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Makey Makey Video Game Controller Design
Lesson Plan
Makey Makey Video Game Controller Design 3 55 minute periods Standards:
1.1.PO.1 Evaluate information to generate ideas. 2.2.PO.2 Purpose solutions by discussing data collected to answer a question. 1.2.PO.3 Describe how one system operates by comparing it to another system.
Objectives:
• Students will review the history of video game controller designs • Students will sketch a prototype of a newly designed video game controller • Students will create a new video game controller • Students will connect the Makey Makey and play the original crafted controller • Students will test and evaluate newly designed controllers
Materials:
• Computer with Internet Access • Video Game Controller • Makey Makey boards • Squishy Circuit Conductive Dough or other Conductive Material • 8” x 10” size Cardboard (1 per group) • Scissors, 1 per group • Crayons, 1 box per group • Video Game Controller Sketches Sheet • Controller Design Choice Worksheet • Scratch Website
o Whack a Mole https://scratch.mit.edu/projects/43681296/#editor o Feed the Mouse https://scratch.mit.edu/projects/129962408/ o Heart Game https://scratch.mit.edu/projects/130042853/ o Complicated Maze https://scratch.mit.edu/projects/130043212/ o Pac Man https://scratch.mit.edu/projects/23162018/ o Simon Says https://scratch.mit.edu/projects/20016532/ o Super Mario Bros https://scratch.mit.edu/projects/58226576/
Introduction Discussion:
• Ask for a raise of hands who has played video games before. • Ask students why they like the games they chose. • Ask students to describe the video game controllers that they use. • Then ask students if they think that the design of the controller is important. • Show the students a video game controller and ask, what if the power button was over here (unable to
reach) or what if the controller was so small, when you meant to press one button, you accidentally pressed two? Or the size of the controller was so big, your fingers couldn’t reach all of the buttons?
• Tell students today we are going to take a look at the history of video game controllers and over the next two classes you will be creating your own.
Lesson:
• Using an overhead projector, show the students the following websites, and discuss as an entire class the changes in the controller shape, sizes and colors over time. A great example to discuss with students is the controller that was created specifically for Pong, and that it may not be a good controller for other games. *Pong controller can be found on the time.com site below, then click on the 1975 tab.
o http://content.time.com/time/interactive/0,31813,2029221,00.html o http://www.videogameconsolelibrary.com/art-‐controller.htm#page=early
• After discussion, provide students with the links to the Scratch games, asking them to pay attention to
the keys needed to play the game, and their finger movements. Give students time to play each of the Scratch games on the computer, approximately 15-‐20 minutes.
o Whack a Mole https://scratch.mit.edu/projects/43681296/#editor o Feed the Mouse https://scratch.mit.edu/projects/129962408/ o Heart Game https://scratch.mit.edu/projects/130042853/ o Complicated Maze https://scratch.mit.edu/projects/130043212/ o Pac Man https://scratch.mit.edu/projects/23162018/ o Simon Says https://scratch.mit.edu/projects/20016532/ o Super Mario Bros https://scratch.mit.edu/projects/58226576/
• After students have had a chance to play the games, hand out the “Video Game Controller Sketch
Sheet”. Students are to sketch out controller designs and state which game the controller is best used for. When they have finished, collect the worksheets.
àThis is a good place to stop if the class period is over.
After the class has left, it’s time to decide which students will be grouped together. Match up students that have similarly designed controllers for a specific game. Example: Bobby and Lisa have similar controller design sketches for Pac Man, so they will both be in the same group and assigned to create a new controller for Pac Man.
Day 2:
Lesson
• Tell students the following:
o During the last class we took a look at the history of video game controllers and how the design of the controller can affect our playing of the game. Today I have assigned you to a group, and each of your groups has been assigned one game in Scratch based on your sketches.
o Once you are in your groups, take a few minutes to play the Scratch game you have been assigned. Then find the sketch on your worksheet of the game you have been assigned and compare your sketch with your group members. Then, keeping in consideration what you have learned about controller shape, size and button placement, as a group, decide on ONE controller design. You will need at least five buttons: start, up, down, right, and left. Your goal is to create a video game controller that will result in the best play of your assigned game!
o Once you decide upon a controller design, cut out your controller from a piece of cardboard, and don’t forget to draw and color in your buttons and arrows.
o As a group, you also need to complete the worksheet “Controller Design Choice”.
• As students get into groups, hand out a pair of scissors, crayons, and a sheet of cardboard, and the Controller Design Choice worksheet to each group.
• At the end of class, collect the cardboard controllers and worksheets.
Examples of Controller Designs
Day 3:
• Tell students the following: o To review, we’ve researched the changing of video game controllers over time, considered why
the designs have changed, and created a new video game controller based on the needs of our game. Today you will be using the Makey Makey board to connect your controller to the game your group has been assigned. Then you will be able to play the game with your controller! Let’s take a look at a video that shows the capability of the board.
• Show the students the video on this page, https://learn.sparkfun.com/tutorials/makey-‐makey-‐quickstart-‐guide to show the abilities of the Makey Makey board.
• Demonstrate how to connect the Makey Makey board to the computer. • Demonstrate how to add the conductive clay to the cardboard controller and connect the Makey
Makey to the clay on the controller. • Hand out the cardboard controllers from the previous class meeting and allow the groups to work on
connecting their boards. • Tell the students that each group member should have a chance to play the controller. • Go around the room to assist students. • Give the students 20 minutes to play.
Evaluation
• After 20 minutes, tell the students that they will now have the opportunity to play other groups controllers and rate them.
• Tell students to bring a notebook with them and answer the following questions about each group’s controller:
o What were your first impressions about the controller before you played it? o What were your opinions after you played the game? o What was done well? o What could have been improved?
• Come back together as a class and discuss findings. • Ask students:
o Regarding the design and the Makey Makey – what worked, what didn’t? o Comparing other group’s controllers, what was the same, what was different?
Teacher Tips
• Squishy Circuit Conductive Dough can be made http://courseweb.stthomas.edu/apthomas/SquishyCircuits/conductiveDough.htm or purchased
• https://www.amazon.com/Squishy-‐Circuits-‐Conductive-‐Play-‐Dough/dp/B01N9X9W48/ref=sr_1_2?ie=UTF8&qid=1493753441&sr=8-‐2&keywords=squishy+circuits+dough