Gamified Learning

HTML Page for Demo

Ayush Gandhi and Henri Tremblay
henri5.html

NA

Ball Blast

Kellan Glass and Max DiCarlo

One of the biggest challenges for people is learning. Not because of whether they are capable, but because everyone learns differently. According to research, there are roughly eight mainstream ways of learning, which creates difficulty for teachers because they can't always teach effectively for everybody. By solving this problem, we can create an equal and effective learning environment for everyone. The solution would have no limits to how it can positively impact the lives of others, even though they don't have any "challenges". Our solution to this problem is a game called Ball Blast. Ball Blast focuses specifically on teaching aerodynamics and is targeted towards those who struggle to grasp its concepts through rudimentary learning styles. By creating an interactive, fun game, everyone can enjoy playing while still getting an enhanced learning experience. In the game, the user shoots a ball from a cannon, evades obstacles, and collects stars, with the ultimate goal of getting the ball into a bucket. By changing the mass, elasticity, air resistance, and other features, the ball will travel a different trajectory, teaching the user how each one affects the ball's motion. Our product stands out because of its uniqueness. Finally, by testing with peers, we only received positive feedback, showing how our game is both a learning opportunity and still fun and enjoyable.

Storyscape



Henri

Final Review

4.9.26

Students worldwide struggle to grasp the aspect of storytelling, it is through this lack of skill that many face challenge when formulating a story or understanding how a story works. It is those without this skill who experience challenge in knowing where to start, blocking their work flow. Once this problem is resolved, many can benefit from this knowledge in any future essays or reading projects. The game Storyscape is a storyboard teaching game that users can interact with using different scenes and characters to formulate a story. It's able to teach students the aspects of storytelling through fillable panels, having the user complete it to gain a full understanding on how a story functions with its different definable parts. 

Nicole.D & Adyana.G

4.10.26

؜LOAN LIfe

Many people lack good financial literacy because it's not often taught in schools. Leading people to not learn about how to properly handle their money, and most of the time, be in a huge debt. Most of the time, people go to college and take out a loan, not knowing how interest works or how taking out a loan works at all, which causes huge financial problems for the future. Having a game that teaches people how to budget and pay off loans is a huge help for the future and will have a huge impact on teaching people about finance. The goal of the game is to be able to teach teens from 14 to 18 about how to budget and pay off loans. This game is different from the rest because it's taught through the banker's perspective, where players will help clients budget and pay off loans. We used P5 to code this game because we found it much easier to combine code on it. The banker gets to pick a client they want and will have to pick between the five-year plan and the 3 year plan. You have to make sure you're paying attention because the game will also explain the difference between the two plans and why one is better than the other. 

G4G End of Studio Template

Ayush Gandhi and Nate Davis

End Of Studio Reflection

Laser Lights



؜Sammy Potts & Owen Jamal

Final Review

4.9.26

This project is a first-person puzzle game centered on real-time problem solving through environmental interaction and the principles of ray optics. Players use a laser that can be redirected with a movable mirror to break barriers, access a corrosive substance, and manipulate the environment to progress through a layered escape-room-style level.


The gameplay is designed to build understanding through action, requiring players to observe their surroundings, experiment with light behavior, and think spatially to solve each step of the puzzle. Rather than relying on explicit instructions, the game uses visual cues, object placement, and material contrast to guide the player intuitively.


This project was created to make learning feel interactive and engaging by turning scientific concepts into hands-on problem solving rather than passive instruction. What makes this game different is its emphasis on consequence-based gameplay, where every action such as successfully or unsuccessfully using the vial—directly impacts progression, encouraging players to think carefully, adapt quickly, and learn through both success and failure.

mid review prez

Ayush Gandhi and 2 OthersMartin Rosewood
beaver

؜By Martin and Nikita