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- CONRAD BUTTON'S EDUCATIONAL TEXT ADVENTURES
-
- THE ASIAN CHALLENGE
- (C) Copyright 1989 by Conrad Button
-
- This educational text adventure provides the student with information
- concerning the geography and history of the countries on the Asian
- Continent. Geography can be a very uninteresting subject to some
- students. However, when their textbooks are supplemented with an
- educational adventure, these students typically become much more
- interested in the study of geography. Learning becomes a fun
- experience with a Button Adventure. We have also found that the use of
- our educational adventures increases both the students' reading and
- spelling capabilities. Their ability to reason is also enhanced.
-
- During the course of play, the students will visit most of the
- countries on the Asian Continent. In each country, they will be
- presented with several important facts concerning the geographical
- features, early history, and animals native to the country. The
- locations of each country within the adventure correspond to the actual
- locations of the countries on a map of the continent. We therefore
- encourage the students to obtain an Atlas and trace their progress on
- the map of Asia (the map is not required, however). At the conclusion
- of the adventure, the students will be presented with a list of
- questions concerning the countries that they have visited. They must
- answer the questions correctly in order to successfully complete their
- quest. When an incorrect answer is given, the students are encouraged
- to revisit the appropriate country to determine the correct answer.
-
- This educational adventure is similar to a novel in which the students
- are the main character. They will be given a quest which must be
- successfully completed. Their computer will become their guide. It
- will tell them what it sees and hears and will ask them for commands.
- It will obey their commands most of the time. Although it speaks
- fluent English, it has trouble understanding long sentences.
- Therefore, the students should limit their commands to no more than two
- words, with the verb as the first word (e.g. `read scroll'). If the
- computer does not know or understand a word, it will tell them so. In
- that case they should use another word of similar meaning. The
- computer will present the following information at the start of each
- round of play:
-
- 1. A description of the students' current location.
- 2. Items that the students can see at this location.
- 3. Directions in which the students can move
- (n-north, s-south, e-east, w-west, u-up, d-down).
-
- The students must then respond by typing in the actions they wish to
- perform. Most actions require two words, for example:
- light candle, get gold, drop sword, examine hay, enter house, etc.
- Some actions require only a single word:
- HELP - in certain areas, the computer will provide clues or advice when
- this command is typed.
- QUIT - allows the students to exit from the adventure.
- To move to a new area, the students need only type n, s, e, w, u, or d
- which means go north, go south, go east, go west, go up, or go down
- (the long form of the command is also acceptable, however).
-
- An important feature included in all Button Adventures is the
- SAVE GAME command. This command allows the students to save their
- current location, and all items acquired during their quest, in a file
- which can be loaded the next time they restart the adventure. Each
- student will have a different file name as the computer will combine
- their first and middle names together to form a unique name (e.g.
- Robert James Smith is saved as ROBJAM). SAVE GAME is not only
- important at the end of a learning session, it is also used when the
- player feels that an action he is about to take may result in "death".
- As "death" results in the automatic cessation of the game, the player
- can rapidly return to his current status by saving the game before his
- "death" occurs.
-
- We strongly suggest that the students construct a simple map during
- their travels so that they can more easily return to previously
- explored areas. This map will greatly reduce the amount of time
- required to play the adventure as it eliminates confusion and the
- associated random wandering. A simple map is nothing more than a block
- diagram with area names, objects found, and permitted directions of
- travel. A portion of a typical map is shown below:
-
- !-----------!e w!-------!e w!----------!
- ! mountains !--------! river !--------! dark pit ! (gold)
- !-----------! !---!---! !-----!----!
- (deer) !s !s
- n! n!
- !---!---!e w!-----!----!e w!------!
- ! house !--------! old tree !------! barn !
- !-------! !-----!----! !------!
- (candle) !s (shovel)
- n!
- !-----!----!
- ! pyramid ! (scroll)
- !----------!
-
- Most of the objects found by the students are to be used elsewhere in
- the adventure. For example, the candle found in the house may be
- needed to explore the dark pit. The shovel in the barn may be needed
- to dig for the gold in the pit.
-
- Although the students may play the adventure by themselves, use of
- teams comprised of two or more students will normally allow the
- adventure to progress at a more rapid pace. One student is selected to
- enter the commands to the computer; the other team members contribute
- additional ideas about alternative actions to be taken when a seemingly
- difficult problem has been encountered. Use of the team concept also
- reduces the number of computers required during a class session.
-
- Although helpful suggestions and hints are provided by the computer
- during the course of play, on rare occasions the students may encounter
- a seemingly insurmountable block and cannot progress further. This is
- highly unlikely, especially when the team concept is used, but, should
- it occur, the author will provide additional hints. This service is
- free of charge to REGISTERED USERS. Please write us and describe the
- area in which the difficulty has been encountered. We will then help
- you to solve the problem. A self-addressed, stamped envelope for
- returning the hints to you should be included with your letter.
- NOTE: Inquiries from NON-REGISTERED users will not be answered!
- To register your copy of The Asian Challenge, copy and fill out the
- registration form which appears on the screen when the adventure is
- first started. Be sure to select the FREE adventure that you would
- like to receive as a bonus for registering. The fee for registering is
- $15.00.
-
- We sincerely hope that you will find our educational adventure series
- to be both useful and enjoyable in the study of geography. Two other
- educational adventures are also available for the study of geography.
- SOUTH AMERICAN TREK and AFRICAN SAFARI may be ordered directly from
- Conrad Button; please use the order form which appears in THE ASIAN
- CHALLENGE adventure.
-
- Thank you for trying our software. Your comments would be most
- welcome.
-
- Conrad Button
- Conrad Button's Software
- 13807 S. E. 282 St.
- Kent, WA 98042
-
-