Software for Learning | Games and Simulations | Introduction |
Learning Activities for Gadget

After reviewing each software package, we asked the evaluators to design a learning activity that uses Gadget.


Learning Ideas by Darlene Swain

My evaluation is based on my interests in the graphics quality, design and flow of the game and how this could be used in art classes OVERVIEW:
General appearance of the artwork in the various scenes is quite beautiful, curious and often strangelooking. That in itself is intriguing. The screen size is too small for effective viewing or art class use. A 17" screen would be minimal, 21" far more effective. I found myself having to lean into the screen to make out the detail. Also, players need to be reminded to bring up the brightness of the screen, since many details do not show at all at lower levels.

The look of the graphics, while very beautifully done, seemed dated about 1930's or so, so I did some research into the artists. Sure enough, one of the Japanese artists who is given credit for the look of this game is nearly 80 years old! I am not sure about the writing or story line, since it is very immature and dated, also. I don't know who is the writer. The story line is also extremely sexist maleoriented, and much worse in this regard than Myst. That is a problem that must be faced before these materials show up in a classroom other than an art one, I would think. The art design students know they are to "pitch" their work to a certain audience.

The color tonality is soft, muted and warm. Very inviting.

The "people" figures are creepy, dated, and just plain oddlooking. They are not animated well, eyes move, but nothing else does, etc. The animation effects seemed to lack memory the floors often "pixilated" when moving. The switch from color to sepia tones, to some black and white was annoying after a bit and I felt the lack of memory was causing some short cuts. This gave an air of cheapness to what is mainly an elegant attempt.

The use of stock textures is very effective and used a lot!

Use of lighting is poor, however, with a kind of nondescript light used on everything. This would not do currently.

Windows are all blanketed, again somewhat a cheap effect. The moving landscape outside the train window is an exception.

One point perspective is used on everything. Two point would be more realistic.

HOMEWORK
Courses this game could be used in:

Art 112 2D Design could do background cells, showing changes that would improve or change the time of this game. Another interesting project would be to build a mock up of the rail station building how do they think it must look outside? This class also does related industrial design projects, and the box GADGET comes in could be redesigned, some of the machines, objects could be built.

Art 113 Color class could do a scene shift analysis of the color tonalities and why and when they change. This would be a good project. Students could rework the color tonalities to be more up to date. A comparison critique would be done. This class also does 3D projects, which opens up many avenues for projects that relate to the objects in the game, the train, the bed, the pattern on the walls, etc. the possibilities are endless. This would make a good team project.

Art 211 Advanced Drawing could redo the "people" design to bring them up to date or could try to make several personal, individual style changes to show how this would change the entire look of the game.

Art 290 Portfolio/Critical Studies could dissect the game, do flow charts, story boards, etc. to change the game in some way to make it more interesting. These would be good working pieces for a presentation portfolio.

[go to Darlene Swaim's review]

Learning Ideas by Lisa K. Miller

The Integrated Studies course at PVCC has incorporated an information literacy component. Students are given a diagnostic at the beginning of the semester to ascertain what their research skills are. Several assignments are then given which address database discrimination, search skills, critical evaluation of sources, and critical thinking. I believe that Gadget might have a possible use in developing critical thinking skills. Students would be asked to answer the following questions, as well as to respond to each other's questions via EF, and make up their own questions for the teachers.

As you are given bits and pieces of information, consider the following:

Who is giving the information? Why? What is the character's motive? Is the character liable to be lying? Is he working for your enemy? Is the game strictly for money? How useful/helpful is each piece of information to you in attaining your specialist in the field, or merely a reporter of someone else's findings? Who does he work for? Might there be larger forces dictating what he is to say? What about the gadgets? Who programs them, supplies them with the information? How accurate are those sources? How current and reliable are those sources? Whom should you trust?

Once you have completed the game, and begin work on your task force project, ask yourself the same questions about every piece of information you consider for inclusion. You will then have a firm basis on which to critically evaluate each source you use. But this time, instead of winning a game, your motivation is your grade!

[go to Lisa Miller's review]

Learning Ideas by Kyle Rawlings

Since this program is more of a psycho-drama, I am not sure it has direct physics applications. It can be an interesting memory program or psychological analysis. Analysis of peoples motivation is the apparent theme of the program.

I bought the game Gadget and finished the game. I must admit that when I was not aware of how it ended I was optimistic that it might be as challenging as Myst. It was not. Myst required problem solving skills. Gadget only required patience to point and click a lot. There was one puzzle to solve at the end of Gadget, however the strategy to solve it was not clearly a result of reason and observation. I formed two theories of how to solve the puzzle, they both worked. Then I tried random chance, and it worked. Random chance took longer, but it did eventually work. Therfore, I would like to change my comments on Gadget. I dont think it has any reasonable application to problem solving skills or strategies. It has interesting graphics and a very strange story, but that is about all.

[go to Kyle Rawlings' review]