Full metadata
Title
Game Development for Smart Twisty Puzzles
Description
There exists extensive research on the use of twisty puzzles, such as the Rubik's Cube, in educational contexts to assist in developing critical thinking skills and in teaching abstract concepts, such as group theory. However, the existing research does not consider the use of twisty puzzles in developing language proficiency. Furthermore, there remain methodological issues in integrating standard twisty puzzles into a class curriculum due to the ease with which erroneous cube twists occur, leading to a puzzle scramble that deviates from the intended teaching goal. To address these issues, an extensive examination of the "smart cube" market took place in order to determine whether a device that virtualizes twisty puzzles while maintaining the intuitive tactility of manipulating such puzzles can be employed both to fill the language education void and to mitigate the potential frustration experienced by students who unintentionally scramble a puzzle due to executing the wrong moves. This examination revealed the presence of Bluetooth smart cubes, which are capable of interfacing with a companion web or mobile application that visualizes and reacts to puzzle manipulations. This examination also revealed the presence of a device called the WOWCube, which is a 2x2x2 smart cube entertainment system that has 24 Liquid Crystal Display (LCD) screens, one for each face's square, enabling better integration of the application with the puzzle hardware. Developing applications both for the Bluetooth smart cube using React Native and for the WOWCube demonstrated the higher feasibility of developing with the WOWCube due to its streamlined development kit as well as its ability to tie the application to the device hardware, enhancing the tactile immersion of the players with the application itself. Using the WOWCube, a word puzzle game featuring three game modes was implemented to assist in teaching players English vocabulary. Due to its incorporation of features that enable dynamic puzzle generation and resetting, players who participated in a user survey found that the game was compelling and that it exercised their critical thinking skills. This demonstrates the feasibility of smart cube applications in both critical thinking and language skills.
Date Created
2023
Contributors
- Hreshchyshyn, Jacob (Author)
- Bansal, Ajay (Thesis advisor)
- Mehlhase, Alexandra (Committee member)
- Baron, Tyler (Committee member)
- Arizona State University (Publisher)
Topical Subject
Extent
87 pages
Language
eng
Copyright Statement
In Copyright
Primary Member of
Peer-reviewed
No
Open Access
No
Handle
https://hdl.handle.net/2286/R.2.N.189251
Level of coding
minimal
Cataloging Standards
Note
Partial requirement for: M.S., Arizona State University, 2023
Field of study: Software Engineering
System Created
- 2023-08-28 04:51:46
System Modified
- 2023-08-28 04:51:46
- 1 year 2 months ago
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