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# System prepended metadata

title: To Arithmos Proposal

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# 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