My atmosphir blogging seems to be going well – I may even have a new convert in @mwclarkson to show for my work and have also developed an excellent contact in @kristianstill.
Tag Archives: atmosphir
Using #Atmosphir as a way to teach ICT systems life cycle through games design: Stage 3 Requirements documentation
This series of blogs is my attempt at thinking through some of the issues surrounding using Atmosphir as a tool for teaching the ICT systems life cycle. The first blog post contained the different stages and the following blogs are looking at each stage. At this point I am not trying to come up with a definitive guide, merely think through some ideas for its usage in the classroom. At the end of this I may very well have a scheme of work in place.
- Plot / Background
- Gametype and rules
- Scenery, setting and World rules
- Character usage
- Enemies, objects and interactives
Using #Atmosphir as a way to teach ICT systems life cycle through games design: Stage 2 Analysis and Feasibility
I think its time to resurrect my blogging on using Atmosphir to design games. Even though Atmosphir is not easy to roll out on our school network due to the Unity Web Player being difficult to install with user profiles Atmosphir is still a useful model for getting to understand games based learning. I have yet to use many games in class apart from just touching the surface of Scratch.
- complexity of the idea
- whether Atmosphir has the resources and material to execute the idea
- what further requirements the target market users may have for their game
- drawing up some initial basic designs and ideas
Using #atmosphir as a way to teach ICT systems life cycle through games design: Stage 1 Problem Definition
So a few days ago I began blogging on Atmosphir – a new browser based games design system. I wrote two lengthyish blog posts about my initial impressions of Atmosphir and how it could be used to teach the ICT systems life cycle, something which I feel is one of the major theoretical underpinnings of ICT. In that I listed the stages of the system life cycle which I teach and which my students in A-level use as part of their major project. The first stage I want to talk about is therefore what is traditionally called the problem definition stage or what some sources call initiation.
Teaching the System Life Cycle in ICT using #Atmosphir and other games design systems
I blogged recently about Atmosphir and my first impressions of it as a potential system for use in the ICT classroom. I found a couple of concerns including the slight lack of intuitive features as well as the necessity to download the unity player for the game to work (browser 3d support standards are a ways off).
This blog is a follow up to the original blog – I hope to expand on the educational usage of Atmosphir in a classroom if its issues are sorted out. At a Futurelabs workshop on Digital Literacy I attended on Wednesday someone mentioned how ICT lacks theoretical underpinnings. I didn’t respond immediately as this unfortunately only came to me a bit later but I do disagree. I think one of the major theoretical underpinnings of ICT is the systems life cycle which I have been teaching for years at A level but not as part of the GCSE spec I have been doing (OCR spec B). The systems life cycle is something I have referred to occasionally when teaching GCSE and key stage 3 so therefore it is something which I feel should be made more official at those levels. I think the best way forward is to map out the systems life cycle and attempt to link it to an aspect of development in the Atmosphir world. Hopefully if done correctly this mapping could be used with other programs like gamemaker or Alice. The stages which I generally teach are: 1. Problem definition2. Analysis and feasibility
3. Requirements documentation (investigation)
4. System Design
5. Coding
6. Testing
7. Documentation
8. Implementation
9. Evaluation
10. Maintenance The above list is by no means exhaustive and probably differs quite a bit from other system life cycles but I don’t think there is any definitive list. Looking at the above list perhaps what I need to do is break this up into a couple of blogs to focus on each stage of the systems life cycle and how it maps to games development. This may be a decent blogging project for mentor the holidays. So next blog from me will be focussing on problem definition. Any comments always welcome below. Till next time
Brian
#Atmosphir first impressions
I have never really taught game design in class apart from a few attempts at using scratch at developing systems with students. I was therefore quite pleased to find out about Atmosphir.com which is a Microsoft Project designed to allow game players to create their own worlds quickly and easily. As a means of teaching systems design this seemed perfect. So after initially signing up last week I decided to give it a bit more of a bash last night and this morning. This blog is a synopsis of my first impressions. (Note: must be familiar with basic games design terms like sprites and skyboxes)
- stability: yes it is beta but i think it is just a shade away from real full time class usage
- managing students accounts
- LEA filtering the site out of school connections
- nice interface but which still misses a couple of intuitive tweaks which may help its target market
- game and design state still runs when swapping to another window
- need to download unity player on individual systems