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Visit the website:

http://www.electrocity.co.nz/

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Have fun while you learn with our School-gen games.

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Finished Game Sequence of Successful Town

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Finished Game Sequence of Successful Town

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Another way to signal in simulation games is to isolate areas using a zoom or highlighting feature. The zoom option in Electrocity allows the player to focus on a specific area, which takes arrow direction to the next level, and is another way to draw attention to a specific area of the screen.

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According to Mayer, students learn better when corresponding words and pictures are presented simultaneously rather than successively. The implications for multimedia Instruction are that corresponding words and pictures should be presented at the same time rather than far from each other in time. In the screen grab below, the player is presented with three tabs that give more information about the corresponding image. They dialogue box is small enough to not cover the image so the player can reference the content while reading about it. The arrows point to the image, the title of the image, the tabs about the image, and the tab content.

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The Spatial Contiguity Principle claims that students learn better when corresponding words and pictures are presented near rather than far from each other on the page or screen. In the side bar to the left of the city image, all of the important data about the town is aligned vertically in a street sign, and is always visible on the screen. Below the title for population, Electrocity cleverly uses smiley face icons to show a representation of the percentage of your town that is satisfied with the leadership. Local Body rates are displayed on a sliding scale. The use of icons, right below the text, helps the player to quickly reference important facts that change on every turn.

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Mayer's Signaling Principle says that people learn better when cues that highlight the organization of the essential material are added to the multimedia content. When a learner might otherwise be inclined to focus on extraneous material in a multimedia lesson, Mayer urges the designer to use signaling to guide the learner's cognitive processing. In the image below, a warning message has popped up during game play. The message covers the city, so the player is forced to take notice and make a decision. Warning boxes are the most urgent and quick method of signaling.

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Mayer's Redundancy Principle tells us that people learn better from graphics and narration than from graphics, narration, and printed text. When you click on an area of your city, a flag appears and with it a dialogue box that describes the area. Electrocity doesn't add narration that duplicates the on-screen text in the dialogue box. This simplifies the experience for the player, and the use of text instead of narration allows the player to revisit the information at a later time, as well narrow in on the specifics they are looking for.

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The Electrocity simulation does not add extraneous words and pictures to the main game play area. There is no background music, which I find somewhat surprising. Here the "hints" have been clicked on from the bottom tab panel. This dialogue box appears, which has its own set of sub tabs, again, neatly packed below the main image. The text is presented without audio. According to Mayer's Coherence Principle, people learn better when extraneous material is excluded rather than included, and in the tabs layout of Electrocity has managed to draw the player in, rather than turning them off by overloading the audio or visual channels.