Observations

We were able to test the game with every student in the class. Testing took place in groups of 8, with 2 students on each of 4 computers at one time. Each one of us was assigned to one computer with a pair of students. We explained to them that the game needed some finishing touches and invited them to give us their input. Then we read the mission statement to them and watched as they progressed through the game. We allowed them to ask us questions when necessary. When they finished the game, we thanked them for their feedback, returned them to their class, and rounded up 2 more students. The entire process took about 1 1/2 hours.

The students were extremely positive about the game, which pleased us. They all expressed interest in playing it again. In terms of the puzzles, some students breezed right through them while others had more difficulty, but the general level seemed appropriate. The students were a little frustrated at the slow speed, but they said that other programs on those computers are slow too. One student suggested that we have a screen that says, "loading... please wait" so that they would know the game wasn't ready.

The instructions were not completely intuitive, but the students caught on quickly. Although the time-telling skills were secondary in the program, many students enjoyed the pressure imposed by the clock and said things like, "Oh no! It's 2:30! Hurry up, we only have a half hour left to save the ghosts!" Many students never clicked on the clocks in the room, or on the creatures and walls. The money did not carry over correctly.

The program ran fairly well with Connectix RAM doubler. It never crashe d throughout the numerous times that it was played, and it was significantly faster than our initial testing with Mrs. Robillard that took place without the RAM doubler.