Hey kids, here is a scenario for the Kids Corner virtual letterbox
hunt.
The kids (animals or whatever) stand poised reading the map just
like the current Pooh group. When you click on the map this takes you to the
next scene, perhaps a 4-way sign with a visible set of clues and arrows pointing
different directions that you can go. The map and compass are always visible as
well as the magnifying glass.
Clicking on the compass could perhaps give you a brief tutorial on compass use
-- a blow-up perhaps: "This is a compass, the red arrow always points north,
etc, etc."
Clicking on the map could give you the overhead view of the overall scene
(actually it would zoom you back and show you the original map with a mark
showing where you are now at, like the directory maps you look at when you're in
the mall). Clicking on the magnifying glass could zoom you in to show more
detail. Clicking on an arrow could move you to a new spot in that direction.
Clicking on a stop sign could make you go back to the beginning.
These are just some options.
There could be dead ends and pitfalls just as there would be in real life if you
don't understand the clues or take wrong turns. As you find the box it could
open to reveal contents similar (except in animated form) to Erik's picture at
top of http://www.pclink.com/elf/getstart.htm Then clicking on the individual
objects could blow them up to reveal more information or to give a more detailed
explanation of what the object is or instructions on how to create the objects,
the stamp in particular.
The final surprise is the stamp image itself.
This entire adventure I would think could be represented by 12 to 15 images,
allowing a half-dozen or so dead ends. Elements of the pictures could be
learning links: in particular, the compass and the letterbox which could open to
explain the use of a compass or the composition of a letterbox and explanation
of its contents.
If we're clever we could arrange for the compass bearings (as depicted in the
images) to relate to actual lines of site in those images. In other words, the
clue reads, "Bear ESE for 20 paces toward the dead oak tree." A dead oak tree
would be visible in the image near the lower right portion of the drawing.
The drawing would not have to be perfectly reckoned or proportional. It could
be similar to Sheila's Family map at http://www.pclink.com/elf/plano.htm#wdrfmap
The difference is it would be scaled up a bit with the search party and their
tools visble (large enough so you could click on these objects to learn more
about them).
Another thought would be to leave the clues set visible off to the side so that
they are visible throughout the adventure. When you think of it
this is the way it would be if you were actually on a hunt. You would always be
able to glance down and see your clues set. The clues could include landmarks
that (when not visible in the current scene) could indicate to you that you are
perhaps in the wrong place.
These are just some brainstorming thoughts. Throw some more out there if you
would. We can revisit this as many times as we need to until we have a lot of
good ideas and then perhaps we can start to reduce this down to a working
model. Don't be afraid to criticize these thoughts. Is this too complicated?
Is this not what some of you were thinking? I don't know. This is what I've
been thinking, but I'm not an artist and I don't know if it is even feasible to
make everything visible with enough detail to make this a useful and fun
learning tool that will interest the kids.
Thank you,
Daniel
Ps. The more I think about this, this whole scene could be simple enough to not
be beyond the kids, but it could also be informative enough to not bore the
adults. I, for one, still like simple instructions with animated pictures that
can be plainly understood.
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Kids Corner Ideas
3 messages in this thread |
Started on 1998-11-16
[L-USA] Kids Corner Ideas
From: Daniel Servatius (elf@pclink.com) |
Date: 1998-11-16 19:31:31 UTC-06:00
[L-USA] Re: Kids Corner Ideas
From: Randy Hall (malenkai@bee.net) |
Date: 1998-11-17 21:49:00 UTC-04:00
> This entire adventure I would think could be represented by 12 to 15 images,
> allowing a half-dozen or so dead ends. Elements of the pictures could be
> learning links: in particular, the compass and the letterbox which could
> open to explain the use of a compass or the composition of a letterbox and
> explanation of its contents.
FWIW, I would suggest designing the adventure independent of the images,
if that makes sense. If that doesn't make sense, it just means mock up
the flow of what you are doing with text hyperlinks that represent images
first; you could prolly test 10 or 15 different scripts of the adventure
to see what works best in the time it takes to create a single image. That
way, people who are not artistic could contribute ideas for how the
adventure flows, and verse-visa, if appropriate.
Just a random thought :-)
randy
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> allowing a half-dozen or so dead ends. Elements of the pictures could be
> learning links: in particular, the compass and the letterbox which could
> open to explain the use of a compass or the composition of a letterbox and
> explanation of its contents.
FWIW, I would suggest designing the adventure independent of the images,
if that makes sense. If that doesn't make sense, it just means mock up
the flow of what you are doing with text hyperlinks that represent images
first; you could prolly test 10 or 15 different scripts of the adventure
to see what works best in the time it takes to create a single image. That
way, people who are not artistic could contribute ideas for how the
adventure flows, and verse-visa, if appropriate.
Just a random thought :-)
randy
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[L-USA] Re: Kids Corner Ideas
From: Daniel Servatius (elf@pclink.com) |
Date: 1998-11-17 23:09:59 UTC-06:00
Randy Hall wrote:
> I would suggest designing the adventure independent of the images,
> if that makes sense. If that doesn't make sense, it just means mock up
> the flow of what you are doing with text hyperlinks that represent images
> first; you could prolly test 10 or 15 different scripts of the adventure
> to see what works best in the time it takes to create a single image. That
> way, people who are not artistic could contribute ideas for how the
> adventure flows, and verse-visa, if appropriate.
OK, thought well taken. Let's keep this in mind - could save a lot of
wasted drawings and draft schemes. I need a little more detail though
Randy. Would this just be clues sets (maybe with an image description
or story board w/o image) where you would have options to link to the next
scene?? Then once we like the adventure we would go back and create the art?
Am I hearing it right? If not, could you give a little more detail of what
you have in mind? Or perhaps you could start one with a link or two?? That
would be even better.
Dan
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> I would suggest designing the adventure independent of the images,
> if that makes sense. If that doesn't make sense, it just means mock up
> the flow of what you are doing with text hyperlinks that represent images
> first; you could prolly test 10 or 15 different scripts of the adventure
> to see what works best in the time it takes to create a single image. That
> way, people who are not artistic could contribute ideas for how the
> adventure flows, and verse-visa, if appropriate.
OK, thought well taken. Let's keep this in mind - could save a lot of
wasted drawings and draft schemes. I need a little more detail though
Randy. Would this just be clues sets (maybe with an image description
or story board w/o image) where you would have options to link to the next
scene?? Then once we like the adventure we would go back and create the art?
Am I hearing it right? If not, could you give a little more detail of what
you have in mind? Or perhaps you could start one with a link or two?? That
would be even better.
Dan
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