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    WhitepapersA years worth of work in writtingThe key to Educations has changed, Interation is the new Medium

    2008

    Pomperaug

    Epsilon Entertainment5/10/2008

    Epsilon Entertainment

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    Contents

    The Team 3

    .........................................................................................................................................3Introduction 4

    Research 5

    The Concept 12

    The Game 14

    Bibliography 17

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    The Team

    Philip Simmons- President

    Steve Northup- Vice President

    Mark Mclean- Web Designer

    JeremySchreiner-Art Designer/Concept Design

    Colin Szost- Film/Commercial

    Jay Hesse- Lead Game Development

    Mike zaskarinskas-Game Designer

    Tim Baird- Marketing/Booth

    Ian Schofield-Booth/ Whitepapers

    Ben Weinberg-Concepts

    Ed Wlodarczyk- Booth/ Advertisement

    Mr. Murphy/Mr. Bants- Supervisor

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    Introduction

    Epsilon Entertainment is an independent video game company created by twelve

    Pomperaug High School students. The goal was simple, helping younger students

    succeed, and better their future. Not only did we want to help our fellow students, we

    wanted to entertain, engaged, and most importantly, teach. As a group of students that

    must work together to get any work done, it was necessary that we put one more variable

    into our product, collaboration. With in our first brainstorm meetings we had successfully

    chose our leaders, company name, and a basic website design. Junior, Philip Simmons

    (President) and senior, Steve Northup (Vice President) were chosen by the team to lead

    and conduct for the next 6 months. Both Simmons and Northup had previous years of

    experience in, what was, the Information Technology Leadership Academy and were

    looking for a future in the industry. After picking out key players and getting an idea of

    who was going to do what, the brainstorming began.

    After careful research of Connecticut Mastery Test, along with SAT, and CAPT

    (Connecticut Academic Performance Testing) test result, we quickly establish that

    Physical Science had significantly lower scores than reading, mathematics, and history.

    Clearly we found our target subject. For a group of students inspiring to become

    engineers, graphic designers, and business leaders this stuck home hard. We know how

    important basic science is to succeed in life, and students need to know the subject now

    more then ever. With global technology on the rise the world needs engineers and

    scientist, and problem solvers. With a new generation not knowing this particular subject

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    may mean a different future for not only technology, but the people who live in a tech

    savvy world.

    Epsilon landed on a specific topic inside of Physical Science. Basic Physics, first

    because it is what eighth graders are learning coming into high school, and it is the basis

    of what freshmen learn in their first year of high school. Second because it is usually the

    most popular subject in American high schools. It tends to be nature to have an interest in

    physics, most kids have played with dominos, and all gamers want realistic physics.

    Experimenting and manipulating objects is just plain fun inside of video game, which is

    why Epsilon chose to considerate on simple machines. Our team set out to research

    professional findings on the topic, and we were surprised at what we found. Research

    shows that students want a new, interactive, and fun median to learn.

    Research

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    Epsilon Entertainment, prior to setting out to make an educational game that

    would both teach, and allow students to have fun undertook, and studied research.

    In an article written by John Hubisz, based on research done by the AAPT

    (American Association of Physics teachers, of which he is a member), several disturbing

    conclusions were made. In the study undertaken by the AAPT, the six member board

    reviewed middle school physical science text books for scientific accuracy, adherence to

    a realistic portrayal of the scientific approach, and appropriateness and pedagogic

    effectiveness of the material for the grade for which it was presented. Hubisz also noted

    My colleagues and I recorded instances in which material was inappropriate for the age

    level of the students for whom it was written This just shows that book manufacturers,

    editors and authors, are not publishing the correct information or engaging the student

    enough, which is making it difficult to tech, to the level of 6 th-8th graders. The AAPT

    board went further and determined that, according to the criteria we set forth, none of

    the 12 most popular middle-school physical science texts was acceptable. This just

    shows that the current way that middle-school students are being taught the sciences is

    inappropriate. In my opinion, textbook layout contributes significantly to our students

    dislike of science and inability to get it. This just told Epsilon Entertainment, that a

    new medium had to be created that would teach kids science, but at the same time keep

    them engaged and learning to like the sciences. This same article also found that the

    United States lost its edge against the international community beginning in the middle

    school years, so it was clear that something had to be done to stop the slide vs. the global

    competition.

    Another piece of research that Epsilon Entertainment has obtained, and is using in

    formulating the game in production, was the Texas essential knowledge and skills

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    (known as TEKS). In the TEKS handbook, there are six objective areas that a student in

    the 8th grade should know upon entering high school. The very first objective is the

    student will demonstrate an understanding of the nature of science, this is one of the

    broader requirements that EE believes that our new game can address. However the

    objective that Epsilon Entertainment, can most effectively address is the fourth goal and

    its sub-goals of The student will demonstrate an understanding of motion forces and

    energy. This goal can be almost directly translated to a student understanding the basics

    of physics.

    One other piece of information that EE is using is the CAPT (Connecticut

    Academic Performance Testing) performance in the entire state of Connecticut. On the

    CAPT test there are five rankings going from exceptional to poor, with the passing grade

    being a three. In the state of Connecticut almost one fifth of students in the tenth grade

    that took the test did not pass the states standards. This just shows that if science is

    emphasized and enforced during the middle school years, scores are likely to rise

    significantly.

    Epsilon also found astounding statistics on how many students are playing video

    games. David Walsh, Ph.D. of the National Institute on Media and the Family found this

    interesting information. 9% of American children now play computer or video games on

    a regular basis. Children between the ages of seven and 17 play for an average of eight

    hours a week. Another poll done by Business Week Magazine had this to show. The

    study polled 4,000 kids up to the age of 15-years-old (both boys and girls) and discovered

    that 61 percent play video games on a daily basis. Kids are playing video games. Why?

    Simple. We found that in this new generation of kids are being placed in a world of

    Ipods, flat screen, and a new kind internet. Almost everything is instant, and with that,

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    entertaining. Electronics are being marketed from children from ages 3-10. Digital

    cameras, televisions and computer programs are things that one would think an adult

    would want. JULIAN E. BARNES of the New York Times has this to say about the

    subject Pre-teenage boys who might once have spent hours building Erector models,

    now play mostly with video games, remote-controlled robots and other toys of the

    electronic age.Companies are now selling LCD televisions, fully Digital Cameras, and

    electronic game systems designed, colored, and made just for kids. These products are

    made durable, and kid friendly which is changing how they grow. We believe that kids

    who grow up in this kind of atmosphere are expectingthe same from our schools, who

    are not bearing in mind this concept. This could be a major reason why students a starting

    to loss interest in our curriculum. Education is just not as interactive as the world around

    it which makes it seem less interesting to kids.

    Here at Epsilon Entertainment, we were not satisfied with information and

    statistics found from internet sources. We decided to put together our own survey, and

    have a conversation with several eight graders from our local middle school. We found

    several surprising points that both agreed and disagreed with research we had already

    done. The one most amazing piece that we found unbelievable was that every single

    student we spoke with plays video games on a regular basis.

    We spoke with seven middle school eighth graders in a group discussion, as well

    as a written student survey. We started are discussion on general subject likes/dislikes.

    The top two classes that these students enjoyed the most were math and science. We

    continues and asked why they enjoyed these classes were so popular. From what the

    students said we can determine that science is enjoyed because its vast range of topics

    and interactive labs. Math was the number two choice of students because students enjoy

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    solving problems and feel a sense of accomplishment in the classroom when the complete

    a complicated problem. From here we went to our next subject, Textbooks.

    As high school students we find that textbooks an overwhelming and somewhat

    difficult to understand. We knew that this would be a problem for middle school students

    since there is no general difference in books when transferring from middle school to

    high school. When we prompted the young students with the following question it was

    obvious that things in school need to change. When you have a textbook reading

    homework assignment, how much do you actually do? only one of the seven claimed to

    read the entire text that is assigned. The rest of the students said that they either skimmed

    the reading or read only the main points made in the chapter. The students said that the

    books are boring, long, overwhelming. Most high school students would agree and also

    often have trouble reading the same style textbook. We wondered how these students

    would personally change the text books. The students demanded more pictures, diagrams,

    and examples rather than massive amounts of facts at once. One student asked for text

    that he could relate to and makes a connection to his own life. Epsilon Entertainment

    concluded that these text books are often made to grown up for these kids. The books

    often drone on and on with facts but then leave out examples or stop and give a picture

    for the kids to look at. The kids seemed more interested in discussing interactive classes

    at this point so we moved to those questions.

    Every single student enjoyed interactive classes such as science labs and

    computer classes. Epsilon asked which their favorite was, the response caught Epsilon

    by surprise. Tech education is the most fun, interactive, significant class that each student

    takes. At this point the Tech ED teacher, with a huge smile on his face, explained to

    Epsilon the style of his class. The students are given basic skills and then are free to

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    apply those skills to solve problems, create their own projects, and explore new ideas. A

    young student interrupted explaining that it is the easiest class to remember information.

    The rest explained how they enjoy the freedom and are able to have fun in their tech

    class. They use computers, create race cars, and design flash animations. They explained

    how it doesnt feel like a class at all, and how they usually dont even know that they are

    learning. At this point the students did not know what was coming next. Epsilon then

    introduced the video game portion of the survey.

    Here at epsilon we are a very tech savvy group, some more than others, and we

    generally dont all play video games. Every single student, boy or girl, 13 or 14, they all

    played video games on a regular basis. There is a 4 year difference between us and them,

    yet they seem completely different, mainly, more connected. When the subject was

    brought up, Epsilon was looked at with smiles and eager students ready to discuss the

    latest and best games out there. The hours they played video games at home ranged from

    3 hours to 30 hours a week. A huge rage in hours of play means that we have kids who

    play every day and other who play some at friends houses. Either way these kids have

    different opinions on games and how they use them. When asked if the students enjoyed

    more physical interactive games such as guitar hero or Wii rather than regular video

    games played with a game controller. All of the students enjoy playing party games

    together and interacting with each other.

    The next discussion we had was about bringing these kinds of game into the class

    room and the home. The students said that if these types of games were introduced into

    the class the lazy kids would do their work. the continued explaining how they would

    be more into the lessons, rather than falling asleep while listening to a lecture. The

    students then jumped to the idea of replacing a text book before Epsilon was able to bring

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    up the subject. Interactive study guides would help these kids study because all of the

    students found their books to bland.

    The last topic we discussed was possibility of high scores, online multiplayer, and

    leader boards. The kids viewed high scores and leader boards as not a necessity but

    something that they would be interested in. Multiplayer is something that is mandatory

    students say. When asked the about online multiplayer, students would only play with

    classmates or close friends. This makes sense, students then explain how some online

    services are subscription based and usually have jerks on the service.

    This survey and interaction with students helped Epsilon Entertainment further

    develop their game and gave a better grasp on how the students want their education

    exposed to them. This also furthers Epsilons theory that schools are not keeping up with

    the technology thats developing around these new generation of students. Copies of the

    survey we gave these students can be found at our website.

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    The Concept

    Epsilon Entertainment had found their issue, done their research, now all that was

    left was to apply it to a entertaining, and playable video game. The ideas began to flow

    and concept designers began to work magic. The idea of manipulating objects to escape

    from a room tended to be extremely popular among the group. Most of the members are

    gamers and very familiar with the Half Life series, which uses physics realistically. We

    were able to render a realistic graphic mock up, which is viewable at our website of what

    the game might look like if we had the resources. Ideally this is how we want the game to

    look, but us being just high school students could not make this great of a game. We

    decided to continue with our concept anyway on the side, as well as create a dumb

    down version on the game. We created more animations of how game play would work

    and scenery such as the Megawattonia lab. Our Epsilon Concept team did a great job at

    giving us a look at how the story and game play would work using the resources we had

    at the time. At the same time we had to develop our booth game in time for the Expo in

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    May. All of our concept and early ideas and be viewed at our website.

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    The Game

    Escape from Megawattoniawas created using the program Multimedia Fusion 2,

    which is both graphically intense, and fairly easy to use, which was the unique blend that

    Epsilon Entertainment needed to field the game that is being unveiled today. However

    Multimedia Fusion was not the first program Epsilon Entertainment used when

    attempting to create the educational game. The first foray into game creation was

    permitted by the use of Panda3D, which worked well, but did not allow the flexibility

    required, and was not very user friendly, and therefore game production using the

    program was scrapped just weeks into production. The second attempt was made using

    RPG maker VX, a step up on Panda3D in terms of being user-friendly, but the consensus

    in the company was that the two-dimensional graphics would not cut it in the competitive

    business of game design. Due to this feeling RPG maker VX was also cut from the list of

    possible devises to create Escape from Megawattonia. The programs of Scratch and Flash

    were never really considered by Epsilon Entertainment as they do not have the same kind

    of quality provided by Multimedia Fusion, Panda3D, in addition to the tedious amount of

    work that is required to get the games made in them is excessive when compared to the

    final product.

    Escape from Megawattoniaconsists of six levels based in various

    Newtonian physics concepts and key ideas. The first six levels have the lessons

    incorporated into the storyline, and teach students about levers, pulleys, incline planes,

    wheels and axles, and Atwood machines. In the final (boss) level, the player must use all

    the skills that they have learned in the preceding six levels in order the defeat the boss

    (Mr. Murphy) and escape Megawattonia. When the idea to create a physics educational

    game many ideas were thrown around in Epsilon Entertainment, some of which included

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    a cow named Bessie, and a sarcastic helpful floating robot. The original plan also

    included having the main character be one of the last surviving colonizers from earth in a

    far out solar system attempting to survive in space. These ideas gradually where phased

    out though for more conservative ideas, that would be easier to implement. Epsilon

    Entertainment eventually settled on the plan that has been produced, and is very pleased

    with the result.

    In a quiet science laboratory, a young student works away studying the basic

    principles of physics, and simple machines. A soft rumble is heard in the distance. Then

    the ground starts to shake! Is it an earthquake? No, its the evil Mr. Murphy, who has sent

    the lab into chaos. The doors are now blocked! The young scientist is now trapped.

    That is the beginning of the game Escape from Megawattoniacreated by Epsilon

    Entertainment. The challenge given to first time players is both intriguing and exciting

    designed to draw them into the game and make them excited to learn. The world of

    Megawattonia has been thrown into despair by the evil Mr. Murphy, and its up to you to

    save the day! In order to thwart his diabolical schemes, the clever you must utilize every

    ounce of knowledge they can muster to overcome the challenges presented. Whether Mr.

    Murphy succeeds in his wicked plan is entirely up to you. Do you think you have what it

    takes to be the hero?

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    Final Game Design

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    Bibliography

    - http://query.nytimes.com/gst/fullpage.html?res=9E02E5DE1331F933A25751C0

    A9679C8B63&partner=rssnyt&emc=rss

    - Newyorktime.com

    - Buisnessweek.com

    - CAPT Results." Region 15. 2004. Regional School District 15. Mar. 2008.

    - Hubisz, John. "Middle School Texts Dont Make the Grade." Physics Today. 2008.American Intitute of Physics. Mar. 2008 .

    - "TEKS Grade 8." SSC. 2001. Texas Education Agency. Mar. 2008.

    Epsilon Entertainment

    http://query.nytimes.com/gst/fullpage.html?res=9E02E5DE1331F933A25751C0A9679C8B63&partner=rssnyt&emc=rsshttp://query.nytimes.com/gst/fullpage.html?res=9E02E5DE1331F933A25751C0A9679C8B63&partner=rssnyt&emc=rsshttp://www.region15.org/captscores.shtmlhttp://www.physicstoday.org/http://www.tea.state.tx.us/ssc/teks_and_taas/teks/teks8.htmhttp://query.nytimes.com/gst/fullpage.html?res=9E02E5DE1331F933A25751C0A9679C8B63&partner=rssnyt&emc=rsshttp://query.nytimes.com/gst/fullpage.html?res=9E02E5DE1331F933A25751C0A9679C8B63&partner=rssnyt&emc=rsshttp://www.region15.org/captscores.shtmlhttp://www.physicstoday.org/http://www.tea.state.tx.us/ssc/teks_and_taas/teks/teks8.htm