Doom'ed more ways than one! *laughs*
trying a different way of approach is all. learning at same time explaining. to see what response i get.
RPG (role playing game), not really a game, but taking the Programming logic. how a RPG is actually coded, and were information is placed and categorized, other words splitting up the huge chunk of data sets into different key parts. and then defining each bigger part into smaller bits of information.
RPG quests, can be so wide of a range, that at times they can make the game seem like a completely different game all together. and the quests, can vary to point of go kill X boss, go find X item, go combine X item, give X item to Y person, join a clan, attack someone X level higher than you, spend X amount of resources....
doing flip side to learning... math class quest, learn about the quest, do the quest, complete the quest.
- (learning about it) todays lesson is about counting 1,2,3,4,5 up to 10 on your fingers,
- (doing the quest),
- path 1 = video right handed person, counting from right hand thumb to left hand thumb,
- path 2, video left handed person (opposite direction),
- path 3, 10 pictures, each picture showing both hands, and going through steps of bending a finger down.
- path 4, using IIII (slash mark through it) for 5, and then again another (4lines) IIII with a slash mark through it.
- path 5, roman numerals,
- path 6. music chairs game 10 chairs, 10 students, and away we go removing a chair at a time.
- path 7 etc...
- (completing) quiz, or test, or a video that shows someone counting on fingers and they stop and ask what is the number, or what ever the case maybe.
- each of above paths, could have a "completion" itself. or there could be an overall completion of the quest. and/or mix of it all.
above example of math class counting 1 to 10. would be VARIBLES -> MATERIALS for lack of better term at this point. the variables being counting, fingers, 1 through 10, 1-10, hand counting, video, pictures. ((still unsure how to classify / categorizing information)), in idea "variables" are static information (do not change), you record and upload a video. it is not going to change, you type up post for students to read, "post" is static, students listen to an audio file "it is static", students create a database and enter information. "while yes they are interacting with it", information becomes static. to point it can be counted on.
ENEMY AI -> student is what would figure out what would be best choices for the student to pick from (path options) = QUEST -> TYPE OF QUEST along with how difficult and type of quiz / test to give student. ENEMY AI = functions, or dynamic content that constantly changes. and need to be re-evaluated constantly, maybe every second, maybe a couple times a day, maybe every couple weeks. an ENEMY AI, is not a one size fits all, but is allowed to be adjusted for different parameters to deal with different scenarios, and have different patterns. much like there are different students in how they learn and interact. each one has there own unique stats. that an enemey AI in an RPG game might go about attacking differently errr teaching differently errr displaying different ways of learning and completing something.
re-typed above 4 different times now, each one with a completely different outcome / effect. hhhmmsss. and still not liking the result after re-read. *shrugs* leave as is for now and posting.
EDIT: and just as i was about to post...
side tracking... completion / avalibilty in moodle currently. needs a "textarea" and mnet / hub linkage, and need more plugins for completion and availability. hhmsss. might work
adding additional information to each "common module" goto a course, turn on editing, edit an activity / resource, scroll down to common modules. there needs to be more input/select menus there. or a way to better add stuff there via a plugin. so as to be able to set stuff up.
creating an activity or resource, that calls up information from a meta course, for a "front end" the meta course having a few 1,000 activities / resources, possibly drawing from various moodle hubs / moodle.net itself. but using the single activity / resource in the actual main course to drive what the student selects and goes through. ((not Information overload, but a more controlled showing what is relevant to the student)) content is both driven but student stats, but also controlled by teacher, with over ride options. possibly.
that might just work, be kinda like going into MMO / RPG ((massive multiplayer online / role playing game)), and given daily quests, clan quests, friend quests, story quests, math quests, grammar quests, science quests, etc... instead of a GUI (graphical user interface) 2D or 3D environment. it would be, text based errr moodle based. hhmmsss.. most games for a list of quests / tasks, ya pull up some menu... it should be no different than going to a "block" in moodle. and pulling up information. some quests/tasks get auto initialized, when students in K-12 physically walk into a given class room and sets down, and teacher clicks "start class" everyone's quests get updated.
going to need to maximize student profiles fields more... expand on it. to hold "hidden fields" i guess. much like going into a game, and pulling up your characters stats to adjust equipment, and adjust stat points for skills, and like, but needed for courses. need something more than just a "grade" need to link the grade to some sort of chart or something to base what grade is connecting to. *DUH* some games allow you to have multi game characters / team, to walk around in the game and destory enemies, each of these characters have there individual stats. skills, etc... ok that should work for different "courses" say k-12 core subjects, and extend into collage as well. example, half eleve / engineer, human / dark magician, undead / brute, or rather... math / calculus, grammar / English 10 grade, accounting, welding / mig.
more i think about above paragraph... i need to treat more like OOP (object orientated programming), and simply
- studentxyz -> skill -> english -> reading
- studentxyz -> skill -> english -> writing -> print
- studentxyz -> skill -> english -> speech
- studentxyz -> skill -> math -> polynomials
- studentxyz -> skill -> math -> exponents.
ok above would drive... a "skill tree", many games have some sort of "skill tree" were you need to put so many stat points in a given skill before you can learn / obtain another skill. in above case, i think i would need to learn what 2+2 is before i get into a skill of 2 * A / 4 = B / 24 in a game it would be shooting a little level 1 fireball, barely able to kill a level 1 monster. and then suddenly using a lvl 80 nova boom, that kills everything on the screen.
hhmsss ok activities / resources linking to a skill tree... but still need to deal with students profile fields. in a game it would be say stanmia, enurance, magic power, health points. but for learning.... it would be say, how fast they can read, how long there attention span is, type of leaning (reading, hands on, group, etc), learning disabilities (blind, deaf, missing a hand/finger, color blind, (and i am out of my area of knowledge) *arghs*) i guess this information would be no different than a "studentxyz -> skill -> insert something" it is just how information is displayed and were it is displayed to make it easier find the information, and be able to use the information.
adding to above. some games, you only need to spend so many skill points in a given skill, say every 5 points in fire ball spell, you can put 1 skill point into a higher level fire bolt spell. that might allow. better advancement. of allowing students to get into another higher level skill. without suddenly "dropping them" into a given situation and say hey, fend for your life, cy'a would not want to be ya!.
ok... you have a nation wide level skill tree, and the trickle down to each school / grade level skill tree. of what needs to be met / taught to students. each student has there own skills and assigned to the skill tree. but how does one automatically build a skill tree that would better suit the student... example i doubt you want a student that is blind, have direct skills that require "eye sight" to obtain the skill. ((bunch of pictures, say viewing pictures of art)). i would like to simply "dump this into ENEMY AI" type of saying. but more to it than that. *brain freeze* moving on...
see if i can do a review with out re-read of above...
- completion and availability get additional plugins to them.
- editing core functions of moodle that load ""common modules"" goto a course, turn on editing, edit an activity or resource, scroll down to "common modules" need a plugin manager, to add to drop down menus.
- skill tree, creation, and ability to link activities / resources to the skill tree.
- setup a meta course and/or hub/mnet / moodle.net to be able to handle a few million individual activities / resources
- create an activity and/or resource, to act as a front end. to pull from *points to above line* individual activities / resources, and display them to student, as in limiting them down to what should currently apply to student. if in a english class, and covering pro-nouns, initial concept, then just those activities / resources show up to pick from.
- setup quests err "quest block" to tie into student profile and courses enrolled, along with current topic in class, (teacher assigned quests), along with student assigned quests (club activities, personal learning wanting to know), to other.
- need a way to display a few different skill trees, say for United States, fedral skill tree, state skill tree, school district skill tree, individual school skill tree, course skill tree, student skill tree, teachers skill tree. *DOH* base it on "role type"? that might work.
- adjust students profile. to handle more of a OOP (object orientated programming), to add "skills" from skill tree.
- i really need to get away from ENEMY AI, and go with LEARNING AI's, i guess some place in "site admin menu" adding a plugin manager, to install / uninstall, adjust settings. of a "LEARNING AI". the learning AI's would be linked to the (( number 5 )) in above list maybe? the LEARNING AI, being responsible. of what looks at students skills, and course skills, and available activities / resources. and figures out what to display to the student for possible options? perhaps giving them different quests? meh... to much together. need to break things up further.