I've always wanted to see what life would be like a thousand years from now and, according to Hawking and Mlodinow (2008), "It is possible to travel to the future" (p. 105). The idea that I could enter a time machine, hang-out for a while, exit the machine, and enter a world where considerably more time has gone on the earth than …show more content…
While society may broadly appreciate and desire educational objectives that can help people lead healthy lives, the exact approaches necessary to reach these desired outcomes are not well understood. Mandigo and Anderson (2003) highlight the need for educators "to develop ways to foster these skills and understandings across numerous types of activities" (p. 8) as an important step towards making this desire a reality.
Despite the fact that the initial digital prototype was not entirely working, the designers emulated game play by choosing diffusion activities and selecting members of staff. By observing the interaction they noticed that "players would need to move the mouse from one side of the monitor to the other for every single turn in the game" (Lara, Myers, Frick, Aslan, & Michaelidou, 2010, p. 46). The requirement to move the mouse back and forth clearly presented a usability issue.
Various sciences have taken the approach where variables are measured separately and then a mathematical model is chosen to portray the relationship among the