Presentation

Eli Levitt and Zachary Ploude

Over 1 million children have fled Syria in the past 5 years. While escaping, travelling, and searching for a new home, they are falling behind in schooling. Besides academics, they also have to learn the language and customs of a different country. Our game is designed to help these children sharpen their skill in the four basic operations, become familiar with PEMDAS, and learn how to count from 1-99 in Turkish.

The game is designed to be played by 2 players. Each player has a set of 60 pieces containing an operation and a number and a card with a set of target numbers. Each target number corresponds to one of the rows on the board. The players’ target numbers are different, and each player keeps their target numbers a secret. Each row is a separate equation, and the goal for each row is for the answer to the equation to be closer to your target number than your opponent’s once the row is completely filled. Players take turns placing pieces on the board, altering the answer of an equation with each turn. This means that players will have to calculate the effect of each action taking PEMDAS into account.

We wanted to create a game that would be fun to play while also incorporating math into the strategy. Every time a piece is played, each player has to solve the row the piece is in to know what effect it had with PEMDAS. The more pieces have been played in the row, the longer the equation becomes. Throughout the course of a game, players will have to perform many calculations, increasing their familiarity with operations and PEMDAS through practice. Familiarity with the 4 basic operations will help the children with exponents, geometry, graphing, polynomials, and even more advanced concepts.

In our first iteration of the game, we thought of a Connect-4 type board, with most of the basic mechanics of the game. Before we made a complete prototype however, we changed the layout of the board, so that it was flat in front of both players. Our board was a perfect square, with a 6x6 grid of indents. There was no system for determining target numbers, and nowhere for the numbers to be represented. Each player’s target numbers were hidden from the other player. After playtesting this board, we found that its shape made its orientation unclear. There was also a “parentheses” round once the board was filled in which the players would take turns placing pairs of parentheses in the equations. Each player would have only two pairs of parentheses to place.

In our second iteration, we made the board stand up at an angle. This allowed players to see the board from a longer distance so that they did not need to sit right next to each other. Because it was semi-vertical, we made a little lip so that the pieces wouldn’t fall out. This also made the rows visibly different than the columns. In addition, we tested making each player’s target numbers known to the other player, and the parentheses round was removed because it was too complicated. Target numbers were assigned by target number cards, and each player now had a cardholder that would hold both their target number card and their pieces. The base of the cardholder had six indents which were made to hold five pieces each. However, they were not deep enough to contain all five of their pieces.

In our final iteration, the board sits up in front of both players, like before. However, the rows and target numbers are now color coded so that each row’s target number can be easily identified. We also decided to not make target numbers known to the other player because it removed much of the strategy from the game. The cardholder was revised, replacing the six indents with a trough designed to hold two layers of pieces in a 5x3 rectangle. When not playing, the cardholder can be rearranged into a compact shape and store a player’s pieces. Finally, we decided that because the parentheses round added so much strategy and calculation, it would be mentioned in the rules as an optional challenge.

Process Post

Riana Schaff

Since the Syrian Civil War broke out in 2011, hundreds of thousands of Syrian children have been displaced causing a huge gap in their education. “Around the World”, is a board game that will help teachers determine a student's understanding of math so they can place them in a grade level based on their ability. It also contains monuments from around the world, so they can learn a little about different wonders of the world. The monuments are their to make the game less stressful and more enjoyable.This game is an interactive tool that teachers will be able to use instead of test, which is often terrifying. How it will work is a player would roll the dice and move their piece accordingly. They would then choose a card from one of the four piles based on the space they land on. Once they have the card they will answer the question and if correct they will receive a point card with a number between one and six on it, this way a student won’t feel bad if they are not as strong in math. At each monument there is a challenge space where each player has to stop. Here they will chose another player and whoever can answer the challenge card quicker gets the point card. This demonstrates how fast a student can comprehend and contemplate. At the end of the game they will count up how many points they earned and the one who has the most wins. I created three different iterations of the project, adding and subtracting different elements along the way. I started with a more basic board shape, but ended with a path that starts and ends in the same place, going along with the theme “Around the World”. I also decided to put both English and Arabic on the board, however some of the writing is pretty small. I also did not figure out how the path is to go over the pyramid of Chichen Itza. However I did decide that their would only be three steps over the pyramid, and had an idea about how it would look, I just ran out of time.

 

Chess Mate Presentation

Grace MacPherson and Arielle Dede
1 / 13

Our context image is of the pixar animation called Geri's Game, where an old man plays chess against himself. The emotion of joy and excitement presented was something we wanted to emulate. We thought that the complexity of chess and how so any people know it, it would create a fun, but competitive enviroment would bring together passers by the most effictively.

Process

Madeline Tallarico and Annabelle Fulton

Process v2

Sophie Kaplan

Process

Zack Taylor and Dylan Curran

OCDevice

Jake Monahan and Cameron Maalouf

A relaxation and therapy device for people with OCD, which encourages them to accept disorder for a certain period of time.

Current so-called “solutions” to OCD don't really address the true problems of obsessions and compulsions, instead behaving as fidget toys and puzzles. We needed to create a device that could provide the relief of creating order and symmetry as well as allowing the user to push themselves to cope with disorder for as long as they choose. The OCDevice is a rectangular prism containing a grid of lights that can be organized or disorganized depending upon the user's decision.

There isn't a product yet which deals with these problems, however OCD is an condition that needs to be addressed with more attention than we as a society have been currently giving it. We need to eliminate stereotypes that OCD is merely about cleanliness and neatness. OCD is a set of different obsessions and compulsions. One of these compulsions is a need to put things in a specific order as well as using repetitive motions. Which is where our product comes into play. The OCDevice starts off as a disorganized grid of random colors, however by making the repeated motion of pressing the buttons on the side, the grid slowly becomes organized. While the cube is disorganized, a stopwatch is active to show the user how long they have gone without organizing, to set a personal challenge.

presentation

Ryan Dorian and 2 OthersMatthew Rosenblum
Julian Slama