Archives for : iTEC5

Group 1: The game is «done»!

During the course of the school year 2013/2014, the IKT- serivicefag and Information technology 2 were a part of a project called iTEC. iTEC is the abbreviation Innovative Technologies for an Engaging Classroom, which is an 4-year long project led by the European Schoolnet. The goal with the iTEC-project is that the students are supposed to develop new and appropriate ways to use the technology in school.
ITEC contributes to form the future classroom through planning and conduct educational programs which are being tested and evaluated in large scales in European secondary schools.
Mathematics and science is the most important professional priority areas in ITEC, but other subjects and interdisciplinary cooperation will also play a big part.
Participant schools and teachers are given a certain amount of freedom to form the educational programs themselves, so that they are in compliance with infrastructure and competence in school.


Making a game like what we had in mind was a little ambitious, we met several different challenges in terms of making the game, planning the game and figuring out how we were supposed to make it. The biggest challenge we met when developing the game was keeping with the time schedule, near the end we began to struggle with finishing the game as we planned to make mini games inside the videogame itself which took a lot of time and effort to accomplish.
During the project we used digital tools like photoshop, Construct 2 and paint.

– Cooperation
Gøran did the programming
Silje, Andreas, Jostein, Gøran made sprites
Silje, Andreas, Jostein, Gøran wrote the blog posts.

– Result, what we would do if we had more time.

Expanded on the stealth parts of the game, adding more enemies, making the game longer, adding more story and functions in order to make the gameplay a little more interessting.

Here is the game:

– Andreas Endrestad Storødegård
– Gøran Jackobsen Ekerback
– Silje Rohaugen Jonsen
– Jostein Alnes

Group 2 : Finished

We have worked on the project for two months now, and we have finally completed our project. We are very satisfied with the result and feel we have managed to create a functional and educational braking distance simulator.

The design of the simulator is overall conducted and the user interface is very user friendly. Please give our simulator a try and give us feedback on what you think.

The game: 

The gang
IMG_20140530_095928 (1)





Group 2: Making progress

 Since our last blog we have had great progress with our simulator. We have finished both the car and the background, the programming part is also soon to be finished. We have combined all of our individual work and put it into one file that we are currently working on. The formula that we are using works like expected and we are getting realistic results on all surfaces. Therefore we are now perfecting our simulator by adding details and fixing small issues with the car.

Since we are so close to completing our simulator we are discussing if we should expand the simulator to include other situations, for example our physics teacher from last year suggested to add the possibility to simulate braking on an ascent or descent. This is more advanced physics and it will not be easy to include, but we will take it into consideration if we have the time to do it.

Now we just have to fix some minor issues with the simulator, the backgrounds is one of them. We want the car to continue on one long track instead of disappearing and reentering from the beginning. It should not be very difficult to fix and should not take too much of our time.

We are very excited for the final result and we hope that the simulator turns out as good as we hope!






Group 4: Hard time on level one!

So, we’ve already done quite a lot since the last post.

The idea around «a digestive-game» gave us a lot to think about, for example whether or not we wanted the game to look realistic or cartoonish. We also sat down, the four of us, and started to picture what we wanted the first level to look like. The first level takes place in the mouth, where the corn(the players character) has to escape chewing jaws and fearsome spit. We decided to make the graphics cartoonish and almost anime-like. That way we didnt have to portray the different parts of the body precisely.

Each groupmember started to work on tasks related to the first level.
John started to make some backgrounds for the first level. He used Photoshop to make a smooth and textured background, similar to the inside of someones cheek.

Sjur started to work on the different codes used in the first level. By putting in simple colored blocks in Construct 2 and giving them specific behaviours, he was able to lay code to the game before we put in the characters

Ådne and Nina started to draw different characters, foes and elements for the first level. They used Photoshop and Flash to draw the things on free hand. Nina first designed and drew the spit-foe, and Ådne first designed and drew the corn.
Ådne has also been composing some of the music for the game.




This is a picture of Ådne working on the corn!

However, we are actually having quite a hard time on the first level. Even though the most of it is done, finnishing the level craves much work, and a great lot of coding and programing. But thats just something we have do deal with. On the other hand, Construct 2 has not been very friendly to us yet, a lot is not working as intended. But we will do our best, and hopefully manage to finnish the first level in less than one week.

If you want to see some screenshots and other pictures, continue to scroll down! 🙂

– Ådne, Sjur, Nina and John.


This is the corn, currently without arms and legs.
– By Ådne.


This is how the first level look so far. As you might see, we are a bit far from done!
– By John, Sjur, Nina and Ådne.



This is the spit-foe for the first level! Looks scary!
– By Nina


Group 1: Development

We started making sprites and backgrounds for the game, we have added armed foes with firing capability and a line of sight function. The background mainly consist of a bridgestone patterned ground with buildings and crates seen from a birds eye perspective.
We have now started working more on the game mechanics; we have added enemies and programmed their movement, put a line of sight function on them and made them fire their weapons when noticing the player. Also we have made sprites for buildings and bushes you can hide in. The black box you see on the ground are supposed to be a bush.

On the picture you can see an enemy firing at the player.

Noorse verzetsbeweging

Group 3: Programming

Simen is keeping busy writing codes and programming. We are still trying to make the different components fit in. We have made a demo-version of the game, in which Halvard is making the background and the respective figures. Joakim is on his internship and won’t return for another 2 weeks.



Group 2: The beginning of the project

iTEC, Innovative Technologies for an Engaging Classroom, is a four-year project developed by the organisation European Schoolnet. The main goal of the project is to explore and develop new and engaging ways that technology can be used in education. Our class has been chosen to participate in this project, and is the only class in the entire country that will be examined.

Our assignment is to learn about games, game development, programming and gamification, and then how this type of technology can be used to promote learning. We are also going to develope our own educational game.

At the start of the project, we were divided into four different groups. Each group was set to brainstorm and come up with an idea for a game. Right from the start, our group wanted to create a platform game with math-quests. But after discussing the idea further within the group and with our teacher, we decided to begin from scratch and come up with another concept.

What we then decided was to create a car braking distance simulator. The brake-length is calculated from the physical formula:

S stands for the braking distance, v for the velocity of the car, μ is the coefficient of friction (which will have a different value depending on the surface) and g stands for gravitation (which on earth is 9,81).

Two of our group members studied physics the previous year, so we knew we had the necessary background  knowlegde in order to make a physics-based simulator. Still, this may be a challenging task, so we keep the original platform game as a back-up plan.

We are very excited to be a part of the iTEC-project, and we hope we succeed in creating a good and educational simulator.




Group 1: Hello world!

Gøran, Andreas, Silje and Jostein.

We want to make a pretty simple, but educational role-playing game. Its main focus will be the Norwegian resistance movement during the second world war. To inspire the player to keep playing, we will integrate a simple reward system, perhaps based on achievements and collectables. There might be puzzles (math, history, etc.), inspired by Professor Layton. We do not yet have a title.

It won’t be as action-oriented as other WW2 games, you won’t be able to withstand more than one hit and you’ll have to be stealthy and sneak around. Of course there’ll be things to hide behind so guards won’t be able to see you.

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Group 3: The Beginning

Group 3: Simen, Halvard, Are and Joakim

We started to discuss what the purpose of the game should be. We looked at other games for inspiration.

We then decided to make a “problem solving game”.
The purpose of the game is to solve mathematics quistions as fast as possible. The questions will pop up on the screen and the player will have to write the answer. Multiplication, division, subtraction and addition will be the different categories to choose from, you can also change the difficulty.

First of all the game is ment for students in Primary School, but the opportunity to choose the difficulty of the game also directs the game to older students.
The game will take place on a running track, you will control a character who is slowly moving forward. You will race against other people or the computer. As said before the purpose will be to answer math questions as fast as possible. If your answer is correct  your speed will increase, if your answer is wrong your speed will decrease. Crossing the finish line first is of course the main objective.
Now we are going to make trial versions of the game, and figure out how to make the game work.

Group 4: The Beginning!

Our class is taking part in a project by iTEC. Parted in groups, we are now going to develope a game for educational use.

Our group managed quickly to form an idea, and with a little help from our teacher, the process could begin. After alot of thinking, we made this Mind Map, which is simply a collection of different ideas for the game. We decided early to make a science-game, aiming for students younger than ourselves. We will be using Construct 2 as the developing program. Our next job will be drawing some suggestions for storyboards for the game and animations.

If you want to read more about our ideas for the game, feel free to check out the Mind-map below:

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John Olav