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- I.V. Lipsits, L.V. Antonova
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- METHODICAL RECOMMENDATIONS
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- TO COMPUTER GAME
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- Methodical recommendations
- to computer game
-
- Dear colleagues!
-
- We offer to your attention the game, that is one of the
- elements of children's training in economic competence and
- corresponds to the facultative course: " Basic concepts of
- market economy ". To perform the training process there were
- written : the program, the book for independent reading ( book
- of I.V. Lipsits "Wonderful Adventures in the Land of Economy",
- Publishing House "Triad" î.1992 ), the dictionary of economic
- terms and the given game.
- It is intended for one educational year and consists of
- plots, each of them can be the basis of a school lesson.
- Offered materials are not methods of teaching using the game,
- but only the description of the game. The authors specially
- don't give any particular advices to the teacher on organization
- of the training process, as the course is facultative, and the
- level of training of children at schools is very different.
- Even with the best will it is impossible to give universal
- recommendations. We confined ourselves to indication of the
- most necessary and general items of information on the game,
- with the purpose to help the teacher to prepare to the lesson.
- It should be emphasized, that using the given description every
- teacher, having absolutly no notion of computer, ßan organize
- the training process.
- The play (the journey) consists of 10 tours.
- 1. Introduction lesson
- 2. Highway of Economic Interests
- 3. Highway of Natural Economy
- 4. a) Exchange of goods at natural economy
- b) Unsuccessful attempt of exchange of goods
- 5. Highway of Common Plan
- 6. Highway of Free Market
- 7. Canion of Market Balance
- 8. Grotto of Marketing
- 9. Arena of Competition.
- 10. Black Market Forest.
-
- The teacher may by oneself determine the amount of hours,
- necessary to study a theme.
- In the beginning of the lesson the teacher should give the
- economic information, stipulated by the subject of the lesson.
- Then the pupil begins to work on the computer and by executing
- the offered tasks he fixes the received knowledge. All the
- required explanations are entered in the computer and occur
- before the pupil at the necessary moment.
- It should be noted, that the game includes information
- materials. It is given in a kind of peculiar crosswords. The
- pupil is offered to guess and to write a term, the meaning of
- which occurs on the screen. If the pupil copes with the
- task on one's own, he receives on his account 10 teps
- (tep is conditional monetary unit, used in the game); if he
- calls the help of the computer ( key F1 ), he receives only
- 4 teps. The words occur on the screen in any order.
- The introduction of this element of the game is stipulated
- by the will of the author to give the schoolboys the interpre-
- tation of economic terms, most frequently met in life.
- The game is developed thus that it insures differential
- approach in training. If the pupil manages quickly with the task
- of the lesson and has time he may play a prize game (there are
- in all 4), and continue the trip. Sometimes the beginning of the
- new round of the game doesn't require special knowledge, and the
- teacher may give the opportunity to a good pupil to continue the
- trip without assistance. Then he tells the pupil the password
- for the next round.
- The password is necessary to make it possible for the pupil
- to travel only under the control of the teacher. The passwords
- for the transition from one game round to another are known only
- by the teacher, and only he tells them to the children, enabling
- them to move further.
- The set of passwords, requested before entering
- each round of the game:
- Tour 2 - "NEEDS"
- Tour 3 - "SELFSUPPORT"
- Tour 4 - "SALE"
- Tour 5 - "MARKETING"
- Tour 6 - "RISK"
- Tour 7 - "RENT"
- Tour 8 - "ACCOUNT"
- Tour 9 - "MONOPOLIST"
- Tour 10 -"OBLIGATION"
-
- Using the game during the training should be taken into
- account, that the children have to sit not more than 20 minutes
- at the computer screen.
- The game begins with an inscription on the screen of the
- computer:
- New game
- To continue the game
- End of the game
- Using up and down arrow keys the player chooses a line
- and having pressed the key ENTER is included in the game.
- First of all each of the participants should enter his
- name ( ----- ), press ENTER and enter his code, consisting of
- symbols (letters or figures).
- It is very important, that the pupils remember or better
- write down the data entered by them, otherwise they will be
- compelled to begin the game from the beginning.
-
- Round 1
- The introduction lesson "Journey in Ecoland" begins along
- the Highway of Economic Interests. To get on this highway,
- the pupil should cross a bar, to do this it is necessary to
- choose one of the four offered mottos for inhabitants of the land:
-
- 1. One must live within his means.
- 2. No pain, no gain.
- 3. Self comes first.
- 4. Take care of the pence and the pounds will take care of
- themselves.
- Having chosen the motto with the help of an arrow, the pupil
- should press ENTER.
-
- Variant 1
- The choice of the mottos 1,3,4 is incorrect, and the pupil
- has the opportunity to try again.
- Variant 2
- Choosing the motto number 2 you'll hear a melody, that would
- accopany the game when your answers are correct.
- When chosing the motto number 2 the schoolboy is given
- the chance to continue the trip.
- On the computer screen the children will see a bank automat,
- which they will constantly use during the trip.
-
- Scheme for using the bank automat.
- During the game the pupil will regularly use the bank
- automat, that executes the following operations:
- 1) transfers cash money onto the account;
- 2) removes cash from the account;
- 3) pays for the entertaining game.
-
- Let us consider the execution of each operation.
- 1. Transfer of money onto the account.
- For fulfillment of this process it is necessary, using
- the key with arrows (down and upwards), to move the arrow
- to the appropriate line and to press the key ENTER.
- Thus on the screen there will be an inscription:
- "Arrow upwards } use the key - { . Quit - { ESC }
- "To convert money from cash into non-cash you should
- press the key with the arrow { upwards } as long as all
- the money will be transferred. To finish the process
- press the key { ESC }.
- 2. If the pupil decides to play a prize game, it is
- necessary to move the key with the arrow { downwards } to
- the line: "Prize game".
- The cost of every game is different. Only if you gained
- enough money, it is possible to play an entertaining game.
- The pupil can choose each of them, but naturally taking
- into account the sum, which he disposes of.
- The bank automat and the instruction of work with it
- appear on the screen of the computer simultaneously.
- During the trip the pupil has an opportunity to gain money.
- It may be payment for a successfully arranged commercial deal,
- income from well organized trade, correct answers to questions,
- solving of tasks and etc.. All the earned means are automatically
- transferred to the personal account of the pupil; the player can
- use these money only. The pupil should clearly understand, that
- he may be awarded with a prize game. It will depend on the
- amount of money on his personal account and the time saved
- during his lesson. If the pupil answers fast and correctly
- during the trip, he is saving time and money.
- The rules of the game stipulate the system of fines,
- which the pupil has to pay for an incorrectly executed
- task and from his account would be taken a certain sum.
-
- Round 2
-
- Highway of Economic Interests
-
- To drive through the control point, the pupil has to
- answer the question: without what a person can not live?
- The pupil should put down numbers from 1 up to 15 in the list
- of the offered answers: without friends, books, water, air,
- love, respect, music, food, good luck, roof, family, clothes,
- trips, entertainments, protection from enemies and criminals.
- Thus number 1 should be attributed to the most important need
- and number 15 - the the least significant one.
- The answer is correct, if numbers 1,2,3,4,5 in any order
- are written down at the words: water, air, roof, clothes, food.
- For the correct answer the pupil receives 3 tep onto his
- account. In the case of the incorrect answer the pupil may try
- again.
- On the following stage the pupil can be acquainted with the
- pyramid of human wishes and continue the trip.
-
- Round 3
-
- Highway of Natural Economy
- To continue the trip, the children should guess the trade
- of the family members, living in the conditions of the natural
- economy.
- On the left side of the screen of the computer there will
- be emblems, representing the trade to be guessed, and on the right
- side - the list of trades.
- The pupil needs to move an arrow to the name of the trade,
- the emblem of which is represented at the left. Correctly defined
- correspondence between the emblem and the name of a trade is
- encouraged with a prize in teps. In the case of the wrong guess of
- a trade, teps are not charged.
-
- Round 4 a
-
- Exchange of Goods at Natural Economy
- The pupil is offered a task: " To the market came 5 persons.
- "Ç" brought boots and wanted to exchange them for a goose. "B"
- brought an axe and wanted for it a shirt. "V" brought a shirt and
- wanted for it a saw. "G" brought a saw and wanted for it boots.
- "D" brought a goose and wanted to get an axe.
- With whom had "A" to make an exchange so that everybody would
- be satisfied? Variant 1:
- If the pupil enters the combinations that ensures exchange,
- he gaines 10 Teps.
- One of the variants of the exchange:
- A with G
- A with V
- A with B
- A with D
- Further you should press the key { ESC }.
- Variant 2
- At the correct answer after the second approach the pupil
- receives 7 teps, and after the third one - 5 teps. After the
- fourth and fifth approachs teps are not charged.
-
- Tour 4 b
-
- Unsuccessful exchange
- The pupil is offered to solve the task: to the market came 5
- persons. "à" brought boots and wanted to exchange them for a shirt.
- "G" brought an axe and wanted to get for it a saw. "Z" brought a
- bucket and wanted to have for it a hammer. "I" brought a hammer
- and wanted for it boots. "è" brought a horse collar and wanted for
- it trousers. Who of them managed to make an exchange and with whom?
- Variant 1
- If the player enters the correct answer ( "nobody" ), he
- receives a bonus of 10 teps and continues the trip.
- The teacher tells the player the password for entrance into
- the Highway of Commodity Economy. - Password -
- "Marketing".
- Variant 2
- If the player gives the wrong answer ( one of letters ),
- he may call the help. The pupil calling the bank automat would
- lose 15 teps from his account. If there are not enough money,
- he may take credit from the bank MENATEP and a home task.
-
- Round 5
-
- Highway of Common Plan
- The player is offered to answer the question: in Russia are
- produced ca. 22 millions products in a year. They were produced
- by some hundred thousands of enterprises. How much time does one
- need using computer to make a better plan for manufacturing of
- these products at the enterprises for a year ahead?
- If the player gives the correct answer (more than 1 000
- years), he receives a prize of 10 teps.
-
- Round 6
-
- Highway of Free Market
- During the lesson the children may participate in races
- along the Highway of Free Market. The pupil needs to choose
- one of the six offered cars. Each of them has a symbol of a
- branch, that produces the indicated goods.
- The pupil should know, that the size of the bonus depends
- on the size of the demand on this goods.
- On the screen the children will see the racing highway,
- divided into 6 pathes. At the end of each of them there is a
- frame, showing the size of the demand on the good.
- The game begins and the pupil, if he wishes, may see
- the control race, having pressed the key ENTER. Then for 5
- seconds he ought to choose a car by moving the arrow, located
- in the left-hand part of the screen, with the help of the
- keys using the arrow upwards and the arrow downwards. If the
- player managed to make the decision, there would be a tag on
- his car. If the pupil had no time to choose a car, the race
- begins in 5 seconds, and the tag occurs on the car number 1.
- The pupil should realize, that one should concentrate his
- attention upon the game and doesn't let slip.
- Time is money.
-
- Round 7
-
- Canion of Market Balance
- On the screen of the computer the pupil will see two hills:
- the Hill of Demand and the Hill of Supply. To drive between
- them through the Canion of the Market Balance, the pupil has to
- solve a task: "To the market came 3 persons, each wanted to
- purchase an axe. The first one had 5 roubles, the second 7
- roubles, the third 10 roubles. This day axes were sold only by
- one merchant. He had 2 axes for sale. What do you think, how
- much money did the merchant earn for these 2 axes?
- Variant 1
- When the player enters as answer 5,7,10 roubles, he is offered
- one more attempt.
- Variant 2
- When the player enters as answer 17 roubles he has to pay a fine.
- Variant 3
- When the player enters 14 roubles, he will receive a bonus of 4
- teps and continue his trip.
-
- Round 8
-
- Marketing Hollow
- At this lesson the players have to do the most interesting
- task. The pupil is offered to think over, what steps may be
- taken at management of his own business in the situation, when
- at the market appear competitors.
- To make it possible for the the children to solve this
- problem successfully, it is necessary to explain them, what is
- marketing, advertising, to acquaint them with the opportunity
- of prohibition of import and export of goods.
- After the introductory part of the lesson the pupils begin to
- work with the computer. Each of them becomes the owner of an
- American firm, producing and selling shampoo. The work of the
- firm became complicated in view of the appearance at the market
- of competitors - an Japanese firm, which sells their shampoo
- cheaper. The pupil should find a way out of the given situation,
- i.e. ensure the prosperity of their firm. For this purpose they
- should choose one of the proposals given on the screen.
- Variant 1
- The correct answer is a combination of several solutions (i.e.
- number 10). At input of numbers 3, 6 and 1, 2, 8 or all the
- solutions together the pupil receives a bonus and the
- opportunity to continue the trip.
- Variant 2
- When choosing the 6-th solution the pupil gets one more approach
- and the opportunity to get out of the hollow.
- Variant 3
- When choosing any solution (1, 2, 3, 4, 5, 7, 8, 9), but only one
- solution the pupil comes back in the menu of the task for search
- of a correct solution.
- At the end of the lesson the author considers it expedient
- to acquaint the pupils with one of the real variants of the
- solution of a similar problem by an expert in the field of
- marketing. For the continuation of the trip the teacher gives
- the password: "Monopolist".
-
- Round 9
-
- Arena of Competitive Struggle
- At the given lesson the pupil is offered to join the battle with
- the competitor. The aim of the player is to win as much as possible
- buyers, trying a key to their purses. The player's shop is the
- competitor. "Everything for you" is the computer's shop.
- On the screen appears the picture of a key with nine furrows,
- each of them having an inscription:
- On the 1-st - Reducing costs for manufacturing of goods
- On the 2-nd - Reducing prices of goods
- On the 3-rd - Advertising expenses
- On the 4-th - Quality improvement
- On the 5-th - Manufacturing of new goods
- On the 6-th - Buying up competitors' enterprises
- On the 7-th - Gaining over experts from competitors
- On the 8-th - Worming economic secrets out of competitors
- On the 9-th - Agreement for market-sharing with competitors
- Changing the form of the key, the pupil chooses the way to
- win over buyers. It is possible to change the form of the key
- by pressing the digital key, corresponding to the number of the
- furrow.
- After pressing the key ENTER the game begins and lasts for
- 5 minutes.
- To enter the following playing situation the teacher gives
- the password "Obligation".
-
- Round 10
-
- Black Market Forest
- The plot begins with the text of the gambler's song on
- the screen. This is a peculiar visiting card of the place,
- where the pupils have to conduct the lesson. Before beginning
- the work with the computer the teacher explains the meaning
- of the following concepts:goods-falsifiers, copyright, profit,
- bankruptcy.
- It is necessary to dwell on the rules of the "thimble"-
- game as well as to notify the children, that temptation to earn
- money dishonestly will entail serious complications.
- This playing situation offers the children a variety of
- temptations, amusements and gives almost the real opportunity
- to get rich quickly. On the screen appear the following
- proposals:
- 1) to play one of the world-best computer games;
- 2) to play "thimble"-game for money;
- 3) to open a small enterprise;
- 4) to travel further.
- Variant 1
- If the player chooses the solution N 1, he will be punished
- for the use of the illegal received copy of the game. In the given
- situation the player has two opportunities to continue the trip:
- a) to pay the penalty;
- b) to solve an arithmetic task ( correct answer 41 943, 037
- roubles. The answer is correct with round numbers up to the whole
- rouble ).
- Variant 2 ( "thimble"-game )
- After pressing the key ENTER the pupil will see on the
- screen a picture of the table, where is moving a ball. Above
- the table there are 3 caps. The ball moves for 15 seconds, then
- the caps drop and the ball will be hidden under one of them. The
- pupil should guess, under which cap is the ball, and to set the
- arrow under the chosen cap, using the keys [arrow to the left]
- and [arrow to the right].
- In the given situation it is not excluded, that the pupil
- can lose all his money.
- Variant 3
- The pupil becomes the owner of an underground workshop,
- that is manufacturing the falsifiers-goods.
- Then in the control window the player will see the picture
- of goods to be copied. Before the image disappears the player
- has to press the key with the first letter of the name of the
- good. For example: Automobile - Ç.
- At a certain stage of the game the workshop is found out
- by the tax inspection and the owner has to answer for
- manufacturing of the falsifiers-goods. Then it is possible:
- 1) to pay the penalty;
- 2) to solve a penal arithmetic task ( answer: 55 roubles
- costs each horse).
- If the player stops in the game, having some money on his
- account, he may continue the trip.
- Variant 4
- Choosing this variant the pupil will be awarded and may
- continue the trip, by playing the prize game.
-
-
- DESCRIPTION OF THE PRIZE GAMES
-
-
- Help for the game "Reversi"
-
- The aim of the game REVERSI is to finish the game having more
- red circles than the computer the blue ones.
- (On monochrome monitor white and black circles)
- 1) You and computer play by the same rules.
- 2) To make a correct lead it is necessary that at least one
- circle of the computer would be on a horizontal, vertical or
- diagonal between your two circles. To move the cursor along
- play field use keys arrows. A circle is set with the key
- ENTER or SPACE.
- 3) You may press the key <<P>>(leave out a lead) in the
- beginning of the game and the computer leads the game.
- 4) Later on you wouldn't be able to leave out a lead, if you
- have a place to set a circle.
- 5) No place to go, then choose <<P>> (Leave out a lead)
- 6) If both you and the computer have nowhere to go the
- game will be finished.
- 7) Who has more circles, wins.
-
- Press { ENTER }
-
- You choose to play the game "Sea battle" !
-
- A perfect choice!
-
- The computer will draw two game fields, one of them is
- yours. You may see here the disposition of your ships (white
- checks). Where are your enemy's (computer's) ships, you don't
- know. Your task is to sink the enemy's ships. You need to
- choose a check on the enemy's field and to hit the target.
- You set in the commando line the co-ordinates of the chosen
- check and press { ENTER }.
- For example:
- ┌───────┐
- J2 + │ ENTER │
- └───────┘
- Thereupon the computer straight away would strike in
- return a blow and now again your lead! If one of the adver-
- saries hits directly, the hit check is covered with red
- color (and for monochrome monitor with black color). If you
- failed to hit, on the check you missed appears a cross.
- Now dare, your lead!
-
- Press { ENTER }
-
- You prefer to play the game "Little boa"!
-
- Well then, congratulations!
-
- To handle the boa, use four keys - arrows. Your task is to
- hit with the boa's head the numbers, that appear in different
- places of the screen (terrarium). With every direct hit the
- little boa grows and becomes longer. Try to "eat up" as many
- numbers as possible and thus to get more prize points. But be
- careful and avoid boa's collisions with terrarium walls and
- inner partitions and with its own body as well. Otherwise the
- boa may perish! You have only five "lives" for the little boa!
-
-
- Well, I wish you good luck !
-
- Press { ENTER }
-
- You choose the game "Gorillas"!
- Congratulations! An excellent choice!
-
-
- This game is played by two. Two gorillas fight standing
- on the top of sky-scrapers and throw one another bananas. To
- throw a banana you have to set in the commando line at first
- the angle dimension (to horizontal) in degrees and then the
- force value you need to throw a banana. Every value you have
- to confirm by pressing the key { ENTER }.
- For example: ┌───────┐
- Angle 45 + │ ENTER │
- └───────┘
- ┌───────┐
- Force 50 + │ ENTER │
- └───────┘
- - it means, that the banana
- would be thrown at an angle of
- 45 degrees and with a force of 50.
- Your aim is to hit quicker the rival with a banana.
-
- Press { ENTER }