Reflecting on an Adventure-Based Data Communications Assignment: The ‘Cryptic Quest’
InSITE 2006
• Volume 6
• 2006
This paper details the development and implementation of an adventure game based assignment exploring the use of ciphers as part of a final year undergraduate data communications course. Students were presented with a document that contained a narrative to help them along the journey to the solution, one section of which required decipherment of a key instruction. The author reflects on the (pre-internet) development, student reactions and the difficulties that may be faced in the use of this type of assignment and upon his perception of the potential impact of changes in educational environments upon the use of ‘non standard’ themes for assignment work. The paper also considers some of the opportunities afforded by the Web for the development of contemporary assignments based upon the approach outlined here.
education, adventure game, data communications, discovery learning, programmed learning
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