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| Meet the Course Designer Writing Helps | |
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An Example Multimedia ProposalExample Proposal for an Educational Multimedia Interactive Project Project title: This should be a one to five word title. Example: “The Oregon Trail Adventure” Project function: A short description of the communication purpose and background behind this multimedia project and should include words like “entertain,” “inform” and/or “persuade.” Example: This interactive game provides an entertaining way to teach users about that part of American history from the 1840s through the 1860s, when large numbers of American pioneers and immigrants made the long journey from the Missouri River along the Oregon trail to settle the old West or look for gold. The big wave of western migration did not start until 1843, when "the great migration" kicked off a heroic adventure. Over the next quarter century more than a half million people went west. The distinction of the Oregon Trail as a pioneer route ended in 1869, with the completion of the transcontinental railroad. For whom designed: A short description of the audience for the proposed multimedia project. Example: This game is designed for a general audience but does contain some violence and disturbing factual material, so it is not recommended for young children. It would be most useful for preteens and teenagers studying American history but would be entertaining for adults as well. The game can be played alone or in a group. Description: A description of the visual look of the multimedia project and how it functions. Example: In this game the user will become a character who joins a wagon train going west. Each branch point entry starts with a sepia visual, replicating the look of an old tintype. Once the action begins in that branch point or setting, the sepia gives way to full color, realistic 3-D image and sound. The user will be able to manipulate his/her “game Piece” or “character” through keyboard, mouse or game controls, depending on the choices the user makes at the outset of the game. The user’s POV is omniscient, in that he or she will be able to see the movements of his/her “game piece” or character on screen rather than through the eyes of that game piece. Game Objective: A short description of the goals of the game and how the game is won. Example: To reach the Oregon Territory alive and stake a claim either for farmland or a gold claim. The player will have to overcome many hardships and opportunities which randomly attack or present themselves at various branch points. Because these elements are randomly assigned by the program, a single user can experience many variations on the game. Obstacles may include but are not limited to: bad weather, snake bite, flood, cholera, poor sanitation, starvation, accidental gunshots, drought, broken wheels, sick animals and swindlers. Opportunities include but are not limited to: hunting, trading, making friends, sightseeing, finding abandoned treasures, helping other travelers, acquiring skills. Branch Point #1: A brief description of the branch point (what we see) and what the user does (or has done to him/her) in this location. Example: Game Start. The game opens with a text description of the game and what will happen. The user will tell the program if this will be a single player or multiple player game. At this opening location each user will then be prompted to choose demographic characteristic for his/her game piece or character. There are three demographic choices: Male or Female, Age (a forced choice among teen, young adult, middle aged adult, and older adult character age choices), and Marital Status (Single, Married, Widowed). Once each player has made these choices the program generates a “game piece” or character for the user to move through the game. The program also generates random assets or handicaps for each “game piece “ or character. The assets include but are not limited to: wealthy, a supportive spouse, keen eyesight, strength, knowledge of husbandry or wild herbs. Handicaps include but are not limited to: poverty, crippled hand, poor eyesight, sick child, cheating or lazy spouse, greenhorn. Not all assets or deficits are revealed to the player at the outset of the game. The player will know his/her demographics, the inventory of his/her wagon and stock and how much money he/she has to outfit the wagon with supplies. Branch Point #2: Description of the branch point and user activities. Example: General Store, Independence, Missouri. The “jumping off” point for the game. From this point on there are no text explanations but all animated audiovisual images. At this branch point the user outfits his/her wagon with supplies. The store keeper will suggest to the user’s “game piece” or character that he/she buy 200 pounds of flour, 150 pounds of bacon, ten pounds of coffee, 20 pounds of sugar and ten pounds of salt. The player must decide what to buy with the funds he/she has (some players will have more of this asset than others). He/she may buy other supplies the store keeper does not mention, such as guns, ammunition, hard candy, liquor, rope, canteens, lanterns, blankets, matches, coffee pot, kettle, etc. Decisions made here can effect the player’s success or failure at later branch points. Branch Point #3: Description of the branch point and user activities Example: Prairie outside Independence. A place congested with wagons, animals and families. Here the player will be approached by others forming wagon trains west. The player learns that it is best to travel in a company and must decide which company to join. Solo is not an option. Choices here determine the nature of hardships at future branch points. One company has a military leader and two scouts for a large number of wagons, many of which are single men looking for gold. Another company is a smaller, more evenly mixed group of families and single men, guided by an experienced scout. A third company is made up largely of families led by a married man, a veteran scout, and an Indian guide. Multiple players in a game must travel together, choosing the same company. Branch Point #4: Description of the branch point and user activities. Example: On the Trail. There is great excitement as the player’s company begins its journey, but there is a problem at the very beginning when a child from a family wagon in the company wanders away from the trail and is lost. The company must vote whether to stop and look for the child or leave the family behind to look for its own child and possibly catch up to the rest of the company later. Players don’t know it but choosing to leave this family behind so early in the game can eliminate an important asset for later play. The player votes, though his/her vote may not actually decide the outcome (random program choice). This is the first Branch point where there are additional branch point choices or targets. If the company chooses to look for the child, then.
If the company chooses to go ahead without the child and family, then:
Branch Point #5: Description of the branch point and user activities. Example: Woods to the right of the trail. The company has decided to stop and look for the missing child. The user has selected to go with the party that will search the woods. There is an opportunity to shoot game for fresh meat for the evening meal. If the user decides to hunt, then he may or may not (random program choice) accidentally shoot the missing child. If the user see the rabbit and if the user has a rifle, then he/she may or may not successfully shoot that rabbit. If the user looks on the ground, then he/she will see a child’s shoe and can follow a trail into the brush to discover the missing child --otherwise, another player or character will find the child.
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