Semester 2
Years 1 and 2
DRIVING QUESTION: How can we create a cardboard maths arcade for Ferncourt Public School?
An understanding of the project began with students viewing photos and video examples of arcade parlours. Following the research phase, they planned and developed their ideas to create a unique parlour concept. Part of the process included students creating a 3D model of one of the arcade games. The culmination of the project was with a carnival day where students from other classes were able to play and test the arcade games.
Years 3 to 6
DRIVING QUESTION: How can we design virtual reality maths games that students will enjoy?
An understanding of game play began with an exploration of different game formants (board, video, digital). Following the research phase, students completed a series of lessons to learn coding of game elements on the web-based software 'Co-Spaces'. Working in small groups, they created a concept for a game and built a virtual world for their players to engage in. The games were showcased to other students via handheld VR handsets, creating the ultimate immersive experience.
DRIVING QUESTION: How can we create a cardboard maths arcade for Ferncourt Public School?
An understanding of the project began with students viewing photos and video examples of arcade parlours. Following the research phase, they planned and developed their ideas to create a unique parlour concept. Part of the process included students creating a 3D model of one of the arcade games. The culmination of the project was with a carnival day where students from other classes were able to play and test the arcade games.
Years 3 to 6
DRIVING QUESTION: How can we design virtual reality maths games that students will enjoy?
An understanding of game play began with an exploration of different game formants (board, video, digital). Following the research phase, students completed a series of lessons to learn coding of game elements on the web-based software 'Co-Spaces'. Working in small groups, they created a concept for a game and built a virtual world for their players to engage in. The games were showcased to other students via handheld VR handsets, creating the ultimate immersive experience.