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because I was proud of this project’s outcome. I decided to remediate my family narrative
because I feel more connected to that first project. By using a coding website, Scratch, to
make my own game, I intended to show my audiences the importance of staying positive.
However, although coding a game did not require a lot of writings, I still encountered
many challenges. For instances, I indicated in my previous reflection that I organized the
coding in a much more complicated way, so it generated a few tech problems which I
could not solve on my own. The tech issues were my biggest concerns about this project,
and I struggled with organizing the correct coding commands. However, professor
Patterson indicated in her feedback that a problem could be seen as part of the game,
which requires the players to overcome. Therefore, I did not fix the tech problems but
rewrite my instructions more clearly in order to help the players to play. Moreover, in my
game, some scenes were being weird that the characters talk over and step on one
another. I tried my best to rearrange the coding and reset the timing, but they still did not
look perfect.
my final product. In order to make these problems less influential, I wrote my guiding
instructions both in game and side-notes, helping the players to achieve their desired
outcome. Moreover, the length of playing time was another weakness of my project. The
playing time varied from five seconds to thirty seconds, depending on which decision the
players choose. Originally, I planned to only make two outcomes for my project, but I
realized it would be too short and easy to play. Thus, I added one more outcome to
enhance its interestingness and playability, but I was worried the game was still not long
enough. In contrast, I think my final product also contained many strengths. I was very
proud of my creativeness, and I believed I was the only one in the class who made a
game for the remediation project. Since the coding website allowed the creator to add
sounds and movements, it made the game became more vivid and intriguing to the
players. In addition, this game was so simple that everyone could easily find out the
Even though my final submission draft did not involve much writing, as a writer, I
learned how to write useful instructions to guide my readers. Because there were some
coding tech issues, to make my game less confusing, I wrote my suggestions. For
example, I illustrated, “If the player wants to move on during the game, please press the
designated key twice”. By including the instructions like this in my project, my players
assured they had no problem of playing the game. Moreover, as a game creator, I learned
how to arrange my coding commands in the right order to make the game works. For
instances, while I wanted my character to move or talk, I had to insert an “Event” coding
bar, telling the program I started a new action. Although my work for the metacognitive
remediation project contained some weaknesses, I had learned a lot by building up this
game. I was glad to show my audiences the central idea of my family narrative in a
different way. I believed coding could be a creative choice for my future project.