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A Children’s Programming Game Focused on Developing Computational Thinking Skills

Little World

“Little World” is an engaging adventure game set in the insect world, designed to subtly foster players’ Computational Problem-Solving (CPS) skills while helping insects solve various challenges. Grounded in the core principles of computer science education, the gameplay aligns with the structure of a preschool-level Computational Thinking (CT) curriculum. It introduces fundamental concepts such as algorithms and instructions, gradually progressing to more complex concepts including testing, debugging, loops, and conditionals.

Intangible Cultural Heritage Game

Yanjing’s Eight Masterpieces Workshop

As a royal craft, Yanjing’s Eight Masterpieces represents the pinnacle of traditional Chinese craftsmanship, boasting a rich historical and cultural background. It embodies the extraordinary craftsmanship and ingenuity of artisans, showcasing their meticulous techniques. The overall interface of the game requires a more holistic and distinctive design to reflect the unique charm of Yanjing’s Eight Masterpieces as an outstanding traditional Chinese craft. The essence of Yanjing’s Eight Masterpieces lies in “exquisite and beautiful craftsmanship,” embodying cultural values ​​such as the pursuit of refined living and meticulous craftsmanship.

 

Preserving red culture

July 7th

In China, there’s a strong emphasis on educating the youth with the ideology that supports the Communist Party. The central government has designated “Preserving Red Culture” as a significant national strategy. Red culture refers to the cultural and ideological legacy of the Communist Party during the revolutionary era. The July 7th Incident, also known as the Lugou Bridge Incident, marked the beginning of the War of Resistance against Japan in China. Recognizing the challenge that “history is not present” is the biggest hurdle in understanding historical culture, we’ve created this VR experience system to address this issue.

 

Healing VR animation

In Car

In the post epidemic era, people are beginning to rethink the meaning of life and the true meaning of living. At the same time, people’s psychological problems under heavy pressure have become the focus of our attention. Studies have shown that more exposure to the natural environment can promote mental health and emotional stability. Animation, as an important form of cinematic art, helps to help people alleviate their emotions that have been suppressed by real life.This animation is all created in VR, and the character and the sciences are all drawn with the controller.

 

Caring for elderly empty nesters in rural areas

Synaptic Retrogenesis

With urbanization and the rapid aging of the population in China,more young people move to cities for work, many rural areas are left with a lot of elderly people living alone. By the end of 2021, there were about 160 million elderly empty nesters feeling lonely and anxious. We, as their children and neighbors, created a virtual reality system called ‘Synaptic Regeneration’ to help people understand what it‘s like to have Alzheimer’s. We want to encourage empathy, understanding, and care for these elderly folks and promote more social support. 

 

A Children’s Math Game Based on Multimodal Representation

Animal Carnival

“Animal Carnival” is a math game designed to cultivate mathematical thinking in children aged 3 to 6. It focuses on the concept of inverse operations of multiplication, specifically the distributive property, as taught in the fourth grade of primary school. Set against the backdrop of an animal carnival, the game features four scenes: Ocean Creatures, Sky Birds, Meadow Insects, and Jungle Animals. Players drag animal cards to the “portal” to transport all animals to the carnival site.

 

Ecological Civilization Education Game

Ocean Equilibrium

“Ocean Equilibrium” is a casual strategy game where players can once again explore the development and conservation of the ocean, and understand the concept of sustainable development. The game introduces the ecological principle of “logistic growth,” which explains how biological populations initially grow slowly, then rapidly, before eventually stabilizing at the environment’s carrying capacity. Players learn through trial and error to gradually stabilize biomass and economic values at high levels to achieve victory in the game.

 

A News Game for Enhancing Media Literacy

Take Away

“Take Away” is a pixel-style game centered around the social issue of “people trapped in algorithms.” Players take on the role of an investigative journalist who immerses themselves in the experience of working as a delivery person to write related news stories. “Take Away” serves not only as a cognitive tool for enhancing media literacy but also as an assessment tool. As players manipulate and embody game characters, engaging in situational immersion and perspective-taking, known as “game identity identification,” their actions in the game authentically reflect user intent. This makes news games an effective tool for evaluating user behavior.

 

A Game of Idioms Directed towards Metaphorical Cognition

Mountain and Sea Classics Series

The Chasing of the Sun by Fu Xi,” “The Mending of the Sky by Nuwa,” and “Swallowing a Snake, the Elephant” are game adaptations based on three idiomatic stories from the ancient Chinese mythological text “Classic of Mountains and Seas.” The primary objective is to aid elementary school students in learning and comprehending Chinese idioms by introducing metaphorical cognition theory.

 

A Children’s Drawing Game for Developing Graphic Representation Skills

Drawing Seconds for Youngests

“Drawing Seconds for Youngests” is a drawing game designed to enhance graphic representation skills in preschool children aged 3 to 6. The game aims to cultivate abilities in shape formation, spatial awareness, and color representation. Set against the backdrop of daily activities of three monsters – Crabby, Crocie, and Duckling – the game revolves around their favorite treats, puzzles, and toy cars. These themes integrate graphic representation skills into the monsters’ daily lives through drawing. The game consists of 24 levels divided into three scenes, with each scene containing eight levels.

Research paper about this game design (chinese version)

A Science Popularization Game Based on Knowledge Partition Theory

Fight Bacteria

Set in a future world, “Fight Bacteria” addresses the issue of antibiotic resistance resulting from the misuse of antibiotics, leading to a weakening of their efficacy and an inability to eradicate harmful bacteria. Humanity faces disaster and destruction as a result. In a critical moment, advanced technology dispatches six AI medical assistants to guide humans in developing responsible antibiotic usage habits. The game primarily focuses on simulation management: players release antibiotics to eliminate bacteria and earn coins, which they can then use to purchase antibiotics from the shop to continue eradicating bacteria. To maintain stable income and expenses, players must use antibiotics reasonably and in moderation. The game is divided into six scenes, each corresponding to a specific organ affected by bacterial infection. Players must cure all organs to win the game. The educational objective of the game is to explain the mechanism of antibiotic resistance. To achieve this, basic descriptive knowledge about antibiotics and bacteria is introduced through in-game pop-ups.

Research paper about this game design (chinese version)

Children’s Science Education Game

Save Panda Planet

Set in the fictional world of “Panda Planet,” where the “Panda People” are infected by a bacteria causing atavism, leading to a rapid increase in infections. Without control, the entire civilization of the planet faces the tragedy of extinction. Players take on the role of a 15-year-old prodigy doctor, Dr. May. The game’s mission is to successfully cure the Panda People; otherwise, both Dr. May and Panda Planet will disappear together. The game scenes follow the principle of “virtual objectivity,” mirroring real hospital environments and procedures. It includes waiting rooms, emergency rooms, pharmacies, and injection rooms, each simulating heterogeneous homomorphism with real-world counterparts. For example, in the waiting room, to replicate the “treatment in sequence,” the game sets a timer and life points. Players must assist the Panda People in the specified time order to save them.

Research paper about this game design (chinese version)