using interactive multimedia narratives in educating egyptian...
TRANSCRIPT
Using Interactive Multimedia Narratives in Educating
Egyptian Primary School Children
Submitted September 2012, in partial fulfillment of
the conditions of the award of the degree M.Sc. in IT
Samar ElAmir
School of Computer Science
University of Nottingham
I hereby declare that this dissertation is all my own work, except as indicated in the
text:
Signature ______________________
Date _____/_____/_____
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ABSTRACT
Decades of political corruption in Egypt have no doubt left a negative impact on the
educational system. Education depended to a large extent on rote learning instead of developing
children’s critical thinking. After the overthrow of the Mubarak regime in February 2011, there
is now an urgent need to build a new politically-healthy country.
This project aims at exploring the possibility of using multimedia in educating young
Egyptian children aged between 6 and 10, especially in political concepts and human rights. It
suggests the use of narrative and interactive multimedia to enhance their experience of learning
and proposes to explore the use of interactive multimedia narratives as a part of school
curriculum.
A project made up of a movie and a small game has been created. It includes a simple
narrative which was tested by IT professionals, teachers and students. Questionnaires were filled
out to evaluate the suitability and effectiveness of the game. It is hoped that this project will
represent a starting point for creating other projects of the same nature that should help teach
Egyptian children, who are the future decision makers, the basics of their rights and how to
defend them.
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DEDICATION
To my very good friend Karim Karawia whose presence is still keenly felt.
ACKNOWLEDGEMENT
I would like to express my deepest gratitude to Dr. Paul Tennent for his generosity in
offering me help, support and encouragement throughout the project. It was really fun working
with him, and he made it really easy for me to adapt quickly.
My special thanks go to my parents and sister, specially my mom. Without her help and
support, this dissertation would not have ever been possible.
I would also like to thank my best friend Yomna Karara, who often put up with me when
I was feeling down. She always encouraged me, and never left my side when I needed help. Also
very special thanks to my friend and work colleague Salma ElDardiry, who composed the music
for my project in a very short time. No words can express my gratitude towards Muhammed
Saiid Hafez, who drew the characters’ sketches that later came to life. His encouragement and
support were invaluable.
Special thanks go to all my friends who helped me record the voices of the characters:
Sherif Ahmed, Mohamed Salah, and Rami Alaa.
A great thank you must be given to all the people in Egypt who generously gave their
time to help me test the game: Esraa Gouda, Fatema Samir, Mary Adib, Mai Amr, Mohamed
Rafik, Menna Mahmoud, Mina Ezzat, Mona Fouad, Nermeen Salem, Nourhan Ehab, Passainte
Mohamed, Sherif Mohamed, and Zainab Oraby.
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TABLE OF CONTENTS
ABSTRACT .................................................................................................................................... I
DEDICATION.............................................................................................................................. II
ACKNOWLEDGEMENT ........................................................................................................... II
TABLE OF CONTENTS ........................................................................................................... III
LIST OF TABLES ...................................................................................................................... VI
CHAPTER ONE INTRODUCTION .......................................................................................... 1
1.1 Problem Description ..................................................................................................................................... 1
1.2 Aims and Objectives ..................................................................................................................................... 2
1.3 Approach ..................................................................................................................................................... 3
CHAPTER TWO BACKGROUND ............................................................................................ 5
2.1 Benefits of using technology in education ..................................................................................................... 5
2.2 The importance of using narrative as a pedagogical tool ............................................................................... 6
2.3 Multimedia learning ..................................................................................................................................... 7
2.4 Interactive Multimedia ................................................................................................................................. 8
CHAPTER THREE DESIGN .................................................................................................... 11
3.1 Basic Concept .............................................................................................................................................. 11
3.2 Storyboard .................................................................................................................................................. 14
CHAPTER FOUR IMPLEMENTING THE PROJECT ........................................................ 15
4.1 Designing .................................................................................................................................................... 15
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4.1.1 Designing Characters ..................................................................................................................................... 15
4.1.2 Designing Scenes ............................................................................................................................................ 17
4.2 Recording Voices ......................................................................................................................................... 17
4.3 3D ............................................................................................................................................................... 18
4.3.1 Modeling ........................................................................................................................................................ 18
4.3.2 Texturing ........................................................................................................................................................ 19
4.3.3 Rigging and Lip-Syncing .................................................................................................................................. 20
4.3.4 Animation ...................................................................................................................................................... 21
4.3.5 Rendering ....................................................................................................................................................... 21
4.4 Implementing the Code ............................................................................................................................... 22
CHAPTER FIVE TESTING AND EVALUATION ................................................................ 24
5.1 Questionnaires ............................................................................................................................................ 24
5.1.2 Teachers/Educators ...................................................................................................................................... 29
5.1.3 Students ......................................................................................................................................................... 31
5.2 Evaluation ................................................................................................................................................... 37
CHAPTER SIX DISCUSSION .................................................................................................. 41
CHAPTER SEVEN CONCLUSION......................................................................................... 45
REFERENCES ............................................................................................................................ 46
APPENDEX QUESTIONNAIRES ............................................................................................ 48
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LIST OF FIGURES
Figure 1 Story outline diagram --------------------------------------------------------------------------- 11
Figure 2 The characters' sketches ------------------------------------------------------------------------ 16
Figure 3 3D Models of the characters ------------------------------------------------------------------- 18
Figure 4 3D Models of the characters with textures --------------------------------------------------- 19
Figure 5 Some of the Facial Expressions and Spoken Letters ---------------------------------------- 20
Figure 6 Rigging of the 3D Characters ------------------------------------------------------------------ 21
Figure 7 Snapshot from the puzzle game ---------------------------------------------------------------- 22
Figure 8 Usability and Navigation rated ---------------------------------------------------------------- 25
Figure 9 Quality of Multimedia Elements rated -------------------------------------------------------- 26
Figure 10 Interface and Fun Element rated ------------------------------------------------------------- 27
Figure 11 Comparison between age, guidance needed, and the engagement with the game ----- 32
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LIST OF TABLES
Table 1 Storyboard ----------------------------------------------------------------------------------------- 14
Table 2 Code for the Puzzle Game ----------------------------------------------------------------------- 23
Table 3 Professionals -------------------------------------------------------------------------------------- 24
Table 4 Students who tested the game ------------------------------------------------------------------- 31
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CHAPTER ONE
INTRODUCTION
Decades of political corruption in Egypt have no doubt left a negative impact on the
educational system. The educational system in Egypt has been, for several years now,
encouraging students to focus only on examinations. Thus, students were pushed to work
extremely hard all the year round to memorize as much information as possible in order to pass
their examinations, without having developed their critical skills or attained real knowledge of
the content they were studying. Education depended to a large extent on rote learning instead of
developing children’s critical thinking or their ability to think creatively and independently.
1.1 Problem Description
After the overthrow of the Mubarak regime in February 2011, there is now an urgent
need to build a new politically-healthy country. This can be done by educating the new
generation not only in the sciences but also in the basic concepts of politics and human rights.
However, this kind of education should be done in a way which is totally different from rote
learning. Moreover, it should use methods that will appeal to children and stimulate their
imagination.
One important area that needs a great deal of work is human rights. The educational
curriculum will need to lead children to understand their rights as citizens: their right to acquire
knowledge, to move freely, to be treated equally and to express themselves openly. It is widely
acknowledged that open and free discussions of these issues with young students are of great
importance. “Discussion of human rights enables them to realise that their opinion is one among
many to be considered, and to see their attitudes and actions in human rights terms.” (22, p.4)
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Various human rights abuses are still found in Egypt. As mentioned in Human Rights
Report in 2010, although the Egyptian constitution prohibits discrimination based on race, ethnic
origin, language, religion or creed, "aspects of the law and many traditional practices
discriminated against women and religious minorities." (23) In an article on racism in Egypt,
Marie-Jeanne Berger points out that "Nobody ever talks about racism in Egypt . . . Most
Egyptians don’t think there’s any problem at all". (3) However, racism represents one of the
main problems in Egypt nowadays. It is very often not enforced by law, but is practiced in
society.
Discrimination is not the only issue discussed by the Human Rights Report in 2010, but
also freedom of expression, speech and press. Although all these rights are respected in the
Egyptian constitution, "the government did not effectively enforce these prohibitions." (23) That
is why it is important to raise awareness to children of these rights and to start building their
understanding of such concepts as early as possible. Early childhood is a crucial age to develop
children’s views and understanding. Jerome Bruner points out the importance of “early
childhood as the crucial period for developing the cognitive skills needed for young children
later to benefit from regular schooling.” (5)
1.2 Aims and Objectives
Human rights are in fact “the basis of a just society and world” and we need to help
students develop their understanding and skills in order to make them able to cope with the
challenges of the modern world:
In preparing our students to live and work in the world, we need to help them develop the
skills needed to enable them to cope with the changes they will experience.
Understanding the nature of rights and freedoms and how these impact on others,
learning how to deal with conflicting rights, and understanding the nature of power,
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peace, conflict and groups claiming their rights all empower students to live more
effectively and justly as global citizens. (22, p.4)
A project which tries to deal with this problem and help children, who are the citizens of
the future, discuss the meaning of human rights and how they relate to their lives is therefore
important and badly needed in Egypt.
This research aims at exploring the possibility of using multimedia in educating young
Egyptian students. It suggests the use of narrative and interactive multimedia to enhance their
experience of learning and proposes to explore the use of interactive multimedia narratives.
Some of the concepts related to human rights that the project attempts to cover include:
1) The Right to Knowledge
2) Freedom of Thought
3) Equality and non-discrimination
4) The Right to Move
Loyalty, teamwork, and respect are some of the other values that will also be discussed.
1.3 Approach
The project is designed as a combination of a movie and a small game. It uses a
Graphical User Interface which is designed especially for the purpose. The idea is that students
instead of just watching a movie without any participation on their part, are given the opportunity
to choose how they want the main character to act in certain situations and therefore become full
participants in the action. According to the choice taken, the story takes a different turn. It is
hoped that students will understand the concepts behind the game in an indirect way, and will
also take responsibility for each action they choose.
This project does not only suggest the use of narrative and interactive multimedia to
enhance the experience of learning, but it also proposes to explore the use of multiple-path,
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interactive multimedia narratives. According to the Human Rights Online Teaching Guide,
students are citizens who "have a right to express their opinions and take responsibility for
them." (22, p.4) Thus, a multiple-path narrative allows more freedom than a single-path
narrative, for it offers several routes that may be followed. By providing the students with this
type of narrative, teachers will avoid preaching and will instead give students the chance to
choose and discover the consequences of their choices and take responsibility for them.
The tools used in implementing this project are Autodesk Maya, Adobe Photoshop,
Illustrator, After Effects, and Flash with Actionscript 2.0.
The research falls into seven chapters. The introduction gives a general view of the
political and social situation in pre-Revolution Egypt and its negative effect on the educational
system. It argues that it is essential to find ways to improve students’ skills and understanding
through new and imaginative means. Of special importance is the question of human rights and
how it can be included in school curricula.
Chapter two discusses some of the views related to the use of technology in the
educational process. It also explores the importance of using narrative as a tool to enhance the
learning experience. Moreover, the chapter focuses on interactive multimedia in particular and
argues that its use in education has produced remarkable results.
Chapter three presents the design of the project implemented. It provides an outline of the
plot and the storyboard, as well as the values and principles focused on. Chapter four gives an in-
depth look at how the characters and scenery were modeled, textured, rigged and animated. It
shows pictures of the final models. It also displays the code that was implemented to present the
game interactivity.
The testing and evaluation of this project by professionals, educators and teachers are
fully discussed in chapter five. Chapter six focuses on the results that were achieved from testing
the game, and compares them to the original goals that the project aimed at achieving. Chapter
seven gives the conclusion of the research and discusses the future direction of research in this
area. A list of the references consulted is presented at the end. The appendix includes the
questionnaires filled out by IT professionals and educators.
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CHAPTER TWO
BACKGROUND
2.1 Benefits of using technology in education
Although there have been many attempts to use technology in education, there were also
claims that technology brought no real benefits to learning. Richard E. Clark for example argues
that the use of technology does not necessarily produce positive results. He states that "any
necessary teaching method can be delivered to students by many media or a variety of mixtures
of media attributes-with similar learning results." (7, p.27)
While some opinions see no real benefit in including technology in the education process,
many educators have seen the benefits of using technology and urged educational authorities to
provide facilities for the use of more technology. Basically, as Bernard Robin states, the idea is
not about including technology in the teaching experience or not. It is more about how this
technology is used in order to bring out new inventive ways teachers can use to convey the
lessons that need to be studied. (20, p.221)
Visual forms, as opposed to verbal forms of presentation, can enhance the understanding
and the learning experience of students. There is "encouraging evidence" to support this view
according to Richard Mayer (17, p.88). As a visual form of representation, multimedia can
become an efficient learning tool capable of enhancing students' ability to learn. "The term
technological pedagogical content knowledge (TPCK) is attracting a great deal of attention in the
field of technology and teacher education as it focuses on the relationship between knowledge
about content, pedagogy, and technology.” (20, p.226)
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2.2 The importance of using narrative as a pedagogical tool
Narrative is a basic and attractive form of communicating and transmitting knowledge. It
creates totally new worlds and invites participants to share and understand various topics by
drawing them inside these worlds. Narrative, as Myrna Diamond rightly points out, is "a means
to examine how people exchange stories, account for their actions, and construct meaning in a
contextualized setting." (11, p.2) It also plays a role in human thinking by providing a way for
people to share their experiences directly with others. (11, p.3)
As narrative has always played a major role in cognition and culture throughout history,
it can also be used in educating children and explaining to them difficult concepts, especially
those related to politics and human rights. Moreover, narrative "can support not only cognition
but also motivation and emotion, which are equally important components of learning." (10,
p.58) Narrative and storytelling are very complex phenomena that we frequently use in our
everyday lives as has been pointed out by C. Conle. “Narrative is not merely a good means
toward a predetermined end; it does not only serve as useful illustration or to provide telling
examples. It is a very complex phenomenon. Because it is pervasive in everyday life, it can
create the bridges between the everyday and the academic world.” (8, p.13)
Narrative learning should not be a substitute for other learning approaches, but should
enhance and support the processes of learning. According to Giuliana Dettori, narrative learning
has the potential of complementing other learning approaches and improving their effectiveness.
(10) In his book Making Stories: Law, Literature, Life, Jerome Bruner discusses the idea that
narrative helps discover and reveal problems, and is not only a way to solve them. He argues that
this experience often arouses and stimulates curiosity and fantasy, which are essential
components of learning. (4)
Narrative has frequently been used in education in the past. But there are indications that
the tendency to use it in learning is in fact growing. "Narrative, in the form of stories and
narrations,” according to Giuliana Dettori, “is increasingly used in education." (10, p.55) Dettori,
however, argues that the main concern should be in designing stories that will convey the
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pedagogical content and encourage students to undertake further research. The story has to be a
basic component in the pedagogical content, and not only a facade that appeals to students
without really playing a role in the learning process. If these concerns were taken care of,
narrative "could form the basis for the entire curriculum." (9, p.1)
In spite of its importance, however, narrative has received relatively little attention in
multimedia-learning literature according to Myrna Diamond. “One relevant and corresponding
representational format that has received little attention in multimedia-learning literature is
narrative, and it has the potential to foster the kinds of active thinking the new technologies
provide.” (11, p.2) More research is no doubt still needed in this area to explore the full potential
of narrative as a teaching tool.
2.3 Multimedia learning
As an appealing and interesting method to teach, multimedia will enhance students’
learning experience as well as their comprehension of the subject. "Multimedia instructional
environments,” as Richard Mayer points out, “are widely recognized to hold great potential for
improving the way that people learn." (17, p.87) According to Bernard Robin it is not technology
that we need to focus on. It is how this technology is used to bring out the best of teachers and
students in order to achieve a higher standard of learning. (20, p.221) Using games in education
has in fact changed “the way that educators viewed instruction to meet the needs of the Net
generation.” (1, p.230)
If multimedia is used in combination with traditional teaching methods, it “can help spark
interest in individuals that may otherwise seem bored or uninterested in the course content.
Multimedia when used properly can be a powerful tool which takes learning to the next level.
Many are unaware of the how multimedia can be used to help to enhance the learning
environment.” (24, p.1)
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There have been many attempts to define the meaning and importance of multimedia
learning. “Multimedia learning,” according to Cheryl Johnson, "refers to learning from words
and pictures. Words can be presented as text or speech, and pictures can be presented as a static
graphic, such as an illustration or photograph, or as a dynamic picture, such as an animation or
video." (15, pp.1-2) Abhey Bakshi makes the same argument. “Multimedia is the combination of
two or more continuous media. These media need to be played during some well-defined time
interval with some user interaction. Multimedia uses computer graphics, animation, hypertext,
digital video and sound to provide a superior learning environment by stimulating all of the
senses. (2, p.8)
Mayer argues that the general agreement among researchers concerning animation is that
it "may or may not promote learning depending on how it is used." (17, p.88) He discusses the
main principles that will answer the question: "How animation will affect learning?" The first
principle is that students learn from animation better than narration alone. The second principle
discusses that when text is shown next to the animation it affects the student more than if the text
was far away from the action happening on the screen. Another principle points out that
presenting animation and narration at the same time is far more effective than if each of them
were presented separately. The last principle discusses the fact that narration when put in a
conversational form is more effective than if it is formal. In this way, students can easily identify
with the characters in the story.
2.4 Interactive Multimedia
Although verbal materials have been the way used to deliver knowledge for the past
years, visual materials are becoming a more interesting field to explore for enhancing the
learning experience of students. This interest has increased especially "with the wide availability
of computers and the Internet in recent times." (15, pp.1-2)
Multimedia, other than being a visual material appealing to students, has another
important element in it, which is interactivity. Abhay Bakshi argues that multimedia "can
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provide a superior knowledge attainment and retention" (2, p.8) when designed in a way that will
takes into consideration educational objectives as well as students’ abilities and age.
The importance of interactive learning has been recognized by many researchers in the
field including Karen S. Ivers and Ann E. Barron (14) and Plowman et al (19). According to D.
Laurillard, "if our academic knowledge remains abstract and formal without any meaningful
interpretation, then it is useless". He argues that students should be able to use this knowledge in
the world we live in, or else it does not fulfill "the primary value of academic knowledge." (16,
p.229)
Giuliana Dettori further explains that the interaction, whether between the student and the
multimedia, or between the student and others, "can result in significant behavioral changes."
(see Lewin 1951 in 9, p.7) Some researchers have even advocated the importance of students
creating their own digital stories. "Students who participate in the full digital storytelling
experience may also benefit from learning to critique their own work, as well as the work of
others, facilitating social learning and emotional intelligence." (20, p.224)
According to the famous psychologist Jean Piaget, human beings are not passive agents
but actively construct their own reality through their mental activities. (18) To stay as a spectator
is therefore radically different from taking part in the action. "Participation is also a totally
different experience from spectating" (9, p.9) because it gives students the chance to choose the
path the story will follow, and makes them take full responsibilities of their actions. In other
words, it provides a means to the students to "explore the outcome of their actions." (21, p.18) It
is similar in some ways to the books that were famous in the 1980s which asked readers to turn
to a specific page according to a choice that the reader will make. (9)
The interactivity included in learning-multimedia applications should go further than just
"pointing and clicking". It should engage the students more in "carrying out tasks, which allow
them to apply the new knowledge being presented." (6, p.161) Designing interactive educational
multimedia has been the main concern for some researchers. Yvonne Rogers, for example, points
out that the focus should be on designing effective interactivity so that the educational
multimedia can achieve its pedagogical value. (21, p.4) Another researcher, Sandra Cairncorss,
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argues that the key to designing this kind of multimedia is by creating activities "which
cognitively engage the learner", and which will lead learners to think about the materials given to
them and even do further research in this field. (6, p.161) Moreover, some multimedia
applications are designed in a non-linear story form. Each user of these applications will
experience a different story-line than the other users depending on each person's choice. This
kind of non-linearity offered "allows a user greater navigational control and freedom." (6, p.159)
However this type of application addresses "a number of complex questions balancing the user’s
freedom and the system’s intended aims." (10, p.62)
Many recent studies suggest that using multimedia in a learning context actually has a
greater effect than traditional instructional methods. For example, Abhay Bakshi states that
"recent studies by the Department of Defense on the effectiveness of interactive multimedia
indicate a reduction in average learning time of 31% and an increase in achievement by
38%..."(2, p.8) Because of the many advantages of multimedia, it is expected that it will become
more widely used in future educational systems and will play an important role.
Interactive narratives executed through the use of interactive multimedia may be an
effective way to engage students with the pedagogical-curriculum they are asked to learn. With
interactive multimedia, students are given the chance to be directly involved in the material they
are supposed to learn, which will give them more space to be motivated to make further research
on the topic they are learning. Students who participate fully in this interactive experience "may
also benefit from learning to critique their own work, as well as the work of others." (20, p.224)
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CHAPTER THREE
DESIGN
3.1 Basic Concept
The game is based on a narrative written in the form of a fantasy fairy tale. It involves a
little girl who has been imprisoned against her will by an evil force represented by Om El
Ghoula (The Egyptian version of the wicked witch). The story traces the girl's attempt to be free
from the tower by going on a little adventure and searching for missing pearls.
The project is designed for Egyptian children between the ages of 6 and 10. It is in Arabic
with English subtitles added. The main concept behind the design of this project is to make it
life-like in the sense that there are no stops, pauses or return buttons. The game just continues,
and the student is asked to make decisions along the way. There are no correct or false choices,
but the story progresses according to the choice made by the learner.
Figure 1 Story outline diagram
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The characters and scenery of the project are designed to be modeled and animated in the
three dimensional (3D) software Autodesk Maya. The choice was made to use 3D, and not 2D,
in order to allow more flexibility in moving the cameras and characters. Actionscript 2.0 was
selected as the language used for making the game interactive because of the simplicity of its
implementation. Flash files exported (.exe, .swf) are widely available on different system
platforms and do not require sophisticated computers.
The narrative chosen is simple and involves very few characters: Rabab, the main
character, Rana, Aly, Karim and Om El Ghoula (wicked witch) as well as a little bird. Each
scene in the game serves specific objectives and discusses certain values.
The game starts with a little girl (Rabab) sitting alone in a tower. She has been trapped
inside by Om El Ghoula. A bird flies into the tower and talks to Rabab. It gives her a necklace
with some missing pearls. It tells her if she manages to find the missing pearls she will become
free.
Rabab then starts on a mission of searching for the missing pearls. Before she proceeds,
she has to solve a puzzle made up of the word “knowledge.”
The pearls represent the tasks she has to finish before she can become free from the spell
cast on her by Om El Ghoula. The act of finding the pearls gives children playing the game a
sense of excitement and adventure. The game cannot be continued until the puzzle has been
solved. The puzzle consists of pieces making up the word “knowledge”, which is intended to
demonstrate that knowledge is the key to everything in life. It indicates the importance of
knowledge and education as a basic human right.
Once Rabab solves the puzzle, the wall of the tower breaks open and she finds herself in
another imaginary world, where she meets Rana, Karim and Aly. Aly is visually marked as
different because of his dark skin colour, which makes sets him apart from the others. The
reaction of Rana and Karim shows a kind of prejudice against him. They keep interrupting him
and dismissing his ideas. It is the task of the teacher/educator to discuss with the children playing
the game the inappropriateness of this behavior while talking about the values of equality and the
importance of non-discrimination.
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The characters tell Rabab that they need to cross the river to watch a star from the
mountain on the other side of the river. Rana suggests collecting wood and building a boat.
Karim suggests collecting rocks to use as stepping stones to cross the river. Aly suggests
stretching himself across the river as a bridge leading them quickly to the other side.
Students (represented by Rabab) are asked to select one of these three solutions. Two of
the choices are fairly realistic (the boat and rocks), while the third (Aly stretching across the
river) is rather imaginative and non-realistic. This scene is meant to raise issues of equality,
freedom of thought and respect for others’ opinions.
Once they manage to cross the river, Om El Ghoula suddenly appears in front of all four
characters. She is angry because they crossed the river without her permission, and because
Rabab was out of the tower. As a punishment she wants them to hand in Rabab to her to
imprison her again in the tower. If the student chooses to give Rabab away, all the characters will
be imprisoned. Om El Ghoula will tell them that the person who gives away someone else’s right
will eventually give up his own rights as well. She leaves and the scene fades out.
Two options are available. The first: Rabab is selected. The witch will then trick the
other characters and take them away one by one. The second: They refuse to give in Rabab. They
will all unite and fight the witch. They win, and the witch is thrown into the river. The scene then
returns to the tower, with Rabab wearing the necklace with the pearls she succeeded in finding.
The doors of the tower become open as a result, indicating that she is ready to go face the world
after having learned about her rights. It is up to her whether to protect these rights or not.
The scene is meant to indicate that no one can take away one’s rights. If we give up other
people’s right, we will in fact be giving up our own rights.
Each student is supposed to play the game individually. Teachers responsible for running
this game for students are asked to discuss each student’s response with them. Feedbacks from
those teachers on how the students reacted were recorded to evaluate the effectiveness of the
game.
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3.2 Storyboard
The storyboard has a simple outline that is represented by the following table:
Table 1 Storyboard
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CHAPTER FOUR
IMPLEMENTING THE PROJECT
4.1 Designing
4.1.1 Designing Characters
The characters were first drawn as sketches on paper. In designing characters, the main
concern was to make them look appealing to little children. They were made to wear particularly
colorful clothes. After this process was completed, the 3D models were created based on the 2D
blueprints.
Following are the main features of each character:
Rabab: The main character of the story. She is the character the students playing the
game will identify with and through whom they will move around the game. A girl was
chosen as the main protagonist of the story in order to highlight the central role of women
in Egyptian society as well as to counteract the stereotype of the male hero fairly
common in school textbooks.
Rana: One of the children Rabab meets in the magical world. She is the most stubborn of
all of them. She is self-righteous and does not like to listen to others’ opinions. She also
has racist attitudes and looks down on those who are different, which is clear from her
attitude towards Aly.
Aly: One of the children Rabab meets in the magical world. He has a darker skin than the
others, and is often the target of their scorn. He is intelligent and kind, and ready to help
his friends under any circumstances.
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Karim: One of the children Rabab meets in the magical world. He really doesn't engage
much with the others. He is designed as a chubby, easy-going child who is easily led by
others.
Om El Ghoula: The evil protagonist of the narrative. She imprisons people and takes
away their rights. She is designed to have a fat, irregular belly. Her hair is weird-looking
and scary, and is meant to resemble a snake.
Bird: The symbol of hope that comes to Rabab in order to give her a chance to learn
about her rights and to be liberated from the tower. Its colour is green representing hope.
Narrator: His voice is friendly and appealing. He speaks Egyptian Arabic, and is
humorous and amusing.
Figure 2 The characters' sketches
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4.1.2 Designing Scenes
The Tower:
Rabab is at first imprisoned in this tower. At the end of the game, the door of the tower is open
giving her the chance to get out of it. The pearls Rabab will collect represent the rights she needs
to understand in order to have a full life.
The Scenery:
Since the story is a fantasy fairy tale, it takes place in an imaginary forest.
4.2 Recording Voices
The voices of the characters were recorded by Arabic speakers who use the Egyptian dialect. The
game also has English subtitles.
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4.3 3D
4.3.1 Modeling
After the process of drawing the character sketches, and after recording the voices for
each character, the process of 3D modeling started. The models were all created in Autodesk
Maya. Figure 3 shows the final 3d modeling of the characters.
Figure 3 3D Models of the characters
19
4.3.2 Texturing
The process of texturing followed that of modeling. Aly's skin colour was made darker
than the rest of the characters to indicate that he was different from the others. It has to be
visually apparent to the child that Aly looks different. The other character who had a strange skin
colour was Om El Ghoula. Dark purple was chosen to indicate the extreme difference between
her and the other children.
Mainly appealing and bright colours were used for the costumes of all the characters. For
Karim's T-shirt, a picture of a beach ball was chosen to show his friendly side. Figure 4 shows
the characters with the final texturing.
Figure 4 3D Models of the characters with textures
20
4.3.3 Rigging and Lip-Syncing
The rigging process came next. It is the process whereby a skeleton is built for the
character allowing the figure to move in a fairly realistic way. Several copies of the character's
mesh were taken, and each copy represented a spoken letter. Those copies were then morphed
together in order to animate the speech of the character. Figure 5 shows some of the facial
expressions and spoken letters. The process of binding each skeleton to the character's mesh
began. Figure 6 shows part of the rigging process of the characters.
Figure 5 Some of the Facial Expressions and Spoken Letters
21
Figure 6 Rigging of the 3D Characters
4.3.4 Animation
The fun process then started. This is the process where all the characters come to life.
Animation in this project of course included the animation of the characters, and the cameras
creating the scenes.
4.3.5 Rendering
Through the rendering process all the modeled characters, along with the textures, lights
and animation turn into a format that can be recognized and read by other applications. For the
22
purpose of this project, the rendered materials were all made ready for importation into another
application in order to implement the interactive parts.
4.4 Implementing the Code
All the rendered materials were then imported to Adobe Flash. The language used to
implement the interactivity of the game is ActionScript 2.0. The puzzle game, for example, was
implemented using the "drag and drop" method. Table 2 is an example of the code of one of the
puzzle pieces:
Figure 7 Snapshot from the puzzle game
When the movie clip (containing a piece of the puzzle) loads, it saves its original x and y
positions in two different variables. A variable named "clickFlag", which is private to each
movie clip of those pieces, is also set to "true". When the user presses on the movie clip and
keeps the press on without releasing, the piece will be dragged with the mouse cursor. Once the
mouse is released, one of two things will happen. If the piece is released its correct place in the
puzzle, the x and y positions inherit the correct place's positions and scales. The flag variable
also turns into "false", so that if the user presses on it again, it will not interact. Moreover, a
23
variable named "counter", which is identified on the root layer (and can therefore be seen by all
movie clips), increments with 1. After the counter variable reaches the complete number of the
puzzle pieces, the game will continue. However, if the piece is released in any place other than
its correct position, it will go back to its original place that was saved from the beginning of the
game.
onClipEvent(load){
flag=true
posx=this._x
makany=this._y
clickFlag=true;
}
on (press){
if(flag==true){
this.startDrag()
}
}
on(release){
stopDrag()
if(this.hitTest(_root.correct_ans2)){
this.enabled=false;
this._x=_root.correct_ans2._x
this._y=_root.correct_ans2._y
this._xscale=_root.correct_ans2._xscale;
this._yscale=_root.correct_ans2._yscale;
flag=false
if(clickFlag==true){
clickFlag=false;
_root.counter++
}
}
else {
this._x=posx
this._y=makany
}
}
Table 2 Code for the Puzzle Game
The other interactive activities in the game all require no more than clicking. The
storyline continues according to the choices made by the user.
24
CHAPTER FIVE
TESTING AND EVALUATION
5.1 Questionnaires
Questionnaires were given to three categories to test and evaluate the project. These
categories are: IT professionals, educators/teachers and students (completed by
educators/teachers). Copies of these questionnaires are found in the Appendix.
5.1.1 IT Professionals
Eight IT professionals of various specializations were asked to evaluate this project and
fill in a questionnaire (see Appendix). Table 3 lists the specialization of each of the eight people
who tested the game. They were asked to evaluate the usability and navigation of the game. They
were also asked to rank the usage of the multimedia elements, along with its quality. Included in
the questionnaire were other questions such as whether the interface is appealing enough, or
whether the game is suitable for the ages intended.
Field of Specialization
Professional [1] Graphic designer and kids' illustrator
Professional [2] Information Technology and Graphic Designer
Professional [3] Graphic Designer
Professional [4] Motion Graphics Artist
Professional [5] Architecture
Professional [6] Motion Graphic Artist
Professional [7] Web Designer
Professional [8] 3D Computer Graphics
Table 3 Professionals
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The following graph illustrates professionals’ assessment of the usability and navigation of the
game. 1 represents a negative assessment and 8 represents a positive assessment.
Figure 8 Usability and Navigation rated
(1 represents a negative assessment, 8 represents a positive assessment)
Five of the professionals gave the usability and navigation of the game a rating between 7
and 8. However, the other three gave the same categories a much lower rating, which was 4. It is
noticeable that the ones who gave high ratings to the usability gave also high ratings to the
navigations, and vice versa.
Figure 9 illustrates professionals’ assessment of the quality of multimedia elements. In
rating the quality of the multimedia elements used in this project, different feedbacks were
received. Professionals [4], [7] and [8], for instance, gave the three elements tested the same
rating, which is between 4 and 5. Professional [1] saw that the quality used in sound was better
than animation and sound. On the other hand, professionals [5] and [6] had a totally different
opinion. They rated both text and sound much higher than the animation element. However,
animation was given a higher rate by professionals [2] and [3].
26
Figure 9 Quality of Multimedia Elements rated
(1 represents a negative assessment, 8 represents a positive assessment)
Figure 10 illustrates professionals’ assessment of the interface and fun element of the game. It is
clear that most of them agreed that the interface was quite appealing to children and that the fun
element was fairly high.
27
Figure 10 Interface and Fun Element rated
(1 represents a negative assessment, 8 represents a positive assessment)
The IT professionals were also asked at the end of the questionnaire to give further
comments and suggestions regarding the game. Although professional [2] commented that the
drawing and modelling were quite appealing to children, others, like professional [4], suggested
that the overall visuals should be brightened up a little. Professional [1] also pointed out that the
characters needed to wear more colourful clothes. Moreover, the text that appears in the game as
instructions was found to be rather gloomy because of its black and gray colours. Professional
[7] suggested that those instructions should be more colourful and appealing to children.
Children can be attracted not only by colours, but also by using graphics for interactive
elements. Professional [7] suggested that elements like the mouse cursor could be in the form of
a magic wand that spreads magic dust when the mouse is moved, or a pointing finger that bends
when clicking on a button. Moreover, she suggested that the text messaging should include some
indicative icons, such as a funny question mark beside a question, or maybe a cartoonish light
bulb next to a remark or an instruction. By doing that, the child might easily comprehend the
instructions prior to reading.
28
The puzzle part of the game also generated a great deal of discussion among several
professionals. Professional [7] for example saw that the colours used for the pieces and the
background of the puzzle were confusing. Children would barely tell the difference because of
the same colour tone used. Professional [2] saw the importance of the existence of a small photo
of the complete puzzle on one side of the screen. She argued that the children would not have the
time to comprehend the meaning of the puzzle when they finished putting all the pieces in the
correct places. However, if a small picture of the puzzle was visible to them all the time while
completing the puzzle, they would understand the meaning of the puzzle much better.
Professional [7] further suggested that there should be visual and/or auditory indications
when a wrong or correct move of the game was made, such as an error sound when a move is
wrong. Sound effects like "Horray!" can also be used as an indicator of making a correct move.
That will give some sense of achievement and success to the child.
Apart from the puzzle game, some professionals saw that there should be more sound
effects used in the entire game. Professional [2] gave an example to that effect by suggesting that
the sound of birds at the beginning of the game when the narrator says "a land, full of birds"
should be made more audible. She also suggested that the choice of the voice of the main
protagonist was not really successful, for she thought it needed to be more childish than it is.
The techniques used to create this game were also commented on. Professional [4] saw
that the first part before the puzzle appeared (when the book was opening) was a bit slow. She
suggested that it should be made a little faster in order not to lose the audience. Professional [7]
proposed that the existence of buttons for pausing, replaying, and exiting the game would be
very useful. For making the game more challenging and interesting, professional [1] saw that the
existence of more than just one puzzle would be more appealing.
The story (plot) of the game received some criticism from the IT professionals as well.
Professional [7] pointed out that although the narrator said "the bird whispered to Rabab," Rabab
was the one who spoke and not the bird right after that. This was seen as a very confusing part.
Professional [1] did not like the fact that Rana always interrupted Aly. She argued that this kind
29
of behaviour might be understood as acceptable by the children. The game should make it crystal
clear that this was an unacceptable type of behaviour.
Several professionals saw that the options given for crossing the river were not very well-
chosen. Aly's idea was by far the most unrealistic. They argued that the students would be less
likely to choose this idea for they would consider it absurd. Professional [5] suggested a solution
for this problem. If Aly's idea was to stretch over the broken parts of a wooden bridge, for
instance, to let his fellow friends pass, that would have been more reasonable and realistic.
Professional [1] saw that the events of the story did not hang together. The reason behind why
the characters wanted to cross the river should have been more tightly linked to the plot of the
story than just wanting to watch a star, which they eventually did not even see because of Om El
Ghoula's interruption. Professional [1] saw that this inconsistency might confuse the child.
The age scope given as the appropriate age to play this game was also discussed. Both
Professionals [1] and [7] mentioned that children up to the age of 7 at least are not very good
readers. Thus, this might create a problem with all the written instructions given in the game.
They, therefore, suggested that the instructions should be read aloud, or drawn with graphical
representations. Despite all that was mentioned above, high ratings were given by most of the
other professionals about the suitability of the game to the ages between 6 and 10.
5.1.2 Teachers/Educators
Three educators were asked to run the game and record their evaluation prior to testing it
on children. They were asked specifically to evaluate the navigation of the game, and the
element of fun and enjoyment in it. The clarity of the issues related to the specific human rights
discussed within the game was also evaluated: the right to knowledge, the freedom of movement,
non-discrimination and the respect of others' rights. Also evaluated was the extent to which the
activities of the game succeeded in capturing the attention of children.
30
Two educators rated the easiness of the navigation of the game fairly low. They argued
that they believed that students would not be able to navigate through the game alone without
any external help. However, the third educator found the navigation to be fairly easy and could
be played by students without any help from others. The fun element was rated really high by all
three educators. One of them suggested that children would really enjoy the sense of exploration
afforded by the game.
The overall ratings of the human rights discussed within the game were fairly high. Two
of the three educators saw that the right to knowledge was quite clear within the context of the
game. The right to freedom of movement was seen to be crystal clear by the three educators.
However, the clarity of the idea of equal, non-discriminatory treatment was rated fairly low by
most of the educators. On the other hand, the idea of respecting others' rights was given the
highest rating by all three educators. They argued that this was the clearest human right
discussed within the game.
The activities within the game were rated very highly by the three educators. In response
to the question whether the game could be a self-directed learning tool or not, two of them
agreed while the third believed that some extra guidance was really needed.
The educators were also asked at the end of the questionnaire to give further comments
and suggestions regarding the game. One of them pointed out that the three choices given for
crossing the river were rather hastily uttered and were not completely clear. He feared that
children might not be able to fully concentrate and comprehend, and would therefore not be able
to choose properly. Another educator stressed the point that the ending of the game was rather
boring. When the child finishes the game, he should expect something interesting to happen.
However, the ending of the game might discourage students from playing further games of same
type.
31
5.1.3 Students
Educators were asked to run the game to children, each one alone and record their
feedback later. They were asked to evaluate the effectiveness of the application after testing on
young children. Six students of different ages between 6 and 10 were asked to play the game.
Table 4 gives a list of students who tested the game including their gender and age.
Gender Age
Student [1] M 10
Student [2] M 10
Student [3] M 7
Student [4] F 9
Student [5] F 8
Student [6] M 6
Table 4 Students who tested the game
The following graph illustrates a comparison between students’ ages, the guidance they needed,
and the rating of their engagement with the game.
32
Figure 11 Comparison between age, guidance needed, and the engagement with
the game
(1 represents a negative assessment, 8 represents a positive assessment)
From the questionnaires filled out by the educators according to the performance of the
children, it was clear that there was a connection between the age of the student and the guidance
needed, for younger students were the ones who needed more guidance. However, all the ratings
of children’s engagement with the game were high. Moreover, a question in the questionnaire
asked the educator to assess the student’s degree of involvement in the activity based on his
previous knowledge of the child's attitude during other activities. All six answers affirmed that
the students tested showed more eagerness than normal in the game.
Student [1]:
Student [1] is an energetic 10-year old boy. He sat with a lot of concentration and seemed
to fidget for no more than a few seconds only. He responded in the following manner:
1. He had no trouble sitting through the entire game.
2. He had no trouble starting the game when it said “start”.
33
3. He had no trouble solving the puzzle, which he later described as interesting, without any
interference or guidance. He finished it fairly quickly.
4. When he was asked to choose the best method for crossing the river, he hesitated a little and
finally chose the boat. He later said that boats were made for crossing rivers. He agreed that
building a boat was the best method.
5. When he was asked whether to give up Rabab for the witch as she demanded, he thought for a
second and chose not to give her up. When asked why he did that, he repeated the same line of
the group when they said that “giving up somebody’s right means giving up one’s own rights”.
6. As a 10-year old, Student [1] had no trouble reading the instructions or understanding the
purpose of the game.
Student [2]:
Student [2] is a quiet 10-year old boy who is greatly fond of videogames. During the
game, he sat with a lot of concentration and did not fidget at all. He responded in the following
manner:
1. He had no trouble sitting through the entire game and seemed quite absorbed by it.
2. He had no trouble starting the game when it said “start”. He sometimes turned for reassurances
but in general he needed little guidance.
3. He seemed to find the puzzle rather challenging although he had no trouble solving it in the
end. He proceeded fairly slowly and cautiously, taking quite a bit of time to fit in the last piece.
4. When he was asked to choose the best method for crossing the river, he hesitated a little and
finally chose the rocks. He later said that rocks were more reliable than any other method and
would not sink like a boat.
5. When he was asked whether to give up Rabab for the witch as she demanded or refuse to do
so, he chose to give her up. When asked why he did that, he said that it was a mistake and that he
was confused.
34
6. As a 10-year old, Student [2] had no trouble reading the instructions or understanding the
purpose of the game.
7. He later described the game as interesting and engaged in a discussion with Student [5]
concerning his choices. He said that he wished the game was longer.
Student [3]:
Student [3] is a very quiet 9-year old girl. During the game, she sat with a lot of
concentration and did not fidget at all. She responded in the following manner:
1. She had no trouble sitting through the entire game and seemed quite absorbed by it.
2. She waited a bit at the start of the game when it said "start". However, when nothing
happened, she clicked on it and started the game without any instructions.
3. She had some problems while playing the puzzle game, but she managed to do it correctly in
the end. When asked why she thought that the puzzle showed the word "knowledge", she said
becuase it was the most important thing in life.
4. When she was asked to choose the best method for crossing the river, she chose the boat
without much hesitation. She later said that boats were the only choice becuase the other two
choices were unreal and absurd.
5. When she was asked whether to give up Rabab for the witch as she demanded or refuse to do
so, she chose not to give her up.
6. As a 9-year old, student [3] had no difficulty reading the instructions. However, she seemed to
need assurances from someone that she was doing the right thing.
7. At the end of the game, she seemed a bit disappointed with the ending of the game. She just
got up and left without saying anything further.
35
Student [4]:
Student [4] is a lively 8-year old girl with an alert mind and a great deal of curiosity.
During the game, she was visibly excited and reacted to every event in the story, smiling,
laughing and even hiding her face when the witch appeared:
1. She seemed to enjoy the game a lot.
2. She had no trouble starting the game when it said “start”. She often turned around to share the
excitement and comment on the actions although in general she needed little guidance through
the game.
3. She seemed to find the puzzle rather challenging but in the end managed to solve it. She only
found it rather difficult to fit in the pieces in their places because she could not place them
accurately enough.
4. When she was asked to choose the best method for crossing the river, she chose the rocks. She
later explained that the boat was too large for the river (it appeared to her rather small) and that
the children might fall off the boat. But the rocks were solid and the children couldn’t possibly
fall off them. She thought that Ali’s suggestion of stretching across the river was silly.
5. Student [4] had problems reading the instructions and needed help with that. She did not
understand the meaning of the word “sacrifice” and had to have it explained to her. So when she
was asked whether to give Rabab up to the witch as the witch insisted or refuse to do so by
clicking on the group, she thought that by clicking on the group she would be sacrificing all of
them. When the situation was explained to her she clicked on the group and saved Rabab.
6. As an 8-year old, student [4] had some trouble reading the instructions but no problem
understanding the purpose of the game.
7. After the game was over, she kept talking about it and asking various questions.
36
Student [5]:
Student [5] is a highly spirited 7-year old boy who is greatly fond of videogames and
karate. During the game, he sat with a lot of concentration and did not fidget at all. He responded
in the following manner:
1. He had no trouble sitting through the entire game and seemed quite absorbed by it.
2. He had no trouble starting the game when it said “start”. As his reading skills are not perfect,
he needed some guidance in understanding the instructions. But he had no trouble following
them and proceeding without any hesitation.
3. He seemed to have some problems placing the puzzle pieces in their slots so that they would
snap into place. The puzzle was therefore rather challenging but he managed through trial and
error to solve it in the end, feeling quite happy that he did. He managed to read the word
“knowledge”.
4. When he was asked to choose the best method for crossing the river, he chose the boat without
much hesitation. He later said that boats were used to cross rivers.
5. When he was asked whether to give up Rabab for the witch as she demanded or refuse to do
so, he chose not to give her up.
6. As a 7-year old, student [5] had some difficulty reading the instructions but seemed to
understand the purpose of the game quite well.
7. He later described the game as interesting and engaged in a spirited discussion with student [2]
concerning his choices.
Student [6]:
Student [6] is an active 6-year old boy. During the game, he sat with a lot of
concentration. He responded in the following manner:
1. He had no trouble sitting through the entire game and seemed quite absorbed by it.
37
2. He had a lot of trouble in understanding the written instructions, and needed a lot of guidance
to tell him what he should be doing.
3. He seemed to have some problems with the puzzle game. The puzzle was rather challenging
but he managed through trial and error to solve it in the end, feeling quite happy that he did.
Someone had to read for him that the word "knoweldge" as it appeared on the puzzle.
4. When he was asked to choose the best method for crossing the river, he chose the boat without
much hesitation. He believed that this was the only way to cross the river.
5. When he was asked whether to give up Rabab for the witch as she demanded or refuse to do
so, he chose not to give her up.
5.2 Evaluation
The testing of the game has produced the following results:
Usability and Navigation:
Both educators and IT professionals believed that the usability and navigation of the
game were easy, and that children would go through the game easily. The children, in fact, went
through the game quite easily and smoothly. Only the children who had problems with reading
needed a little guidance in what the instructions said, but they continued the game on their own
after that.
Some IT professionals suggested that there should be buttons for pausing, replaying, and
exiting the game. The project was mainly designed to be a life-like experience, without the
existence of backtracking options. However, it might be very useful to add such buttons for the
use of teachers, and not students. These buttons can appear when rolling over a certain place for
instance.
38
Plot of the Story:
Some IT professionals believed that the plot did not hang together. They believed that
this kind of plot might confuse children. However, the children who played the game seemed to
have enjoyed the story. Some of them even interacted physically with it: hiding their faces when
the witch appears, jumping up and down when a correct choice was made.
The plot might have interested the children alright, but it perhaps needs to be more tightly
constructed. Moreover future plots of such games will need to be long enough so to engage
students more fully.
Age:
The game was designed for children aged between 6 and 10. However, some of the
educators expressed their fear that children aged 6 and 7 might not find the game very
appropriate, because they are still not very proficient readers (and the game consists of a lot of
written instructions). When the students played the game, it was obvious that three students, who
were 6, 7 and 8 years old, really had problems understanding, and they needed lots of external
guidance.
Some IT professionals proposed a solution to this problem: by changing written
instructions into graphical representations, or by getting the instruction at least read aloud.
However, one of the students aged 9 had a problem with understanding some of the terms
included in the game, such as "sacrifice". So, it is important when creating a game or application
for the ages stated above to make the terms easy and simple.
39
Puzzle:
Many of the educators believed that the puzzle game would be really hard for students to
solve. Some IT professionals, on the other hand, expressed their fear that the puzzle might
confuse the students because of the way it was designed (the colours used for the pieces and the
background of the puzzle were confusing because of the same colour tone used). Others
suggested that the existence of the full image of the puzzle at the side of the screen was
necessary to make the child comprehend the idea behind it.
However, the puzzle game seemed to be the most interesting part for all the children who
tested the game. They all showed great concentration and interest while playing it, and felt quite
happy after they managed to do it correctly. Although some of them did not play the game as
easily as others, they all in the end expressed how much they enjoyed it. Thus, there should be
more of these interactive activities and they should be more challenging, for this is the most part
appealing to the children.
Ending of the Game:
Some educators believed that the ending of the game was rather boring, and needed
something a bit more interesting to make the children feel the achievement they made. One of
the children who played the game was clearly disappointed after the game came to an end. She
just looked at the screen and left. However, other students, especially the ones who were in the
same room with other students who played the game, were engaged in a discussion with each
other concerning their choices.
Some IT professionals suggested that there should be visual and/or auditory indications
when a wrong or correct move of the game was made. That will give some sense of achievement
and success to the child. Thus, beside the visual and auditory indications, the ending must be
designed in an interesting way.
40
Choices for Crossing the River:
The choices that were given to cross the river were either by building a boat, or putting
rocks, or by Aly stretching across the river. Both IT professionals and educators pointed out that
these three choices were not quite appropriate. They argued that the children, when playing the
game, would be less likely to choose the third idea for they would consider it absurd. None of the
six students who played the game in fact chose the last option. They either chose the boat, for
they saw it was the only way to cross the river, or the rocks, because some of them thought that
the boat would be too big to use. However, they all agreed that the choice of Aly stretching
across the river was most absurd and could not be done.
In choosing those three methods of crossing the river, an imaginative option was given
next to a realistic one to see how students would respond to that. However, the results showed
that this was not perhaps the right choice. The children should be presented either with three
realistic choices, and they try to choose the best one between them, or be presented with three
totally unrealistic imaginative methods.
Children’s involvement in the game:
One of the main purposes behind this project was to make the students more involved in
activities and more engaged with their teachers and fellow students than normal. To a great
extent, the results showed that the children who tested the game, in fact, were more engaged in
the game than usual. Student 3, for example, a really quiet girl who says almost nothing in class
and sometimes even does not answer her teacher if she is asked about anything outside of the
curriculum, showed marked interest in the game. She was slightly more active, talked a bit more
and asked questions about the game. The other two students, who were at first very shy, became
very excited after finishing the game, talked with each other about the choices they made and
talked with their teacher about what they thought of the game.
41
CHAPTER SIX
DISCUSSION
In implementing and testing the game, several points became clear. One such point is that
a game whose core aim is to educate children about the basics of human rights should relate to
the problems existing in those children’s own societies and clearly discuss them. Abuses of
human rights, including discrimination, represent a serious problem in Egyptian society, as was
mentioned in the Human Rights Report in 2010. However, many Egyptians refuse to see that
there is a problem at all and believe that these abuses are non-existent. (3) In this project, the
character of Aly was modeled to be visually different from the others, and was discriminated
against as a result. In future projects, it is hoped that such ideas should be taken into account and
dealt with in a more profound and comprehensive way.
Another main problem existing in Egyptian society is rote learning, where students are
often required to memorize as much information as possible in order to pass their examinations,
without having developed their critical skills or attained real knowledge of the content they are
studying. Thus, interesting and appealing methods that attract children to learning need to be
developed and implemented in order to overcome this problem. Narratives and storytelling are
important methods for teaching and instruction as has been highlighted by many scholars. (12,
13)
Many researchers have suggested that technology in the shape of interactive multimedia
is quite effective as a teaching tool. The interest of the children testing the game has clearly
demonstrated this fact and has shown that narrative is also a very powerful method that can be
used effectively in education. Some of these children, who are active by nature, were so focused
on the game that they played it entirely without fidgeting at all. Others responded physically to
the events of the story, by hiding their faces for example when the witch appeared, or by jumping
up and down when a correct move was made.
Other than being an appealing visual material to students, multimedia includes another
important element which is interactivity. A superior kind of knowledge can be achieved through
42
this element (2). For that reason, the project was designed as a combination of a movie and a
small game. The idea was to make the students participate in the action of the story, and choose
which turn the story takes. The students thus understand the concepts behind the game in an
indirect way. Taking responsibility for their action is essential, just as Yvonne Rogers points out.
(21). When students feel that they have control over the path the story takes, they become more
confident and willing to continue. That was proved when teachers started discussing with
students the choices they made. It was clear that students discussed their choices with a great
deal of confidence and conviction.
The way games for young children are designed is a highly important issue. Several
scholars argue that games should be suitable for their audience. Bright colours should be used in
characters and scenery. Although the characters and scenery of this project were created in bright
colours, some professionals saw that the overall visuals still needed to be brightened up a little
more. They also suggested that the existence of more graphical representations, such as funny
question marks, or right and wrong signs, could help in engaging children more effectively.
In exactly the same way that the game should use suitable graphics, it should also be
appropriate for the age range it is addressing. This project is designed for children aged between
6 and 10. However, through some of the educators’ recommendations, and through the testing of
the game on children between the ages mentioned above, it was discovered that the age range
should be adjusted. The game had several written instructions. Those instructions were very hard
to understand by the children aged 6 and 7. By making the instructions audible and including
more graphical representations, this problem might be solved.
One of the activities in the game required the player to choose the best method to cross
the river. Although the three methods given for crossing the river were selected in order to raise
issues regarding certain values such as respecting others’ opinions, freedom of expression,
equality and non discrimination, they have not been chosen successfully. Two of those methods
were fairly realistic, while the third was imaginative. All of the students chose one of the two
realistic methods. When asked why, their replies were that the non-realistic method was most
absurd. Therefore, the elements given as choices must be consistent. They should all be either
realistic or imaginative.
43
One of the improvements needed in the project involves making the plot more tightly
constructed. Some of the professionals pointed out that loosely constructed plots would lead to
confusion, specially to very young children. They found that there were several discontinuities in
the story, such as the sudden appearance of the wicked witch before even the children got to see
the star from the mountain. The ending of the game was also criticized. They believed that it is
important that it is designed in an interesting way, so that the children playing it would feel a
sense of achievement after they are through with it, and would be encouraged to play games of a
similar nature in the future. One of the children who tested the game seemed annoyed and
disappointed at the end of the game, for she got up and left the room without further discussion.
Since interactivity helps students become more involved in the action of the story and
identify with its characters, it should not consist of just pointing and clicking (6). The three
interactive activities offered in this project include: drag-and-drop method (presented in the
puzzle game), and two activities with the method of just clicking on the required choice.
Students who played the game showed a great deal of interest while playing the puzzle game.
Moreover, they expressed their wish that there were more parts like the puzzle within the game.
The game is intended to be played by students individually. The questionnaires that were
filled out by the educators were completed based on the discussion they had with each student
alone. However, only two students out of the six met in the same room after playing the game
each on his own. The result was that those two children were really excited about discussing
their choices. They ran to each other asking which choices they made, and why they made them.
Moreover they started discussing the same issues with their teacher even before she started the
discussion with them. Hence, even if a game is designed to be played individually, it is a great
idea to make the players meet right after finishing it because that will automatically lead to
constructive discussion between them.
This project is presented merely as a model to test the importance and the effectiveness of
interactive narrative multimedia in teaching. There are very few attempts to employ technology
and integrate it into Egyptian school curricula. Furthermore, very little attention is given to the
issue of human rights in Egypt at the moment. Thus, it is hoped that this project will represent a
44
starting point for creating other projects of the same nature that should help teach Egyptian
children, who are the future decision makers, the basics of their rights and how to defend them.
45
CHAPTER SEVEN
CONCLUSION
A great deal has been done in the field of teaching through technology, particularly in the
teaching of mathematics and sciences. However, very little has been done in the area of teaching
the basic concepts of Human Rights and civic responsibilities, especially in countries like Egypt.
This project highlights the importance of using interactive computer-based games to enhance
students' awareness of their rights as human beings and responsibilities as citizens. The project is
an attempt to explore the possibilities of using interactive multimedia in promoting this
awareness.
In general, the project had an overall positive response, in spite of the various critical
remarks about its design and implementation. However, what the project clearly demonstrates is
that further research in this field is badly needed. If modifications and improvements are made
to games of a similar nature, better outcomes are expected. This can happen if future games are
made longer, had more sophisticated plots, and contained more activities that are more
challenging and exciting.
The hope for improving educational systems in developing countries, such as Egypt, will
depend to a great extent on how effectively technology will be used in the future. It is also
important that traditional methods of teaching, which depend on rote memorization and rote
learning, be replaced by new strategies aiming at enhancing students’ imagination and their
abilities to think critically and creatively. This project is perhaps one step in that direction.
46
REFERENCES
1. Annetta, Leonard A. “Video Games in Education: Why They Should Be Used and How They
Are Being Used”, Theory into Practice, Vol. 47, No. 3, New Media and Education in the 21st
Century. Summer, 2008, pp. 229-239.
2. Bakshi, Abhay. A Real-Time Multimedia Based Education Through The Internet. MSc
dissertation, West Virginia University, 1998.
3. Berger, Marie-Jeanne, "Racism in Egypt", The Egypt Monocle. June 30, 2012.
4. Bruner, Jerome S. Making Stories: Law, Literature, Life. Cambridge, MA: Harvard UP, 2003.
5. Bruner, Jerome. Cultivating the possible. Transcript of a Lecture delivered at Oxford
University, 17 March 2007. http://www.education.ox.ac.uk/wordpress/wp-
content/uploads/2011/03/Transcript-Cultivating-the-Possible.pdf [Accessed 7 September 2012].
6. Cairncross, S. and Mike Mannion. “Interactive Multimedia and Learning: Realizing the
Benefits.” Innovations in Education and Teaching International. 2001, 38, 156-164.
7. Clark, Richard E. "Media Will Never Influence Learning", Educational Technology Research
and Development, Vol. 42, No, 2, 1994, pp. 21-29.
8. Conle, C. “An anatomy of narrative curricula”, Educational Researcher. 2003, 32(3), 3 -15.
9. Dettori, G. et al. Technology-Mediated Narrative Environments of learning, Rotterdam 2006.
10. Dettori G. and A. Paiva. “Narrative Learning in technology-enhanced environments”.
In Technology-enhanced learning: Principles and products, S. Ludvigsen, N. Balacheff, T. de
Jong, A. Lazonder, and S. Barnes (eds.). 2009, Springer.
11. Diamond, Myrna Elyse. The Role Of Narrative In Multimedia Learning. PhD dissertation,
University of Nevada, Las Vegas, 2011.
12. Egan, K . Teaching as storytelling: An alternative approach to teaching and curriculum in
the elementary school. London: Althouse Press, 1988.
13. Hay, Trevor and Julie White. “The Teacher Writer: Narrative Theory, Storytelling and
Research”, AARE 2005.
14. Ivers, Karen S. and Ann E. Barron. Multimedia Projects in Education: Designing,
Producing, and Assessing, Libraries Unlimited, 2006.
47
15. Johnson, Cheryl I. Testing the Assumptions of Multimedia Learning Principles: An Eye
Movement Analysis. PhD dissertation, University of California, 2011.
16. Laurillard, D. Multimedia and the learner's experience of narrative. Computers in Education,
1998, 32, 229-243.
17. Mayer, Richard E. and Roxana Moreno. “Animation as an Aid to Multimedia Learning”,
Educational Psychology Review, Vol. 14, No. 1, March 2002, pp. 87-99.
18. Piaget, Jean. The Principles of Genetic Epistemology. London: Routledge & Keegan Paul,
1972.
19. Plowman, L.; Luckin, R.; Laurillard, D.; Stratfold, M. & Taylor, J. “Designing Multimedia
for Learning: Narrative Guidance and Narrative Construction”, in Marian G. Williams & Mark
W. Altom, ed., 'CHI' , ACM, 1999, pp. 310-317.
20. Robin, Bernard R. “Digital Storytelling: A Powerful Technology Tool for the 21st Century
Classroom”, Theory Into Practice, 2008, 47:220–228.
21. Rogers, Yvonne and Mike Scaife. “How can interactive multimedia facilitate learning?” In J.
Lee (ed.) Intelligence and Multimodality in Multimedia Interfaces: Research and
Applications. Menlo Park, CA: AAAI. Press, 1998.
22. The Human Rights Online Teaching Guide. www.amnesty.org.au/humanrightstoday
[Accessed on 18 July 2012]
23. The Human Rights Report Egypt 2010.
http://www.state.gov/j/drl/rls/hrrpt/2010/nea/154460.htm [Accessed on 18 July 2012]
24. Yadav, V. Using Multimedia in Education. Delhi: Global Media. 2006.
48
APPENDEX
Questionnaires
Questionnaire for IT Professionals:
Name:
Gender:
Field of Specialization:
(Place an x where appropriate)
01) How would you rate the usability of this game?
1 2 3 4 5 6 7 8
Very low Very high
02) How would you rate the navigation of this game?
1 2 3 4 5 6 7 8
Very low Very high
03) How would you rate the usage of multimedia elements?
1 2 3 4 5 6 7 8
Very low Very high
04) How would you rate the quality of multimedia elements?
a) Text
1 2 3 4 5 6 7 8
Poor Excellent
b) Animation
1 2 3 4 5 6 7 8
Poor Excellent
c) Sound
1 2 3 4 5 6 7 8
Poor Excellence
05) How appealing is the overall interface of the game?
49
1 2 3 4 5 6 7 8
Not at all
appealing
Highly
appealing
06) How suitable is the interactivity level of the game to learners' age (6-10)?
1 2 3 4 5 6 7 8
Not at all
suitable
Highly
suitable
07) How would you rate the fun and enjoyment element of the game?
1 2 3 4 5 6 7 8
Very low Very high
Please use the space below to write any further comments or suggestions regarding this
game:
50
Questionnaire for Teachers/ Educators
Name:
Gender:
01) How easy was the navigation of this game?
1 2 3 4 5 6 7 8
Very
easy
Difficult
02) How would you rate the fun and enjoyment element of the game?
1 2 3 4 5 6 7 8
Very low Very high
03) How clear are the goals and objectives of the game?
a) Right to Knowledge
1 2 3 4 5 6 7 8
Very
vague
Very clear
b) Freedom of Movement
1 2 3 4 5 6 7 8
Very
vague
Very clear
c) No Discrimination
1 2 3 4 5 6 7 8
Very
vague
Very clear
d) The idea of giving up other's right will leave to giving up one's right
1 2 3 4 5 6 7 8
Very
vague
Very clear
51
04) How interesting and engaging are the activities in the game?
1 2 3 4 5 6 7 8
Boring Interesting
05) Do you think that the game be a self-directed learning tool?
No Yes
52
Questionnaire for Teachers/Educators: (based on observing the child):
(Please fill out a questionnaire for each child tested)
Name of Child:
Age of Child:
Gender of Child:
06) How much extra guidance did the child need to comprehend what is required?
1 2 3 4 5 6 7 8
No
guidance
A great
deal of
guidance
07) How keen was the child to engage with the game?
1 2 3 4 5 6 7 8
Indifferent Very keen
08) According to your previous knowledge of the child's attitude during activites, was the
child more engaged than normal during the game?
No Yes
09) Please rate how engaged the child was with the game?
1 2 3 4 5 6 7 8
Frustrated Visibly
Engaged
Please use the space below to write any further comments or suggestions regarding this
game: