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BLINDGAMES

BLINDGAMES. Development Team: Mirza Nagji Tony Penta Jessica Whitley Ryan Hillman Ian Quattlebaum Quentin Dubois Jack Enloe. Client: Gary Bishop. Purpose. To create an educational game for blind students.

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BLINDGAMES

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  1. BLINDGAMES Development Team: Mirza Nagji Tony Penta Jessica Whitley Ryan Hillman Ian Quattlebaum Quentin Dubois Jack Enloe Client: Gary Bishop

  2. Purpose • To create an educational game for blind students. • To create an environment that will cater towards someone who is blind to make things easier. • To create a game that increases in difficulty to strengthen students typing skills. • Most importantly to make a game that will not only teach, but make it fun to learn how to type on a keyboard.

  3. The Plan… The Plan We divided the team into three groups to maximize efficiency… • develop a conceptual framework for how the game works • takes care of all major and minor details of the game. • will design the user interface • takes care of initial problems blind students may have with starting the game. • will deal with actual development of the game. • this includes sounds, timing, etc.

  4. System System • Any IBM personal computer available. • The game will be coded in a Microsoft visual studio environment in C#. • We will make it available from our web page for download. • Microsoft Text-to-Speech

  5. To make things easier, the interface will read the preferences and guide the user. Also the cursor will advance automatically to the next field when the Enter key is pressed. GUI Interface GUI Let’s the user enter their name and will use Microsoft Speech to vocalize it. A set of preferences that set the game. Runs the game…

  6. The Game Game Specifics • Sound cues will alert the user of which letter, combination of letters, or words that must be typed into the keyboard in order to advance in the game. • Lower levels and missions will be of minimal difficulty, while advancement through the game, and subsequent higher levels and missions will require more skilled keyboard knowledge by the user. • Positive reinforcement will be utilized when the student makes a mistake. A message that will guide the student to the right keys (in lower levels and missions) or a simple “try again” message (in upper levels and missions) will be used when the user makes a mistake. • The game will be organized in such a manner as to create an enjoyable and educational medium for students to become familiar with all keys on the keyboard

  7. Mock-Up Level 2 PIZZA PIZZA :00 :05 :04 :03 :02 :01

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