Version 2.1 has been released! The updated version of the game has improved graphics at the start of the game and some bugs that were reported have been fixed.
You are Maxine Squire, an undergrad scientist and part-time urban explorer. You are on the tube home after a night out in the West End. It’s late, you’re alone in the carriage, passing from station to station, dark to light, when unexpectedly, the train stops – at Down Street. You’ve never heard of Down Street. The doors open. A seconds pause. You can’t resist – you step onto the platform. The doors close with a slam and the train moves off, disappearing from sight.
DoomEd is a single-player first person shooter learning game that combines science and history with FPS action, taking players through the horror of bio-terrorism and WWII chemical experimentation gone wrong.
The backstory mixes factual content (the WW2 experiments at Porton Down, Chemical Defence Experimental Station, ‘urban exploration’ in disused London underground stations) with fiction and fantasy (a lost labyrinth populated with human mutants and military personnel who believe the war is still going on).
The action is set in the labyrinth of lost London underground stations and tunnels that have not been in operation for over fifty years. The game follows the conventions of FPS gameplay – interweaving between orientation/exploration and action/warfare with mutants but replacing puzzles with science-based problems and puzzles, drawing on appropriate aspects of the KS4 science curriculum.
“DoomEd is a research project exploring ways in which learning and gameplay can be seamlessly blended; not so that the learning is by stealth or disguised or dressed up as something else, but where understanding, knowledge and/or skills are required to complete a game. Where learning content is intrinsic or and endogenous (Malone, 1980) in the gameplay and where realistic content is situated within ‘fantasy’ gameplay.
We want to harness the attention that people give to playing games. We want to bring curriculum content to life, by putting it into an authentic scenario and letting kids ‘play and discover’, rather than being ‘told and tested’. We want to invade the space between home and school (bedroom and classroom) – the space where kids play and interact, but so easily could be learning, thinking and reflecting at the same time. We want to use gameplay to draw them into learning.
We want to test the validity of this approach to learning and compare it with ‘conventional’ teaching methodologies and e-learning content. We want to see if a games approach can affect students’ understanding, retention and enjoyment of learning.
As you look around you see old posters and signs: ‘Dig for Victory’ and ‘Return Fare 2d’. Bemused, but deadly curious, you walk into the only open tunnel. In the distance you hear a tortured scream!”
- Title: DoomEd
- File Name: DoomEd_v2_1.zip
- Size : 190.19Mb
- Author: DESQ and University of Wolverhampton School of Education
- Date Originally Released: 08 November 2006
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