Seeing Objects: We see because light reflects off objects into our eyes. Darkness is the total absence of light. Protect eyes from bright light.
2
2. Travel & Interaction
Travel & Interaction: Light travels in straight lines.
Transparent: All light passes through (clear glass).
Translucent: Some light passes through (frosted glass).
Opaque: Blocks light completely, creating shadows.
6
Slide 1: What is a Game?
A game is a structured activity with a goal, rules, and challenges. Players seek feedback through results and rewards, guiding their choices and actions.
Key parts include a clear goal, fixed rules, engaging mechanics, and feedback that signals progress or success. Together, they shape the playing experience.
8
Slide 3: Goal and Challenge
Every game has an objective. Challenges test skills, strategy, or luck. Success depends on decision quality, persistence, and sometimes collaboration.
9
Slide 4: Rules and Mechanics
Rules constrain actions, while mechanics define how actions interact. Examples: turns, resource management, and scoring systems that track progress.
10
Slide 5: Types of Games
Games come in many forms: board games, card games, video games, and role‑playing adventures. Each uses different mechanics to create fun.
11
Slide 6: Game Mechanics Examples
Common mechanics include scoring, turns, bidding, resource management, and level progression. They create strategy, tension, and rewarding feedback loops.
12
Slide 7: Player Interaction
Games can be solo or multiplayer. Interaction ranges from cooperation and negotiation to competition and collaboration, shaping social dynamics.
13
Slide 8: Why Games Matter
Games teach, motivate, and entertain. They build problem-solving skills, resilience, teamwork, and creativity in engaging, memorable ways.
14
Slide 9: Design Considerations
Design focuses on balance, accessibility, pacing, and fair challenge. Clear goals, intuitive rules, and inclusive content widen appeal.
15
Slide 10: Try a Quick Game
Pick a simple game, set a small goal, and play a few rounds. Reflect on strategies, feedback, and what felt rewarding.
|