Figure 9: Visual of Teacher's Manual
Oftentimes, the science teachers that instruct elementary and middle school students are not specialists in every scientific field and thus may have incomplete knowledge of the chemistry content covered in ChemQuest. As a result, the final design could be extended through the incorporation of a teacher’s manual. This manual would include general descriptions of periodic groups, their properties, and basic bonding systems, and would be an easy referenceable source of knowledge for instructors to answer student questions about game content. In addition, the teacher’s manual would include suggestions for how to incorporate ChemQuest in a classroom setting in order to maximize the benefits of creative learning and minimize the negative impact of screen time. (See Appendix H: Ethical Concerns). The manual would also include links to external explanations of chemistry content, such as informational videos. Finally, a manual would enrich the integration of ChemQuest in classrooms by describing physical demos that align with in-game battles to reinforce students' understanding and interest in the content.
One intriguing extension to the design would be the implementation of new lands corresponding to advanced chemistry topics. Feedback from the design review (See Appendix K: Design Review Summary) and informal user testing demonstrated that the game mechanics are appealing to people outside the target age range. The game could be extended to include advanced chemistry topics, such as redox reactions, benzene chemistry, and other organic chemistry topics. These extensions would be incorporated through additional lands within the game world and would be downloadable for users choosing to advance their chemistry knowledge. This extension opens up ChemQuest to a wider age and topic range but keeps the whimsical spirit and engaging gameplay of the design intact.
Figure 10: Redox Rift Extra Content Concept Art
Figure 11: Storyboard of Foraging Gameplay Mode
Another additional aspect of the gameplay that could be added to the final design is a non-battle-based foraging game mode. Some students within the target age range may not enjoy the idea of battling enemies, and some parents may not be comfortable with their children playing a semi-violent game in school. Thus, the game could be extended by adding another gameplay mode where the user has the option to simply explore the world, complete easy quests, talk to non-player characters, and collect different elements hidden across the world. The player could still reap the benefits of the chemistry learning by using their materials to build and unlock molecules, but would not have to play through any battles. This additional game mode would make the game more accessible and enjoyable for younger age ranges, as well as prioritize and provide greater user choice and customization.
A natural extension of the design is to expand to new platforms and create a mobile form of ChemQuest. Cellphones and tablets are ubiquitous in today’s world, and some school districts may only have access to devices such as iPads (Appendix: Ethical Concerns). Thus, in order to be accessible to more groups of users, a mobile version of ChemQuest would be a worthwhile extension. However, the process of converting the game to a different medium is a long and complex process and would require the adaptation of many in-game features. As a result, creating a mobile version of ChemQuest is an intriguing but long-term goal.
Figure 12: Visuals of Mobile App Version