# To Arithmos Proposal ### Tim Cushman, Anna Manning, Isaac Spokes, Oscar Lee, Jacob Kingsley, Amon Ferri | CS98 22F ![insert a team photo here](http://url/to/team/photo.jpg) ## How Might We Question / Problem Statement *What is the problem you are aiming to solve? This is not the solution, that goes later.* * How might we create an engaging game that visually abstracts math concepts to create a game that allows kids to have fun and keep learning * How might we present mathmatical concepts in a way that circumvents student’s preconceived negative perceptions of the subject? * alter the perspectives of educators about the value of video games in education. ## Stakeholders *Briefly summarize who are all the stakeholders? These could be users, partners, admins, founders, etc.* * Teachers * School and school district adminstration * Young students K-3 * Parents * Other online services that offer math instruction: Khan Academy, Kahoot (DragonBox) etc. ## Proposed Solution *Briefly describe your proposed solution. How does it work and what does it do?* * It is a 3rd person 3D game set on an alien planet * It is mostly open-world, somewhat gated, with side quests sending the user to complete puzzles * There will be an overall story aspect to the game, of an astronaut trying to repair their ship * Over the course of the game, the user will add tools to their space toolbelt. Each of these tools corresponds to a mathmatical concept (+, -, *, /), but are not explicitly labeled. * Using a portal-gun style selection, users can use their tools on alien goo balls to produce a resulting goo ball of a size (and color?) that combines the balls properly based on the tools operation. * These goo balls can be used to unlock doors, deal damage to enemies, or used as solutions to other problems or quests. ## Prior Work *Briefly recap any particularly relevant sources from your state of the art research.* * Visual learners enjoy physical manipulation of objects to learn math. * Math shouldn't just be overlaid on top of a game, but integrated into its core in a tactile manner. Try to stay away from flashcard type game. * Game incentivization through short, mid , and long term goals with rewards. ## Impact *Explain how a solution to this problem meets a real-world need. Does it have a broad potential impact?* * Students dislike learning math * 200 downloads ## Success Metrics *What are your ultimate success metrics? This could be changing one person's life for the better, or getting 1k downloads, or some performance threshold.* * 250 downloads * We want flow state ## Minimum Viable Product (MVP) *Briefly describe your MVP features. Don't get bogged down in details, this should be a very terse list. What is the critical thing your product needs to do to be special? Build this from your User Personas.* * Game that can be played * Space utility belt with 4 different tools - add, subtract, multiply, divide * Some levels for each operation * One level combining them * A compelling (if unresolved) storyline * Goo balls ## Validation *Explain how you plan to test/validate your product. Propose a term 1 and a term 2 validation idea. This can be different things depending on your project: user testing, or usage analytics, or performance characteristics. It can be done via surveys or in product analytics, or other performance measurements.* * Term 1 * Beta testing on people our age, solicit feedback on difficulty, etc. * Term 2 * Children are able to play and learn concepts ## Implementation Challenges *What development challenges have you thought about so far? Identify any risks and briefly discuss possible workarounds / alternatives.* * Risk * Repetitive nature * Use mechanics in different contexts, not always the same format * Challenges * Large scope -- story, mechanics, quests, environment, etc. * Limited 3D modelling experience