Unit Module number and description Time in hours
Electives Core concepts and ideas Assess no.
Assessment technique, description and conditions
Dimensions
1 (A) Module 2: Virtual and Augmented RealityStudents design and make anAugmented Reality App using Metaverse https://gometa.io/
Hardware
porting to different devices, e.g. personal computers, gaming consoles, portable devices, robotic devices and components
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Screen resolutions-Type of input and output devices need to be considered when designing software. eg touch or keyboard
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use and production of user guides and manuals used to problem-solve hardware-related issues
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Software
visual and textual application development software, e.g.-Metaverse: https://gometa.io/
relationship between front/back end development exploring concepts such as local, cloud or server-side processing
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issues relating to developing software to suit a range of devices, e.
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g. iOS and Android devices, consoles, robots, desktops and laptops
develop user guides/technical documentation and ‘how -to’ documents to assist clients
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debug code and programs-beta and final testing-produce concept drawing, e.g. storyboarding, animation planning, story trees, digital illustrations, freehand sketches
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ICT in society
application of safe work practices and procedures relevant to use of ICT,
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ethical and legal issues relating to application development, e.g. mature themes and content
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protection of intellectual property with copyright-social issues relating to application development, e.g. online gaming, online gambling games, violent content in games, debate surrounding the effect computer games have on adolescent development
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theory behind game design
27 Application development
• Hardware
C1.1 Hardware components and peripheral devices of a computer system have specific functions and specifications
•
C1.2 Computer hardware and components should be identified and selected for specific user needs and purposes
•
C1.3 Hardware support systems provide technical information to troubleshoot problems
•
Software
C2.1 Software has different purposes and functions
•
C2.2 There are both common•interface features and specific techniques when using software
C2.3 Software support systems provide technical information to troubleshoot problems
•
C2.4 Data management techniques ensure access, storage, security and organisation of information
•
ICT in society
C3.1 Appropriate equipment, procedures and techniques need to be used when working with computers to protect health and ensure safety
•
C3.2 Specific practices exist to•ensure the ethical use, security and safety of the user
C3.3 Society is affected by past, new and emerging ICT
•
2 ProjectDesign and make an AR GameWritten component•Documentation of Problem solvingProcess: Problem identification; Planning and applying; Producing and evaluatingY11: 400–700 wordsY12: 500–900 wordsProduct component The AR Game Variable conditions
•
Knowing and understanding
•
Analysing and applying
•
Producing and evaluating
•
OverviewTuesday, 12 March 2019 1:46 PM
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application of software and hardware concepts, ideas and skills to complete tasks in ICT contexts•
- Apply hardware and software skills, using MetaVerse Studio- Create a basic Augmented Reality Experience
Augmented reality vs. virtual reality: AR and VR made clear - YouTube
1. View Metaverse Studio Basics
https://youtu.be/6oJDfZB1F0A
2. Create your first experiencehttps://youtu.be/l2x1mEzj5i0
Or
https://www.youtube.com/embed/bkCXRQndkgg?rel=0
- try out each others AR game and give feedback
Tutorialshttps://www.youtube.com/channel/UCum7uPJBXug0HfqNi4AfQmQ
ExploreThursday, 14 March 2019 12:34 PM
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Item2_Project...
identification and explanation of software and hardware requirements related to ICT problems•identification and explanation of the use of ICT in society.•
1. Identification and clarification of the problem2. Identification of the purpose and audience3. Identification of the requirements related to the problem
- think back to how you made an AR experience and keep it in mind throughout this phase
restate the problem in your own words.a.identify fundamental cause of a problem or to represent related elements of a problem that need to be jointly addressed in the digital solutionb.what is required in the solution. Why?c.what are the mandatory constraints?d.what will be produced as a solution?e.how will it be used?f.What are the needs and purposes of the Client (Teacher)g.
1. Identification and clarification of the problem
2. Identification of the purpose and audiencea. establishing who the target audience is (user personas)
Personas are fictional characters created to represent users or audiences who might interact with a site, product or brand in a different way. They are characters with a clearly defined purpose and characteristics that will influence the journey they’d take through a website or the conte nt that will capture their attention and service their needs. Their purpose is to support story-telling, build user understanding and evolve designs. Their characters can be brought to life through exploration and collaborative discussion of the journeys they could take through your website, using narrative to explore whi ch features they’d adopt and the
Phase 1:Problem identificationFriday, 16 November 2018 2:23 PM
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exploration and collaborative discussion of the journeys they could take through your website, using narrative to explore whi ch features they’d adopt and the various pain-points or frustrations that they may encounter.
Figure 1: A basic persona template for rich detail about user characteristics
A carefully designed persona will help you to perceive design problems from someone else’s perspective rather than your own. Your personas should focus on why and how people come to interact with your site. You need to be able to conceptualise the end goal that a persona wants to fulfil in interacting with your website or product innovation.
Using a combination of the two examples above, create a user Persona for your AR experience
b. research similar solutions that may appeal to users. Why appealing? Why viable? How will yours be better or different?c. what will the user interface/user experience be like? How could this affect the way people use your solution?d. what learnability and effectiveness features will it have?
Effectiveness of a user interface relates to how well it does what it needs to do. Users need to be able to interact with a d igital solution quickly and easily, and outputs need to be presented clearly in a way that can be easily interpreted by the user. An effective user interface allows users to complete their interactions accurately and efficiently without requiring a detailed understanding of the underlying complexity of the system. It takes less time and user effort to learn how to use a digital solution effectively if an interface is learnable. A very le arnable interface is said to be intuitive, because the user can immediately grasp how to interact with it. Learnability includes how quickly and easily users can learn to find information, complete tasks and navigate the digital solution. The design of a user interface, in both layout and content, is critical for learnability a nd CARP offers a set of aesthetic visual design principles that will improve the learnability and effectiveness of a user interface.
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e. safety - application of safe work practices and procedures relevant to use of ICTf. ethical and legal issues relating to application development, e.g. mature themes and contentg. protection of intellectual property with copyrighth. social issues relating to application development, e.g. online gaming, online gambling games, violent content in games, de bate surrounding the effect computer games have on adolescent development
3. identification of the requirements related to the problema. identify and explain the proposed technical details of the final product:
hardware required - to generate user experiencei.porting to different devices, e.g. personal computers, gaming consoles, portable devices, robotic devices and componentsii.Type of input and output devices need to be considered when designing software. eg touch or keyboardiii.
Hardware
functional - input, process, outputi.software required - to generate user experience; os; skills needed; codingii.relationship between front/back end development exploring concepts such as local, cloud or server-side processingiii.issues relating to developing software to suit a range of devices, e.g. iOS and Android devices, consoles, robots, desktops and laptopsiv.will you need to develop user guides/technical documentation and ‘how-to’ documents to assist clientsv.how will you beta and final testingvi.
Software
- is anything missing? What could you revise?
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analysis of ICT problems to identify solutions•
communication of ICT information to an audience using visual representations and language conventions and features•
application of software and hardware concepts, ideas and skills to complete tasks in ICT contexts•
Specify what needs to be produced1.
Identify sources and assets2.
Outline the UI/UX3.
Sketch a storyboard4.
- with your partner, quickly review your problem identification so that you have it clearly in mind before you start this phase
1. Planning and Specifying the solution
Specify what do you need to produce?a.Identify the content and assets you have? What is their source?b.Outline what the user interface and user experience will be like?c.
https://www.interaction-design.org/literature/article/user-interface-design-guidelines-10-rules-of-thumb
d. Sketch a skeleton storyboard to show how users will interact with and flow through the game . Ie: use metaverse studio to build an outline of a breakout game that only has generic questions and answers. Then later, you can fill in the real questions and answers. Try to use as many features as possible to keep
Phase 2: Planning and applyingFriday, 22 February 2019 11:11 AM
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game that only has generic questions and answers. Then later, you can fill in the real questions and answers. Try to use as many features as possible to keep the user engaged.
For ideas, clone
this experience [ https://studio.gometa.io/discover/me/31913867-64b3-4b1d-a3fc-53c9ea2c5eed ]and analyse it. [you could also re-watch https://www.youtube.com/embed/bkCXRQndkgg?rel=0]- have the metaverse experience working on your phone as well and trace through how it works
Eg Stroyboard
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- review the storyboards of others and give them feedback
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synthesis of ICT concepts and ideas to plan solutions to given ICT problems•
production of solutions that address ICT problems•evaluation of problem-solving processes and solutions, and recommendations made.•
Plan the solution1.Synthesise success criteria2.Synthesise a Test Plan3.Produce the Solution4.Evaluate the process and the product5.
- with your partner, make a list of the things you will need before you start producing a solution
1. Plan the Solution
- list the tasks that you need to complete, time needed and due date.
Eg
Task Time needed Due date
Compile the list of questions and answers 20 mins 29-5
Test Plan 20 mins 29-5
Make new metaverse experience 2 hrs 7-6
Test 20 mins 7-6
Evaluation 1 hr 7-6
- list the support resources that you will need to use to complete the product
Eg- list of questions and answers- Metaverse help video
Phase 3: Producing and Evaluating SolutionFriday, 22 February 2019 11:11 AM
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- Metaverse help video- this experience [https://studio.gometa.io/discover/me/31913867-64b3-4b1d-a3fc-53c9ea2c5eed ]- testers
2. Success Criteria
Input- client's content- explain your choice of hardware and software
Process- meeting deadline- using metaverse- testing
Product- meet client needs and purpose- quality- technical details, including the style and format, image resolution and operation on the network- learnability and effectiveness- User Interface and experience- user engagement and enjoyment- works as intended
Eg
Input- client's content - easy questions to adapt to metaverse- explain your choice of hardware and software - hardware and software runs both the creator and the app without issues
Process- meeting deadline - all tasks completed on time- using metaverse - effective use of- testing - thorough
Product- breakout game meets client needs and purpose- breakout game is of good quality- breakout game has a readable style and format, good image resolution and operates well on the network- has good learnability and experience is effective- User Interface and experience is effective- user is engaged and learns content- works as intended
3. Test plan
Test Number
Test Expected Results(What you think will happen?)
Actual Result(What actually happened?)1. start app first screen will appear
2. press answer1 button
Taken to correct response screen3. press answer 2
buttonTaken to correct response
screen4. press answer 3 Taken to correct response
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4. press answer 3 button
Taken to correct response screen5. selfie selfie uploaded
6.
7.
8.
4. Implement the solution in Metaverse and test against your test plan
5. Evaluate SolutionEvaluate the problem solving process and the product by writing a report on the process of making the product, including:
- inputs
explain your choice of hardware and software
include your client’s content
- process
evaluate the application of your knowledge of software and hardware concepts, ideas and skills to complete the client’s request
evaluate the process of making the AR Game, including the difficulties you experienced and how they were overcome
- product
evaluate the suitability of the the product for the desired audience
analyse the technical details of the product, including the style and format, image resolution and operation on the network
evaluate how well the product matched your initial concept as proposed to the client
- make recommendations
list and explain recommendations or advice you would provide for others as they prepare ICT solutions for clients.
EG
- inputs
The inputs for this project were the Metaverse app, which was developed on a Windows PC. This worked well, with no significant issues.
The other inputs for the project was the content that I received from Mr Dean. These questions and answers were not too many and this meant I was able to complete the breakout game.
- process
My knowlede of the Metaverse was very basic to begin with. As I created the game, my knowledge and skills increased and I was able incorporate more technical features.
The process of storyboarding the game was the most difficult as it was more effective to decide what options would appear within the actual metaverse app.
- products
I tested the final app on the target class and they found it most enjoyable and reported that they
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I tested the final app on the target class and they found it most enjoyable and reported that they learned more for the AR experience than from classwork.
The app operated on a both android and iphones. When the network signal was strong there were no significant issues. However, the app did not operate as expected with a poor signal.
The app is pretty close to the concept that I proposed to Mr Dean. However, as I developed and tested it, some features were changed for the better.
- make recommendations
The only recommendation I would make for future experiences is the ability to use my own AR graphics so that they more closely match the topic of the questions.
NOTE: remove headings and questions:
The inputs for this project were the Metaverse app, which was developed on a Windows PC. This worked well, with no significant issues.
The other inputs for the project was the content that I received from Mr Dean. These questions and answers were not too many and this meant I was able to complete the breakout game.
My knowlede of the Metaverse was very basic to begin with. As I created the game, my knowledge and skills increased and I was able incorporate more technical features.
The process of storyboarding the game was the most difficult as it was more effective to decide what options would appear within the actual metaverse app.
I tested the final app on the target class and they found it most enjoyable and reported that they learned more for the AR experience than from classwork.
The app operated on a both android and iphones. When the network signal was strong there were no significant issues. However, the app did not operate as expected with a poor signal.
The app is pretty close to the concept that I proposed to Mr Dean. However, as I developed and tested it, some features were changed for the better.
The only recommendation I would make for future experiences is the ability to use my own AR graphics so that they more closely match the topic of the questions.
- anything missing?
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Phase 1:Problem identification
restate the problem in your own words.a.
The problem is to design, develop and create an Augmented Reality (AR) game for the Digital Technologies curriculum area.
identify fundamental cause of a problem or to represent related elements of a problem that need to be jointly addressed in the digital solution
b.
Students in Digital Technologies are not very motivated to learn knowledge facts; and there are a lot! They have trouble recalling even basic things. A more engaging learning experience is needed.
what is required in the solution. Why?c.
- must be fun and engaging- reinforce curriculum knowledge- curriculum content for DT- must operate on a range of portable devices
what are the mandatory constraints?d.
- must use curriculum content gained from a teacher in Digital Technologies- must be based on the teachers' target class and unit.
what will be produced as a solution?e.
- a metaverse AR experience
how will it be used?f.
- via mobile phone or tablet
What are the needs and purposes of the Client (Teacher)g.
Mr Dean needs an AR game for network typologies. Eg types of networks, network protocols
1. Identification and clarification of the problem
2. Identification of the purpose and audiencea. establishing who the target audience is (user personas)
Name: Joe Blogs
AnswersWednesday, 1 May 2019 12:04 PM
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Name: Joe Blogs
Goals Description: The typical user is 14 year old student that studies Digital Technologies and they get Cs on their report card.
Learn
Reinforce learning
Age: 14 Tech Savvy /5: 3
Frustrations: QR code, Reading level
Fun
b. research similar solutions that may appeal to users. Why appealing? Why viable? How will yours be better or different?
Teacher-Created AR ExperiencesMetaverse maintains a public spreadsheet, which tracks new AR content across subjects and grade levels. Some favorites:
Help the Mountain Lion Find His Home — 6th grade math•
Just has a list of questions and multiple choice answers. Not really a breakout game as you don’t need a key to unlock anything. Also does not require movement within the classroom.
Survive the American Revolution — 7th grade•
Same as above
The Atticus Finch Challenge — 8th grade•
This one gives you a letter for every question you get correct and all the letters form the secret word to unlock the puzzle. Still does not require movement.
What a Newton! — 8th grade•
Requires typed response
Space Station Steve Missed Watergate — 9th Grade•
Just qus and answers
Curse of the Pharaoh — 9th grade•
Good game with secret words and puzzles. Questions are too difficult. Location is not required.
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Location is not required.
Periodic Table Cipher — 11th grade•
Has secret codes, but no need to move.
From <https://www.edsurge.com/news/2018-01-22-five-ways-teachers-can-use-and-create-augmented-reality-experiences>
Javascript Revisionhttps://mtvrs.io/SuddenAgedIberianmole
> this requires you to find questions within the room. If this was used, then questions would need to be located in geographic locations as part of the solution.
My solution would include the need to find questions within the room, thus justifying an AR experience.
c. what will the user interface/user experience be like? How could this affect the way people use your solution?
The user will use the metaverse app to scan the supplied QR code and will enter the AR experience. They will then be presented with a floating avatar that will give them instruction in a speech bubble. They can then respond to questions and instructions by tapping buttons on the screen. They will also need to walk to different geographic locations to find clues and questions.
d. what learnability and effectiveness features will it have?The user interface design will use proximity design principles, so that the question and how to answer is very obvious. The Question will be aligned vertically with the possible answers. There will be a colour contrast between the text and the images, so that it stands out. Each screen will repeat the same design layout for consistency and predictability. There will be only one kind of text font used.This way, the system will be learnable because the user can immediately grasp how to interact with it.
e. safety - application of safe work practices and procedures relevant to use of ICT
The splash screen will have a brief disclaimer and a warning that the user needs to be aware of their environmental hazards as they are using the app.
f. ethical and legal issues relating to application development, e.g. mature themes and content
All content will be G-rated and related to curriculum content, as the audience is middle school students.
g. protection of intellectual property with copyright
If any copyrighted materials are used, then they will be acknowledged. Otherwise, every effort will be made to use royalty free media.
h. social issues relating to application development, e.g. online gaming, online gambling games, violent content in games, debate surrounding the effect computer games have on adolescent development
The game will be used once or twice to reinforce learning and has no known negative effects. The positive effects could be that students learn new knowledge.
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positive effects could be that students learn new knowledge.
3. identification of the requirements related to the problema. identify and explain the proposed technical details of the final product:
hardware required - to generate user experiencei.Hardware
- current mobile phone or tablet
porting to different devices, e.g. personal computers, gaming consoles, portable devices, robotic devices and components
i.
- The game can only be ported to tablet or mobile phone
Type of input and output devices need to be considered when designing software. eg touch or keyboard
i.
- The input is the use of touch screen and the output is screen and audio.
functional - input, process, outputi.Software
Input - accelerometer, kb, touch, camera videoProcess - metaverse appOutput - screen, audio
software required - to generate user experience; os; skills needed; codingi.
- metaveres iohttps://studio.gometa.io/
relationship between front/back end development exploring concepts such as local, cloud or server-side processing
i.
Front end is provided by the metaverse appBackend is in the cloud via the metaverse server
issues relating to developing software to suit a range of devices, e.g. iOS and Android devices, consoles, robots, desktops and laptops
i.
The breakout game is created on the metaverse site and only requires a browser. The App can then be downloded for ios or android.
will you need to develop user guides/technical documentation and ‘how-to’ documents to assist clients
i.
- the game will be very easy to use, so there will be no technical docs
how will you beta and final testingi.
- the game will be extensively tested on other students.
Planning and Specifying the solution
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Planning and Specifying the solution
Specification
What needs to be produce
A metaverse breakout game needs to be produced.
Content and Assets
- List questions, answers and images
User interface and user experienceThe user will start by loading the Metaverse app onto their mobile device and scanning the QR code that is projected by their teacher.They will then be directed to a location within or near the classroom that has clues or questions. They will see the interface superimposed on the images coming from their rear camera. This will be in the form of floating question boxes and images.They will respond to the questions by touching buttons on the screen of their mobile device.
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