Growing Research from Innovation


Current Projects

Bentham City

An ethics game funded by a three year Engagement Grant from the Office of Information Fluncy at UCF. More details coming soon... Flash Animations

The Flash animation games are the newest projects to be developed by the PROSE Lab.

The PROSE lab recently completed two 2D-animated teaching games, designed specifically to include student-related ethical dilemmas. The games include both an interactive and learning medium, which allows users to actively participate in the learning process and approach ethical situations that arise in academic environments.

The games offer guidance to new college students by helping them navigate through and understand problems evident in academic environments. Students will be able to prevent an unfavorable outcome in real-life situations by confronting and learning how to handle such problems in a pseudo-realistic world. Anticipating certain scenarios and ethical questions that can develop in higher educational settings, students will no doubt be better suited to conduct themselves with a more proactive, mature sense-of-being.

Players are conducted through the game by Rian Brown, the ethical tutor. Plagiarism is the issue first discussed in the game, with the following scenario highlighting the dilemma that arises with overnight guests in a dormitory setting. Both of these ethical issues are ones that most college students will find themselves involved in at some point in their academic experiences. Players interact with other characters throughout and asked to make choices within each ethical scenario. Each choice is evaluated and assigned a point value, resulting in a congratulatory letter, award, or scholarship at the end of the game.

In order to successfully emphasize not only the technological, but the educational characteristics, the project has fully incorporated the three basic learning styles within the interactivity of the final product. Throughout the game, players hear multiple characters speak, are able to read text for what is spoken, and physically navigate through the scenarios, aiding whichever auditory, visual, or kinesthetic learning style preferred by the player. Players are also able to use a host of additional resources, ranging from ethical guides, revisiting previous information, and a notebook that allows the player to literally take, save, and access notes as the game progresses. By incorporating the traditional learning styles with the innovation of a computer game, the whole makes for a more rounded and complete experience.

The PROSE Lab is excited to have participated in the creation and development of such a versatile project. We look forward to working with other projects, striving to reach the maximum benefit technology and education can have together.

The Carol Mundy Underground Railroad Project
Screen Capture of Carol Mundy Project
This project was supported through an Institute for Simulation and Training ( In-House Grant and done in Collaboration with the Carol Mundy organization, African American History Education and Culture and UCF s School of Film and Digital Media ( For this effort we are developing a demonstration version of a story-driven learning game for research in teaching children about African-American culture and history. Our goal was to create a compelling introduction to the Underground Railroad using existing off-the-shelf technology for role-playing computer games so as to stimulate interest and understanding of events of historical significance while introducing the public to the Mundy Collection.

Our short-term objectives for this project were to develop a demonstration game that enables us to make this concept concrete by identifying the necessary storyline, learning objectives, and candidate artifacts from the Mundy Collection. Our long-term objectives for this effort include research and development in the production of compelling stories and games for the Carol Mundy collection so as to showcase her artifacts and allow children to learn about history and African-American culture via navigating through a virtual world where they interact with historic artifacts, objects, and characters.

We are currently working under a second In-House Grant from the Office of Research to implement and test this game for two populations (both undergraduate students, for general results on the impact of story and interactivity, and fifth-graders, our target audience for learning content).

Past Projects

Page Last Modified: July 09, 2013