Title: Troggle Trouble
Overall Rating:
Source: Satterlee Hall 300, software cabinet
Playing Time: various (depending on the student's skill level)
Date: September 15, 1998
Cost: $30-$70 http://www.accessmicro.com/search.php3
Number of Players: 1
Special Equipment/Facilities Needed: CD-rom
Subject Area: Mathematics
Objectives: Learn and/or reinforce math skills by playing troggle trouble
math. This game involves addition, subtraction, multiplication, and
division, as well as fractions, decimals, and percentages.
Brief Description: You play the role of Sparky the dog as you battle the
Troggles. You must find a dog house and answer the given question in order
to destroy them before the eat all of Sparky's bones.
Entry Capabilities Required: Math skills, use of the direction pad (arrow
keys) or the mouse.
Rating: (1-5)
Relevance to objectives: 5 (There are various levels of math problems
available for the grades 1-6)
Provides practice of relevant skills: 5 ( There are different question
for the different math skills being practiced. The order of the question
and the operations used are selected randomly, within the skill level
selected)
Likely to arouse/maintain interest: 3 (it seems to me that older
students or more advanced students might be bored with the game easily.
Although I do think that younger students would have a good time playing)
Likely to be comprehended clearly: 4 ( easy to play, help is
available, directions are vague)
Technical quality (durable, attractive): 4 (animation is great! Other
than that it's a bit simple)
Game: Winning dependent on player actions (rather than chance): 5 (
there is never a winner. High scores are added to a hall of fame type
listing. Scores are dependant on the math skills of the player and correct
answers to the questions)
Simulation: Validity of game model (realistic, accurate depiction): 3
(not very realistic)
Evidence of effectiveness (e.g. field-test results):
Clear directions for play: 5 ( the introduction is great. It portrays
every aspect of the game and help is available, if needed)
Effectiveness of debriefing: 3 ( the game ends abruptly with no given
information of what had happened. When the troggles eat all of the dog
bones the gam is over. There is some encouragement for the students who do
not perform well.)
Strong Points: The students have to formulate an equation using the number
of troggles. Not just answer one that is given.
Weak Points: For children up to 12yrs. (it may be a little easy for
students over 9 or 10yrs)
Reviewer: Doug Backus
Position: student (EDUC 410)
Date: September 15, 1998
Computer System Reviewed on: Macintosh PowerPC 6500/250, 32mb ram.