Welcome to ScubaBoard, an online scuba diving forum community where you can join over 100,000 divers from around the world discussing all things related to Scuba Diving. To gain full access to ScubaBoard you must register for a free account.
As a registered member you will be able to:
Participate in over 500 dive topic forums and browse from over 3,000,000 posts.
Communicate privately with other divers from around the world.
Post your own photos or view from 80,000 user submitted images.
Gain access to our free classifieds marketplace to buy, sell and trade gear, travel and services.
Use the calendar to organize your events and enroll in other members' events.
All this and much more is available to you absolutely free when you register for an account, so sign up today!
If you have any problems with the registration process or your account login, please contact the ScubaBoard Support Team.
You are right! This game is in no way to become a "flight simultor" type of tool. This is more of a tool to teach a "concept". I believe this game will help students to learn Navigation in a safe way BEFORE their actual dive practice.
I just posted thinking that it would be cool to have just what you are planning to develop. I completed the survey. I think its a great idea and would love to be one of the Beta testers.
__________________
If Mother Nature meant for us to sleep late She would keep the lights out longer!
I filled in your survey. Good luck with your project.
here's something for discussion. I think a simulation game can help a lot with getting across *concepts* and maybe make people aware of certain habits (like checking air) but that's a long way from teaching diving *skills*.
I think if you focus your game on teaching the concepts through simulation then your game will have a good chance of being useful. If you try too hard to make it into a "flight simulator" for divers then I think you'll be over-doing it.
The point is that the skills required to control such a simulator are not necessarily the skills you need to dive. For example, you may be able to achieve perfect buoyancy in the game but if you don't do the dives you're not going to have good buoyancy in the water.
Thoughts?
R..
I agree and good luck. I also filled out your survey
I would welcom a relatively simple game that teaches basic navigation but might encourage the flight simulator approach that Roturner has discouraged.
I feel that it could be a much more powerful learning tool if you include other diving tasks in addition to the navigation task. Once past the the "book learning" of bearings and headings it is the combination of usual diving tasks and navigation tasks that can make U/W navigation (and other types of diving) difficult. When focusing on a navigation task awareness of other diving necessities can become lost.
Additional tasks could simply be "turned off" to give a in a simple navigation tutor and "turned on" later to increase the level of difficulty.
In addition to navigation a diving simulation can be used to help beginners develop an appropriate "insturment scan" habit to maintian awareness of depth, air, time and buddy issues and general situational awareness. The navigation task could be omitted in a "just swim around" mode just to hone these other skills aside from navigation.
I don't think an attempt to simulate bouyancy control using BC inflate/deflate would be very effective on a computer. I might simpy include a up/down control with drift thrown in to keep the student awake. However, the "drift" could resemble basic bouyancy physics (ie if no correction is made after an ascent, then the natural tendancy is to ascend further and vice versa with descent).
The student should have to click the mouse twice for each kick and should have to count his kicks himself. He should have to click icons to view air pressure time, depth, or buddy. When viewing these, compass view should be interrupted. (Or perhaps depth and compass could be viewed simultaneously.) It is the necessity of keeping track of all these things at once that will make the program truely powerful enough to improve mental diving skills besides teaching the relatively simple task of learing of how to use bearings and headings.
In addition to scoring the navigation task, the student should be penalized for:
Not looking at air pressure, time, depth, or buddy frequently enough, for running low/out of air, for loosing or getting to far from the diving buddy or for not being able to enter the approximately-correct total bottom time or max depth at the end of the "Dive". Of course all of these additional items should be options that can be turned on or off to increase the degree of difficulty.
I like the Otter-Cat's idea of including dangerous marine life (puleeeeeaze no sharks) and I wonder how it might be possible to introduce other situational or geographical "hazards" or "impediments" to increase interest. (For example a reef ridge or deep sand chute along the course that you have to navigate.)
Thank you very much for your thoughts. I will let you know when I'm done with the prototype!
Quote:
Originally Posted by gregor1234
Finished Survey. Good Luck.
I would welcom a relatively simple game that teaches basic navigation but might encourage the flight simulator approach that Roturner has discouraged.
I feel that it could be a much more powerful learning tool if you include other diving tasks in addition to the navigation task. Once past the the "book learning" of bearings and headings it is the combination of usual diving tasks and navigation tasks that can make U/W navigation (and other types of diving) difficult. When focusing on a navigation task awareness of other diving necessities can become lost.
Additional tasks could simply be "turned off" to give a in a simple navigation tutor and "turned on" later to increase the level of difficulty.
In addition to navigation a diving simulation can be used to help beginners develop an appropriate "insturment scan" habit to maintian awareness of depth, air, time and buddy issues and general situational awareness. The navigation task could be omitted in a "just swim around" mode just to hone these other skills aside from navigation.
I don't think an attempt to simulate bouyancy control using BC inflate/deflate would be very effective on a computer. I might simpy include a up/down control with drift thrown in to keep the student awake. However, the "drift" could resemble basic bouyancy physics (ie if no correction is made after an ascent, then the natural tendancy is to ascend further and vice versa with descent).
The student should have to click the mouse twice for each kick and should have to count his kicks himself. He should have to click icons to view air pressure time, depth, or buddy. When viewing these, compass view should be interrupted. (Or perhaps depth and compass could be viewed simultaneously.) It is the necessity of keeping track of all these things at once that will make the program truely powerful enough to improve mental diving skills besides teaching the relatively simple task of learing of how to use bearings and headings.
In addition to scoring the navigation task, the student should be penalized for:
Not looking at air pressure, time, depth, or buddy frequently enough, for running low/out of air, for loosing or getting to far from the diving buddy or for not being able to enter the approximately-correct total bottom time or max depth at the end of the "Dive". Of course all of these additional items should be options that can be turned on or off to increase the degree of difficulty.
I like the Otter-Cat's idea of including dangerous marine life (puleeeeeaze no sharks) and I wonder how it might be possible to introduce other situational or geographical "hazards" or "impediments" to increase interest. (For example a reef ridge or deep sand chute along the course that you have to navigate.)