Until very recently, computer science education has been limited to tertiary education, and countries around the world are beginning to realize the importance of teaching computing at a much earlier age. In The Middle East, most of the Technology/Computer classes in K-12 are limited to “How to use a technology” rather than creating it. Hence, Computer teachers either have been teaching ICT or are trained IT professionals who have not done computing. Therefore, computing is either intimidating, or a boring to many of them. In order to grasp the attention of the teachers, the game tackles an unavoidable issue for all teachers in Qatar: Traffic!
Computer or ICT teachers in the secondary level in Qatar with some background with computers. This specific group does not teach computing yet, but are either chosen to take a Computer Science workshop for teachers, or have the option to convince their school to shift towards a computing curriculum.
The Ouroboros cycle resembles the game overall idea. My serious goals as a game designer had influenced the set of rules that guides the game. Enforcing players to think of numbers and algorithms, putting lower and upper cap, rounds are all designed to allow the game to achieve its potential. The context of the game as you notice simulates traffic intersection, relating players to a daily real life experience that they are frustrated with, which hopefully motivate them into the game. Once the game is over and if the serious goals are achieved, players will be in the context of a workshop where they will learn just what was made relevant and vital during the game: Algorithms.
Self Challenge/determination: This game really brings up the challenge, more than the player-player challenge, the player-game challenge is even more prominent as the players keep trying to figure out the best solution.
The game is challenging for the players, as they try to solve the puzzle. Also it gets harder when they get the hang of it. Also the game incorporates competition, where two players competes on the best score, during each round, and in the overall game.
To start of, this is a persuasive game. The goal was therefore intentionally made specific: to inspire algorithmic teaching. According to Ferrara (Playful Design, p. 207) is indeed needed for this genre of games. Moreover, the game ties the winning strategy with the message intended. You can win win over the other player in this game if you understand the algorithm that was used to make the game, in addition to making your own algorithm all along.
In addition, the game audience were closely put in consideration while designing the game. The context relate to their everyday life, which makes the game relevant. The audience were also included in the playtesting phase, to give more meaningful modifications in this last version of the game. This is very critical as Ferrara (p.100) as it teaches the game designer of the fun and difficulty level among other things that is exactly specific to the target audience experience and expectations.