Title: The Incredible
Playing Time: 1 depending on what task
needs to be performed
Software Release Date:
Cost: $ Not available though I even looked
in Sierra where it was original released from. This is one of the main
reason I gave this a D.
Number of Players:1
Special Equipment/Facilities Needed: File
size is 324 KB
Subject Area: S Science
Objectives: Bonnie Bedford writes:
Most kids enjoy playing the demo version of The Incredible Machine, where
you solve problems like "free the
kitty from the bird cage" by placing ropes, ramps, mice in treadmills and
other "physics" tools in different places
on the screen.
Brief Description:As mentioned above placing
ropes and such in places where certain objectives like freeing the kitty
will be completed.
Entry Capabilities Required: It is a thinking
game for ages 8 and up, though I felt this a bit young.
Relevance to objectives: 4 It is very
important that you put everything in the right spot.
Strong Points: Would
make for an interesting game/activity if some of the "bugs" were worked
out. A good concept of learning how pulleys and such would work when connected
together. Colorful and music can be turned off or down. There was a "free"
kind of place where more would be done on their own but was not provided
under the demo.
Provides practice of relevant skills:
2 I didn't find much skill involve. Thinking is an important one but after
awhile I even forgot where certain things worked.
Likely to arouse/maintain interest: 1
It is very boring after awhile. It is difficult to remember where certain
things worked best and a student would get annoyed and give up.
Likely to be comprehended clearly: 1 All
I comprehended was it was tedious and boring. Students wouldn't fully understand
unless guided by the teacher.
Technical quality (durable, attractive):
3 It's appearance was attractive, music helped with tempo of game.
Game: Winning dependent on player actions (rather
than chance): 2 After a certain amount of
time game would end leaving the student with an unfinished feeling. It
does depend on students skills-how quick they are to place objects in the
Simulation: Validity of game model (realistic,
accurate depiction): 3 Realistic and accurate
in display basketballs, cats and objects like that.
Evidence of effectiveness (e.g. field-test results):
1 No test results
Clear directions for play: 2 There was
directions but they consisted of telling you to place ropes, pulleys etc.
so that a task like getting the ball in the hoop would happen but no help
Effectiveness of debriefing: 1 None to
let a student know how they did. There was a point system but the activities
weren't explained in detail later so that a child could go back and see
the right way.
Weak Points: There
were not any help buttons along the way to help students with figuring
out what to do, a 8 year old would get very annoyed by that. It wouldn't
be able to get done very independently by a student. A teacher would have
to be there step by step and would be impossible to have students do on
their own. Not enough information available to create a good enough review
resulting in a short evaluation of it.
Reviewer: Virginia French
Date Reviewed: Feb. 16-18, 2000
Computer System Reviewed on: AMD-K6 233,
32 mb RAM