pieces.

Sumo Paint 4.6: there are a lot of filters used from this websites.

For sound we use:

Windows video maker: to trimming unwanted sections from the music.

soundbible.com: we take lot sound effects from this website.

Youtube.com: the majority of animal sounds are taken from it.

 Translate.google.com: for SP game sounds.

Online-convert.com: to convert video music to audio with .mp3 format.

Voice recorder: to record pronouncing letters, words and animals name.

Absolute mp3 splitter, cutmp3.net: to convert to .mp3 sound.

4.3. Coding:

The basic platform that we are used in our project as we mentioned before is the Android, which is a computing platform designed to use in some smart phones and other devices, this platform provides directories and each directory has a sub directory to organize the resources of a specific application .

Android application usually consists of:

Java classes that are subclasses of main android SDK classes (View, Activity, ContentProvider, Service, BroadcatReciever, Intent) and Java classes that have no android SDK ancestors.

Android manifest. Resources like strings, images, src, assests, and res. Files.

4.3.1. Components of a basic Android application

The following diagram illustrates the components of a basic Android application3 (2012):

Figure 8 : Android Application Components

This is a small description of what we are used in our projects:

3 http://docs.xamarin.com/Android/Guides/Getting_Started/Hello%252c_Multi-Screen_Applications

Activities

Activities are classes that provide an interface. An Activity is given a window in which to add User Interface. Therefore, creating multi-screen applications like our project involves creating multiple Activities and transitioning between them. The Activity class inherits from the abstract Context class.

Context:

Context is the closest Android gets to a reference to the current application and provides a mechanism for accessing the Android system. A Context is needed to perform many operations in Android such as:

Accessing Android services. Accessing preferences. Creating views. Accessing Device Resources.

An Android application needs a Context to know what permissions the application has, how to create controls, accessing preferences, each Activity and Service inherits from Context, which has all the information the application needs. Every time a new Activity is created, it’s passed a Context from the Activity that created it.Since Activity derives from Context, any call that takes a Context as an argument can take an Activity.

Intents:

Intents are used throughout Android to make things happen by sending messages. Intents are most commonly used within applications to launch Activities. To launch a new Activity, we create a new Intent, set the Context and the Activity class to launch and then tell the OS to handle the Intent, which launches the Activity.

AndroidManifest.xml:

Every Android application needs to include a file called AndroidManifest.xml. This file contains information about the application such as:

Component Registration - The components that make up the app, including registration of Activities and Intents.

Required Permissions - The permissions the app requires. OS Version Compatibility - The minimum Android API level the application supports.

4.3.2. Resources folders:

The main resources directories that we are used in our project to store resources and data:

Figure 9 : Android Resources Folder

Assets folder: In this folder we stored the music files, sound files, images, XML file for each level of our games. So, in assets we stored the images that we want to access them dynamically.

Res folder: the main subdirectories that are used frequently each time we create a new activity are:

Drawable folders: are used to store the images, and these images could be accessed using resource IDs that are generated in our project R class, so in this folder we stored the fixed images which we want to access them statically.

Layout folder: that contains the XML files that define the interface layout of our games.

Raw folder: Arbitrary files to save in their raw form. We used it to save the background music of our games and fixed sounds that we can access them statically. So we could access the resources in this folder using (R.raw.filename).

Values folder: that contain XML files that includes simple values, such as strings, integers, and colors. In our games we include color.xml file to add different color to our game design.

And other folders, but we didn’t use them.

4.3.3. AndEngine:

AndEngine is the 2D Engine OpenGl for the Android platform, in our project, we use AndEngine in two games, and we include it as a library in our code.

How to add AndEngine to Eclipse environment:

Currently there are two main Versions of AndEngine: GLES1 and GLES2. There are a lot of tutorials made for GLES1 but since GLES1 is actively used anymore, and it is better to set up GLES2.

In GLES1, The way AndEngine was set up was by including the latest andengine.jar into the project build path, but now in GLES2 that we are used in our project, it is a common practice to include AndEngine as a library project.

GLES2 has following requirements:-

1. GLES2 Works for Android Version 2.2 and above.2. Need to have Android Version 4.0 or above installed.3. Sometimes, we need to test the games on actual device; emulator will not work if it

doesn’t support GPU.4. Need to update our ADT to the latest (at least r17 is required).

For importing GLES2, we needed Eclipse Git Add on. Once Git is installed on Eclipse we just simply got GLES2 by going to File ->Import ->Git -> Projects from Git ->URL and we included the URL from the niclasgramlich site4 (2012) (Nicolasgramlich):

(https://github.com/nicolasgramlich/AndEngine.git).

After we added the AndEngine as a library, we linked this library to the first and second game of our project and below we will demonstrate the basics tools that are very important in AndEngine and we built our project depending on them by extending the SimpleBaseGameActivity and implementing the following methods:

Engine Option:We override the onCreateEngineOptions () method and we defined the Camera (the width and height and a special engine options) and allow the sound to be support using a special commands.

Create Resources:

4 http://beginningandengine.wordpress.com/2012/09/03/what-is-andengine/

BitmapTextureAtlas:

The BitmapTextureAtlas is the picture that is loaded into the memory. It will be our final product- and it needs to be defined first. First, it’s a good idea to define it in the base of the class with the other fields and constants.Next, we begin to work with it in the onCreateResources () section of the code. When the BitmapTextureAtlas is defined, it includes three variables. The first two are the height and width of the texture atlas. The third is a quality of how the picture will be rendered. For most uses, TextureOptions.BILINEAR_PREMULTIPLYALPHA will do just fine.

BitmapTextureRegion:

To place an image onto the atlas, we need to create a TextureRegion. Just like TextureAtlases, TextureRegions should be defined in the base of the class as they will be used in multiple parts of the application. Then, they should be defined in the onCreateResources () section of the application.

BitmapTextureAtlasTextureRegionFactory

(The device built into AndEngine that puts the textures together) to add an image to the texture region. To do so, it takes a number of inputs:

1. The Texture Region we want it to be a part of.2. The base context (this usually works fine here).3. The texture to be loaded into the atlas.4. The X offset of the image on the region.5. The Y offset of the image on the region.

Loading into the engine.

There is one last step before the setup is complete- we need to load the bitmap texture atlas into the engine. This loads the texture atlas into the engine (with an extra atlas, BackgroundTextureAtlas), so to do this we override the onLoadScene () function and define the scene to attach the required sprite that should be appear in the screen.

Working with sprite:

A Sprite is, simply put, any pre-rendered two-dimensional object that you place on the screen. They work something like pictures, with one major difference: sprites can interact with everything.

Types of sprites:

1. A Sprite. This is the most basic kind of sprite. It mostly just sits there. Unless its picture is manually changed, it stays the same. Thanks to AndEngine, it can do anything a normal sprite can do, but it doesn’t have any of the special qualities the other sprites have. Sprites are usually defined in onCreateScene.

2. TiledSprite. A tiled sprite is somewhere halfway in between a regular sprite an animated sprite- it doesn’t animate at a regular rate, but it takes a tiled texture region, and there is a way to switch between its different tiles. TiledSprites are defined in onCreateScene.

3. AnimatedSprite. It takes in a series of images and plays them at whatever speed we specify, one after another, often looping5 (2011).

In our project, we focused on Sprite which is the basic type of sprites. Then, we attached the sprite using a special command to make it a part of our application.

4.3.4. Code in some details:

We try our best to make our code clean and readable so easy to update, because we plan to update our games over the time, so to organize our games and add a flexibility to modify these games and adding new level, removing levels and so on, we use content driven idea.

Content driven idea:

adding XML files for each level (in first and second games ) that contains the information (The name of images, Media Player, Level Number, Positions) that must be loaded when the game start. So, we could add more XML files and the corresponding images, media players (and other designs) without change the base code or sometimes with a little modification on the code (e.g. counter) without change the whole code.

Each level has a special XML file to load the data from it, this XML file contains the name of the images, audio’s, and level number for that level, so we need to retrieve the data from XML file and collect the data into arrays, so we used SAX parser because it is more efficient and lightweight than other parsers.

5 http://andengineguides.wordpress.com/

5. Methodology

To achieve our goals and provide games with good efficiency we did this development steps:

Analyze the games requirements. Create an effective game sequence. Create game elements and icons.  Design the right game environment.  Add suitable graphics and sounds. Carry out logic implementation in the game. Create different gaming levels.  Bug fixing and trial run. Final deployment. 

7. Result and Discussion

First Game ( العربية :(حروفنا

It is very straightforward word building game that teaches letters and how to spell words in fun and interactive way. Very easy to use so it will help learning with great illustrations and bright colors. Letters are said when dragged into the appropriate position to complete the word and after word completed it will pronounce clearly and the sound of clapping will appear, to treat for both pre-readers and early spellers. In this game there is a Redo button that redo the current level if player want to repeat this level and we can navigates between levels by pressing next and previous arrows, also there is a home button to return to main activity which has enter and exit button and there is a mute button to mutes the background sound.

Second game:

This game adds the flexibility to the child to choose any level start playing when the child start the game by sliding the bar and choose the desired level, It contains two parts:

Part one: Matching game:

This game teaches the child the names and the sounds of some animals, transportation, etc., by dragging the object from one point to its correct location so, the sound and the name of this object will be appear. During child playing, the child will be exciting and will get the learning at the same time.

In this part, we added some features including girl sound to make sure if the action of entering the game or exiting the game is happened. In addition to that, we added icons to retry the game, exit the game, controlling the music of the game, etc.

Part two: Puzzle:

The child can enter this part of the game from the first part by pressing a puzzle icon, this part design in a simple way, it contains a pieces of puzzle and a background image and the child should fill this background image with these pieces of puzzle until the whole image will appeared.

After the child fill the background image, the sound of encouraging and clapping will appeared. Also, we added some icons that add the flexibility to this game as in the first part e.g. redo, home buttons, etc.

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SP game:

This game is new and differs from the previous games because it is in English and requires more concentration.

The idea of this game that the computer hides a number consist of four different digits, so, the player should guess it with the least number of attempts and time and the computer will give the user some hints to find this number. This game needs a strong mind.

In this game, we added a score depending on the number of trials and the time is taken to finish. We present the ten top high score by retrieving the name of the users and their score.

Fourth game:

Simple game for preschoolers that made learning numbers and basic math skills enjoyable, numbers and equations are spoken in nice girl sound, also there is a sound for congratulation and engorgement.

Sections that included in this game:

Learning numbers.

Choose max/min number.

Addition.

Subtraction.

Learning numbers:

By introducing numbers from 1 to 10 after that there is another game to find the number of flowers in the picture.

Choose max/min number:

In this game there is more than one balloon in the picture and these balloons have different numbers, the voice of girl said to choose max or min number and if player choose the correct answer the balloon will burst and if not the voice tell player to try again.

Addition:

There is an equation that are written, this equation represents by eggs and there is multiple choices so player should choose the correct answer so it is go to the next level and if not he will try again.

Subtraction:

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The equation will written on a board and also are spoken in a nice way, girl say how many apples we have and how many are eaten so kids can understand what is the answer and choose it if he can’t from the first time he try until he choose correct one.

7. Game Interfaces Snapshots

7.1. First Game Snapshots:

Figure 10 : Starting page Figure 11 : one of the levels

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7.2. Second Game Snapshots:

Figure 12 : Starting page

Figure 13 : Choose level

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Figure 14 : Matching part

Figure 15 : Puzzle Part

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Figure 16 : Exit dialog

7.3. Third Game:

Figure 17 : Starting page

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Figure 18 : Numbers section

Figure 19 : Subtraction section

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Figure 20 : Addition section

Figure 21 : Counting section

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Figure 22 : Largest/Smallest section

7.4. SP game:

Figure 23 : SP game start page Figure 24 : Playing SP game

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8. Conclusion

The goal of this project is to develop an attractive multi ages educational games with consistent colors and graphics to make them smarter and more capable. Our games help to develop kid’s mathematical, spelling, reading skills. So we try our best to make it as much as enjoyable and attractive, because most kids enjoy challenge of participating in games.

We make a mobile games rather than desktop games nor than website games because of the recent explosion of mobile devices (smart phones and tablets), and a new shift in thinking towards acceptance of how these devices can be used in an educational setting,

But to achieve this goal we faced some problems; when we got started with games programming, we tried to just give each sprite an image whenever it spawned. We didn’t want to have to deal with texture regions, so we simply ignored them. However, when game started it ran like garbage. Everything worked much more slowly than it should have. But after we did our best to understand how to work with images in AndEngine, everything has become well

Also, we used Png image files because Png files have a number of benefits to jpg and gif- they are lossless, which means we’re going to be getting the image at full quality, and they have transparency, meaning if you have any places where the user should be able to see through the sprite, they will be able to do so. But in our project we needed to add more images and textures in Png format and this make the size of our project to become large, so to prevent this we changed some of the big images into jpg format and we will continue for the rest to make our game more efficient.

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9. Future work:

The future work that can be done in our projects is a lot, we can add new levels and make

different difficulties, for example in first games we only make 10 level, in future we can make

first 10 level free and more than 10 level paid, in second game we can add more levels, and for

puzzles we can make more than one difficulties by increasing the number of pieces and smallest

the size as the difficulty increases, third game (SP game) has a good future, for this game we can

play it by Facebook and player can challenge his friends also can brag them if he get a higher

score also we can make a limit of time, in for game we can add more than 6 section we can add

multiplication, division, larger than, smaller than, and make a multiple difficulties with time and

without time.

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10. References

(2011, Seprember 24). Retrieved from http://andengineguides.wordpress.com/

(2012). Retrieved from http://docs.xamarin.com/Android/Guides/Getting_Started/Hello%252c_Multi-Screen_Applications

(2012, September 8). Retrieved from http://beginningandengine.wordpress.com/2012/09/03/what-is-andengine/

Hafizji, A. (2012, May 17). raywenderlich. Retrieved from http://www.raywenderlich.com/12065/how-to-create-a-simple-android-game

Nicolasgramlich. (n.d.). Retrieved from https://github.com/nicolasgramlich/AndEngine

wiseGeek. Retrieved from http://www.wisegeek.com/what-is-android-technology.htm

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