Waarom Gemini Live

Brainstormen is een veelgebruikte techniek om ideeën te genereren, maar kan ook uitdagend zijn om goed uit te voeren. Brainstormen alleen is bijvoorbeeld lastiger omdat:

  • Ik tunnelvisie kan krijgen rondom één idee.
  • Ik beperkte expertise en kennis op deze onderwerpen waardoor ik minder nieuwe ideeën kan bedenken.
  • Een fixatie kan leggen op het probleem dat opgelost moet worden en niet vrij ben om na te denken over mogelijke oplossingen

Bij dit project krijg ik kleine ideeën vanuit leerlingen of stakeholders maar dit was niet voldoende. Aangezien ik er in dit project alleen voor sta ben ik opzoek gegaan naar een andere ‘brainstorm buddy’. Google Gemini live is een AI Assistant waar je een normaal gesprek mee kan hebben. Ik heb dit gebruikt voor een deel van mijn brainstorming om zo diverse perspectieven te bekijken, objectieve feedback te krijgen en voor ondersteuning van een creatief denkproces. De ideeën die ik kreeg van Gemini waren soms goed en soms was het niet relevant. Wat wel altijd behulpzaam was waren de vragen die Gemini stelde wanneer ik kwam met een richting voor een idee. Door deze vragen moest ik ook nadenken over onderwerpen waar ik anders nooit op zou zijn gekomen.

Dit is geen brainstorm sessie die een einde had. Omdat dit een chat is die blijft bestaan kon ik hier op moment dat ik feedback of inspiratie nodig had weer instappen.

Wat voor mij vooral goed was bij deze brainstorm sessie was dat de ‘leiding’ steeds werd doorgegeven. Als ik kwam met een concept dan stelde Gemini hier vragen over waardoor het concept in mijn hoofd duidelijker werd. Als ik geen antwoord had op die vragen kwam Gemini zelf met een suggestie

Ideeën & Conclusie

Gemini heeft mij vooral geholpen met het brainstormen. Zo heeft Gemini mij geholpen met de volgende onderdelen:

  1. Maze Concpet
    • 1st person en 3rd person view
    • Motion sickness
  2. Obstacle course Concept
    • Een meer gestructureerde versie van de Maze
    • Verschillende programmeer concepten zoals loops of conditionals
  3. Coding Puzzels
    • Panel Light: Spelers moeten lichten aan laten gaan in een specifiek patroon
    • Rhythm Game: Spelers moeten loops gebruiker om een soort ritme na te doen
    • Debugging Challenges: Spelers moeten problemen in bestaande code oplossen
    • Pattern Recognition: Spelers moeten een patroon in code herkennen.

Ook hadden we gesprekken over 3rd person en 1st person view, limitaties in VR, motion sickness en het geven van duidelijke en heldere stappen.

Gesprek

Timo: So today would like to talk about ideation concepts for a project. I’m working on.

Gemini live: Sounds good, I’m ready to dive into the world of ideas. What kind of project is it?

Timo: So the project is about designing a virtual reality application or game in unity that tackles.

Gemini live: Sounds like a super cool project! Tackling what, though?

Timo: teaching children

Gemini live: Cool, a VR game for teaching kids. What kind of things do you want to teach them?

Timo: So it’ll be a step into how to code basically so scratch is a very good example. It’s a Sandbox environment where children learn how to code based on blocks. So I want to base it off scratch, but I want to give it a more more like a learning and not like a Sandbox environment.

Gemini live: Alright, a coding game with some structure. Since it’s gotta be different from Scratch, do you have any ideas for how you want to make it more educational?

Timo: I do not actually.

Gemini live: Alright, no worries. Let’s brainstorm a bit. One idea could be focusing on specific coding concepts instead of just open-ended creation. Another is adding challenges or levels to track progress. So, would you be interested in a more structured approach, or do you like the idea of including challenges?

Timo: Yeah, I thought about things like gamification or introducing a bit of competition puzzle games for example will be very handy to learn computational thinking for the children, but I do want the structured approach like in the website code combat where a child basically plays sort of RPG that takes them from one side of a dungeon to another side of the dungeon and each level of introduces a new type of coding Concepts or coding rule that they have to learn basically.

Gemini live: Alright, so it sounds like you like the idea of a structured approach with game-like elements. Would you say that Codecombat really nailed the style of gameplay that you’re looking for?

Timo: So could come back doesn’t really use any type of visual programming. So you have to write the code itself, which is pretty hard for children that are just starting out. So I do want to keep the official programming style. That scratch has by using blocks to make or create a complete a certain challenge.

Gemini live: Alright, so something more like Scratch with the block-based coding, but structured challenges like Codecombat. I think I’m starting to get a picture of what you’re going for. Do you want to brainstorm some specific coding concepts you could focus on?

Timo: So I’ve actually got some coding Concepts that I want to focus on those would be things like sequential interactions variables Loops conditional statement functions lists and object-oriented programming. The thing I’m struggling with now is I have to create a few different concepts and I’m pretty much stuck on my one concept based on Scratch and code Kombat.

Gemini live: Alright, sounds like you have a good foundation for your coding concepts. Let’s focus on building out that first concept. Can you tell me more about what kind of game elements you picture when you think about using Scratch-style blocks to teach sequential interactions?

Timo: so I think about using some sort of puzzle games like completing a maze or completing amazes a very good example, but small puzzle mini games because puzzle games help the children learn with problem solving and computational thinking

Gemini live: Alright, so a maze-like puzzle where the blocks control how the character moves. I like it. Do you have any ideas for specific challenges that would make the learning experience really pop?

Timo: I don’t.

Gemini live: Alright, let’s brainstorm some challenge ideas. How about timing challenges where they have to reach the end of the maze in a certain amount of time? Or maybe different terrain types that make the character move slower or faster? Or what about obstacles that can only be overcome by reversing the character’s movement?

Timo: that was all sound interesting time based games would also be kind of cool because I do want to introduce a form of competition because I’ve seen in a small paper test that I’ve already done that one introducing a scoreboard the children are more likely to find the best way.

Gemini live: Alright, sounds like these timed challenges and leaderboards will be a great addition to the game. Let’s brainstorm some more concepts. How about teaching loops by having the player character follow a set path that repeats? Or maybe for conditionals, you could have the player encounter obstacles that require them to make decisions like “turn left if there’s a wall, turn right if there’s a pitfall?” You’re probably right. It’s best to avoid getting stuck on one idea too early. So, let’s try a different approach. How about we focus on the core mechanics of the game first? Like, how do you want the player to interact with the blocks of code?

Timo: So because it’s a virtual reality application, they should just be able to interact with the blocks by hand because that feels like the most natural way.

Gemini live: Alright, so grabbing and manipulating the blocks with their hands. That sounds pretty intuitive for VR. What about the coding environment itself? Do you want it floating in front of them, or built into the game world somehow?

Timo: So that’s 1 I still haven’t figured out yet if they should directly manipulate the game World terrain or if they should have a sort of a top-down view of a 2d or 3D like board and manipulate the objects on that board.

Gemini live: Alright, so the coding environment itself is still up in the air. Let’s try and figure that out. What are the pros and cons of directly manipulating the game world, like actually placing blocks in the environment?

Timo: So I think if you actually play blocks in the environment, it would be more immersive which would help learning immersive learning is a big thing for this concept. So, I think if you directly manipulate Game World, they’ll be a higher level of immersion for the children.

Gemini live: Alright, so the immersive aspect of manipulating the actual game world sounds like a compelling argument. What about the potential downsides of that approach?

Timo: So the downside of that approach would be because it can get overwhelming directly manipulating. The game worlds could be overwhelming or challenging maybe or difficult to understand while you also have to keep in mind the ergonomics of VR so you can move your head too often because that would Tire the player.

Gemini live: Alright, so it sounds like direct manipulation could be too much, too soon, for kids who are just learning to code. It might make more sense to start them off with a more traditional coding environment and then ease them into manipulating the actual game world as they get more comfortable with the concepts.

Timo: Yeah, so a form of progression is something that I do want to introduce so maybe we could start out by them having to manipulate a sort of game board. And then later on once they got a little bit more comfortable with the principles that have been introduced make them manipulate the real world Game World objects. So they can better see what their code has for an impact on the environment or on. Yeah for impact has

Gemini live: Sounds like a solid plan! Starting off simple and working your way up seems like a good way to keep the learning curve manageable. So, do you want to brainstorm some ideas for this initial game board?

Timo: Yeah, let’s do that.

Gemini live: Alright, let’s hear it.

Timo: So at first of all, I was thinking about something like what a maze would be kind of nice. I haven’t really thought about it.

Gemini live: Alright, so a maze sounds like a good starting point. How about we try and break down the different elements that could make up that maze?

Timo: Sure.

Gemini live: Alright, let’s start with the walls. Do you want them to be solid, or would you prefer to have some kind of see-through material so kids can visualize the whole maze at once?

Timo: I know they should be able to visualize the whole maze at once because the idea is that they if they do it, right they should be able to move through the maze in one coding sequence and if they make a mistake like take a wrong turn they should change their script based on I can turn left or turn right so they should be able to complete the maze in in one go.

Gemini live: Alright, so see-through walls would be good for planning out their route. Maybe you could even have them draw a path on the walls to help them visualize things. On another note, I think it’d be cool if there were multiple solutions to each maze level, not just one perfect path.

Timo: That sounds like a good idea. What about introducing a top-down view instead of the player having to stand directly in front of the maze like the the child would be sort of a third person perspective instead of actually being inside the maze.

Gemini live: Yeah, a top-down view could work. It’d give the kids some distance from the maze so they can focus on strategizing. It also opens up the possibility of adding different types of mazes later on, like 3D mazes. You could even have them switch between a first-person and top-down view whenever they want.

Timo: That does sound kind of nice are there any other games I could introduce alongside a maze to progress through the levels?

Gemini live: Yeah, let’s brainstorm some other game types besides a maze. How about something like a platformer where the player has to reach a flag at the end of the level? Or maybe even a little obstacle course?

Timo: An obstacle course sound nice. Maybe you could introduce the more more of the harder coding Concepts like Loops or statements with an obstacle course.

Gemini live: Absolutely! Obstacle courses could really help teach those concepts. You could have moving obstacles that require loops to avoid, or maybe even some conditional challenges like “jump if there’s a pitfall, duck if there’s a low ceiling”.

Timo: That all sounds very good. Could you summarize this for me so I can put in my notes what we just discussed.

Gemini live: Sure, here’s a recap of our chat. We talked about a coding game that teaches kids concepts like sequencing, variables, loops, conditionals, and functions. We agreed on a few things: starting with a structured approach, emphasizing problem-solving, and using game elements to make learning fun. We also thought a block-based coding system would be good, similar to Scratch.For the actual game, we thought a maze-like structure would be a good starting point. It should have see-through walls so kids can visualize the whole thing. We also agreed that there should be a top-down view mode for better strategizing. We thought about adding other game types later on, like a platformer or obstacle course to teach more complex coding concepts.

Timo: Thank you for this chat.

Gemini live: Anytime! Hope it helps you move forward on your project.

Timo: Okay, I would now like to move on to different concepts. So we have this scratch or codecombat game as one Concepts. Let’s try thinking about something else.

Gemini live: Alright, sounds good. Let’s brainstorm something totally different. Maybe instead of focusing on code, we could design a game that uses problem-solving in a different way. Do you have any specific interests or hobbies you’d like to explore?

Timo: I would like to keep the standard around code because this project will actually be for a non-profit organization that every Saturday comes to together with children to teach them about technical things like code or 3D printers or robots or arduinos and they actually use scratch to introduce this small coding Concepts. But so far it’s been very hard a child has to have a supervising helping them because scratch isn’t very learning friendly. It’s a Sandbox basically so we can we have made some guys that will that the children can follow but I think that a startup point in virtual reality would be very nice and that’s actually what this project is about.

Gemini live: Alright, so let’s try a fresh approach to a coding-focused VR experience. One idea could be focusing on a specific coding concept and turning it into a game. Let’s say we wanted to focus on teaching loops. We could design a game where kids have to create a loop to make a character perform repetitive actions, like dancing or jumping.

Timo: So you could design a game world around making those loops.

Gemini live: Exactly! You could have different environments that require different types of loops. Like maybe a dance floor where they have to create a loop for a cool dance move, or a sports arena where they have to program a loop to score a goal.

Timo: This all sounds very good and we could introduce this in a progressive way. So the loops get harder and harder based on a level and each level could be a different kind of environment.

Gemini live: Absolutely! You could start with simple loops that just repeat an action a few times and then get more complex with things like nested loops or loops with conditions. The different environments give you a lot of creative freedom to make it fun and engaging.

Timo: That sounds all sounds very good. How are we going to introduce them to these Loops? How can we provide them with the information that they need to understand? What a loop is and how they should use one.

Gemini live: Alright, let’s think about the best way to introduce loops. One idea could be having some kind of friendly character that acts as a guide. It could give them basic explanations and demonstrations of how loops work. You could even have the character show them examples of incorrect loops and bad things that happen, like the dancer doing the wrong moves.

Timo: Reading text in VR is a very it’s very hard because because of the distance and because of the sharpness of the VR glasses. So reading text wouldn’t be the optimal way to explain something.

Gemini live: You’re totally right. Reading in VR can be a real pain. How about instead of text, we use little animated demonstrations? We could show the loop in action, maybe with a little progress bar to show it repeating. It’d be way easier to understand visually.

Timo: That sounds like a good idea. What about if they get stuck somewhere? Let’s say they’ve made about 60% of the loop, but they don’t know how to continue. How could we provide them with a step forward so they know what to do next.

Gemini live: Alright, let’s figure out how to help them out when they get stuck. One idea could be a hint system. They could click a button and get a little animated hint showing them the next step. We could even make it so they have to watch a short animation before they can see the next step, so they really pay attention to the hint.

Timo: That sounds like a good idea a coding platformer that I’ve already research or looked at provides. The solution is a sort of picture but I don’t want to do that cuz they can directly copy the code or the code blocks from that picture and they then they won’t eventually understand what they actually made.

Gemini live: You’re right, copying the solution isn’t ideal. How about instead of showing the whole solution, the hint only shows the very next step? That way, they still have to figure out how to put it all together themselves. They’ll get that “aha” moment when it finally clicks.

Timo: That sounds like a good idea. So this would be a concept instead of the concept that we previously had where we use all sorts of coding Concepts and introduce them step by step through a sort of progressive RPG kind of game. This should be a concept where we take one specific concept or one specific programming concept and introduce us to or with help of the actual game environment.

Gemini live: Exactly! This concept focuses on mastering one specific coding idea at a time. It’s like learning a new skill by practicing it over and over in different scenarios. You could even track their progress and unlock new challenges as they get better.

Timo: I think the foundation is very important children should have a very strong foundation of the coding principles before they can move on to the next one because if they don’t have a strong Foundation, they won’t understand the harder Concepts.

Gemini live: You’re absolutely right. Building a strong foundation is key. So, maybe we could combine the best of both concepts. We could start with a structured approach where kids learn multiple coding concepts, but within each level, we focus on really mastering a specific one. Does that sound like a good compromise?

Timo: That does sound like a good compromise. Could you summarize this conversation so I can transfer this to my note?

Gemini live: Sure, here’s a summary of our conversation:We talked about focusing on a specific coding concept to create a more engaging learning experience. We thought about using game mechanics to make the learning process fun and interactive. We also agreed on the importance of clear instructions and hints to help kids progress. We thought combining this concept with a structured approach, where kids learn multiple coding concepts, would be a good way to build a strong foundation while still keeping things engaging.

Timo: Thank you.

Gemini live: You’re welcome!

Timo: So we’ve talked about my Concepts, but I would like to add one more.

Gemini live: Alright, I’m ready. Let’s hear it!

Timo: I don’t actually have any ideas yet. So I thought maybe you could help out.

Gemini live: Alright, no problem. Let’s brainstorm another concept. To start, what about instead of focusing on writing code, we design a game around debugging code? You could have the kids fix buggy code to make the game work properly.

Timo: Ooh that also sounds like a fun idea. How would you do that?

Gemini live: So, here’s a thought: imagine you have a little robot that’s trying to follow a path. But the code that controls it is all buggy. Maybe it keeps turning the wrong way, or it stops moving altogether. The kids would have to fix the code step-by-step to get the robot to the finish line.Want to hear more about how this could work?

Timo: Sounds very interesting. Could you maybe summarize this chat that we have?

Gemini live: Alright, here’s a summary of our chat.We started by talking about your project and how you’d like to create a VR coding experience for kids. We talked about two main concepts: A structured coding game with different levels, similar to a traditional coding platformer. A more focused approach where kids learn one coding concept at a time through mini-games. Lastly, we thought of a new idea: a debugging game where kids fix buggy code to make a character reach a goal.Let me know if you’d like to brainstorm any of these ideas further!

Timo: So you mean we could have a problem that there is a mistake in that problem and the children have to find the product of the mistake.

Gemini live: Yeah, exactly! Imagine you have a little robot trying to follow a path. The code controlling it has some mistakes, so it keeps taking wrong turns or getting stuck. The kids have to find the errors and fix them so the robot can reach the finish line.Would you like to hear some examples of coding mistakes we could use?

Timo: Sure, give me some examples.

Gemini live: Alright, here’s an example. Let’s say the robot is supposed to move forward 3 steps, turn right, and then move forward 2 steps. Now, let’s introduce a bug. Instead of moving forward 3 steps, the code says to move forward only 2 steps. The kids would have to find that mistake and change the code to make the robot go the right distance.Want me to give you another example?

Timo: Could I implement the visual programming we’ve talked about in this concept?

Gemini live: Absolutely! In fact, using visual programming would make it easier for kids to understand the logic behind the code. They could directly see the instructions and how changing them affects the outcome. You could even have them drag and drop the correct commands to fix the buggy code.

Timo: All right, so I found some other Concepts that I would like to have a chat about.

Gemini live: Ok, sounds good. I’m ready to hear about these new concepts.

Timo: So I first thought of a sort of a maze like game and then either the player is the character that’s moving through the maze or the player is a character. That’s een a third person kind of view and then someone told me about the motion sickness. You can get een virtual reality. So that’s crap scrapes the plan of actually being the character.

Gemini live: All right, so you’re worried about motion sickness with a first-person maze. That’s definitely something to keep in mind with VR. Maybe instead of being the character, you could have a third-person view of a character moving through the maze. That way, you avoid the disorientation that can cause motion sickness.

Timo: Instead they gave me the idea that maybe I should make an escape room.

Gemini live: An escape room sounds like a fun idea for VR. You could have puzzles that involve finding clues, solving riddles, and even some physical challenges like unlocking boxes or finding hidden compartments. Do you have any specific themes in mind for your escape room?

Timo: Zody escape room still has to be with coding puzzles because we’re still trying to learn or teach kids how to code and I was wondering if you had any ideas aan sort of puzzles I could do that would involve coding so that a child has to code or code with blocks. So the visual programming again a solution to puzzle.

Gemini live: Absolutely! Here’s a couple of ideas to get you started. You could have a locked door where the kids need to write a short program to find the right combination. Or, maybe there’s a series of pipes that need to be connected in a certain way, and they’ll need to use loops or conditionals to figure out the right sequence.How does that sound?

Timo: That sounds good. I don’t really see it yet how I would do that. So do you have any more?

Gemini live: Okay, how about this: Imagine there’s a robot in the room that’s blocking your exit. You need to write a short program to tell the robot to move out of the way. You could introduce errors in the code to make it more challenging, and the kids would have to fix the code to make the robot behave correctly.Does that sound more like what you’re looking for?

Timo: So maybe move a robot across the room to do a certain action for you that opens the door.

Gemini live: Absolutely! You could have the robot interact with different objects in the room. Maybe it needs to press a button, turn a valve, or even solve a simple puzzle on a panel. This opens up a lot of possibilities for different challenges and learning experiences.

Timo: All right. Well what else?

Gemini live: Alright, here’s another one. Imagine there’s a series of panels in the room, each with a simple coding puzzle. Solving each puzzle could unlock a clue or reveal a hidden part of the room. You could even have the puzzles get progressively harder as the game goes on.How does that sound?

Timo: Progressing the puzzles is something I want to do to introduce the nieuwe coding Concepts. So I want to start start out easy and then with each puzzle introduce some sort of nieuwe coding concept.

Gemini live: That’s a great idea! You could start with really basic stuff like sequencing - things like “go forward, turn left, go forward”. And then slowly introduce things like loops and conditionals as the puzzles get more complex. You could even have some puzzles that require the player to use multiple coding concepts to solve them.

Timo: That sounds good. Could you think of a puzzle that would require multiple coding Concepts to fix?

Gemini live: Absolutely! Here’s one idea:Imagine you have a robot that needs to collect a series of items scattered around the room. To make it challenging, some of the items are only available after completing certain actions, like solving a mini-puzzle or activating a switch.This kind of puzzle would require sequencing to plan the robot’s path, loops if there are repetitive actions involved, and maybe even conditionals to decide which action to take based on the situation.

Timo: So what about more VR or a step away from the VR and I think about more puzzles that are genuinely found een Escape rooms.

Gemini live: Alright, so you’re wondering about stepping away from the VR coding focus and doing more traditional escape room puzzles. That sounds like a good idea! How about combining the best of both worlds? You could have some puzzles that require coding, and others that are more traditional escape room challenges.To get you started, how about a laser maze where you need to program a robot to navigate without setting off the alarms?

Timo: That sounds like a good idea. Do you have anything else?

Gemini live: Absolutely! Here’s another one. Imagine you find a series of symbols or letters hidden throughout the room. You’ll need to figure out the pattern or code behind them to unlock a hidden compartment. You could even use Morse code or a simple substitution cipher to make it a bit more challenging.Would you like to hear another idea?

Timo: Yeah, give me another one.

Gemini live: Okay, here’s another one. Imagine you find a series of clues leading you to different parts of the room. Each clue could be a simple puzzle or riddle that you need to solve to get the next clue. You could even have some interactive elements, like hidden compartments or objects that need to be manipulated in a certain way.

Timo: The Riddles I could also make those questions about code, right

Gemini live: Absolutely! You could have riddles that are based on coding concepts. For example, you could ask something like, “I have no beginning. I have no end. I can be repeated forever. What am I?” to hint at the concept of a loop.You could even make the riddles more challenging by incorporating elements from the escape room itself.

Timo: That’s a very fun riddle. Do you have anything any more that are based on different coding Concepts?

Gemini live: Absolutely! Here’s another one. How about, “I make choices happen, I control the flow, I decide if you go left or right, what am I?” That one’s a hint at conditional statements.Or, here’s another one: “I’m a container of values, I hold information tight, I can change and grow, what am I?” That one’s about variables.

Timo: Those are some very fun.

Gemini live: Alright, so, do you want to brainstorm some more puzzle ideas, or would you like to focus on a specific part of the escape room?

Timo: Yeah brainstorm some more puzzle ladies

Gemini live: Okay, let’s brainstorm some more puzzle ideas for your escape room:Puzzles related to coding concepts: Binary puzzle: A series of lights that need to be turned on or off in a specific binary sequence. Logic puzzle: A series of symbols that need to be arranged in a logical order. Algorithm puzzle: A series of steps that need to be completed in a specific order to solve the puzzle. Interactive puzzles: Hidden compartment: A hidden compartment that requires a specific code or sequence of actions to open. Mechanical puzzle: A puzzle that involves moving or manipulating objects in a specific way. Optical illusion puzzle: A puzzle that plays with perspective or perception. Escape room-style puzzles: Cipher puzzle: A series of symbols or letters that need to be deciphered using a code. Combination lock puzzle: A lock that requires a specific combination to open. Riddle puzzle: A riddle or puzzle that requires logic or problem-solving skills to solve. Let me know if you’d like to focus on a specific type of puzzle, or if you’d like to brainstorm more ideas.

Timo: I really like the riddles. Could you summarize all the riddles we made so I can use them?

Gemini live: Alright, here’s a summary of the riddles we came up with: The Loop Riddle: I have no beginning. I have no end. I can be repeated forever. What am I? The Conditional Riddle: I make choices happen, I control the flow, I decide if you go left or right, what am I? The Variable Riddle: I’m a container of values, I hold information tight, I can change and grow, what am I? Let me know if you’d like a few more riddles!

Timo: So these riddles could be one puzzle. I also want to make a puzzle that has something to do with a maze. Are there any other simpler puzzles that I could use?

Gemini live: Absolutely! Here are a few simpler puzzle ideas that you could use: Number sequences: Find the missing number in a sequence. Color matching: Match colors or patterns. Shape puzzles: Fit shapes into the correct spaces. Word searches: Find hidden words related to the theme. You could even make these simpler puzzles progressively harder to match the difficulty of the escape room.

Timo: Do you still think about that they all have to do?

Gemini live: Do you mean the puzzles? If so, then no, they don’t all have to be about coding. In fact, it’s good to have a mix of coding and non-coding puzzles to keep things interesting. You could even have some puzzles that hint at the coding puzzles, making the whole experience more interconnected.

Timo: something to do with coding

Gemini live: Alright, let’s focus on coding-related puzzles. Here are a few more ideas: Flowchart puzzle: Arrange flowchart symbols in the correct order to solve a problem. Debugging challenge: Find and fix errors in a short piece of code. Algorithm puzzle: Create a step-by-step procedure to solve a given task. Would you like to hear some examples of these puzzles?

Timo: Yeah, the all the puzzles shoot.

Gemini live: Alright, here’s an example of a flowchart puzzle. Imagine you have a robot that needs to navigate a simple obstacle course. You’d be given a set of flowchart symbols like start, move forward, turn left, turn right, and end. You’d need to arrange these symbols in the correct order to guide the robot through the course.Would you like to hear an example of a debugging challenge?

Timo: Yeah, Focus aan coding-related puzzles.

Gemini live: Alright, here’s an example of a debugging challenge. Imagine you have a short piece of code that’s supposed to make a character walk forward, turn right, and then jump. But there’s an error in the code that’s causing the character to do something unexpected. You’d need to find the mistake and fix it so the character performs the correct actions.Would you like an example of an algorithm puzzle?

Timo: I go back a bit. So the riddles could be one puzzle. I want to make it possible with a maze. Are there any simpler coding like puzzles that I could introduce?

Gemini live: Alright, let’s focus on simpler coding puzzles that you could use in your escape room. Here are a few ideas: Sequencing puzzles: These involve putting steps in the correct order to achieve a goal. For example, you could have a series of actions that need to be performed in a specific sequence to open a door. Pattern recognition puzzles: These involve identifying patterns in data or code. For example, you could have a series of symbols that follow a specific pattern, and the player needs to identify the next symbol in the sequence. Basic logic puzzles: These involve applying simple logic to solve a problem. For example, you could have a set of statements about objects in a room, and the player needs to use those statements to determine the location of a hidden item. Would you like to hear some examples of these puzzles?

Timo: Could you summarize what we discussed about our project?

Gemini live: Sure, here’s a summary of what we discussed about your project:We started by talking about the importance of a strong foundation in coding, and how a structured approach to learning could be beneficial. Then, we explored the idea of a VR escape room that incorporates coding challenges. You wanted to include a mix of coding and non-coding puzzles to keep things engaging.For the coding puzzles, we talked about using a variety of concepts like sequencing, pattern recognition, and basic logic. We also discussed the idea of gradually increasing the difficulty of the puzzles to match the player’s progress.Finally, we talked about the importance of clear instructions and hints to help players solve the puzzles and progress through the escape room.Does this sound about right?

Timo: Could you repeat that?

Gemini live: Sure, here’s a summary of what we discussed about your project:We started by talking about the importance of a strong foundation in coding, and how a structured approach to learning could be beneficial. Then, we explored the idea of a VR escape room that incorporates coding challenges. You wanted to include a mix of coding and non-coding puzzles to keep things engaging.For the coding puzzles, we talked about using a variety of concepts like sequencing, pattern recognition, and basic logic. We also discussed the idea of gradually increasing the difficulty of the puzzles to match the player’s progress.Finally, we talked about the importance of clear instructions and hints to help players solve the puzzles and progress through the escape room.Does this sound about right?

Timo: So let’s say I want to make the escape room ID with the mini puzzles based on coding Concepts. I would still have to teach the children about those coding Council because they they start with zero knowledge about coding. So how could I integrate a form of learning into an escape room?

Gemini live: That’s a great question! Here are a few ways you could integrate learning into your escape room: Gradual introduction: Start with very simple coding concepts and slowly introduce more complex ones as the game progresses. Visual aids: Use visual representations of code concepts to make them easier to understand. Hints and explanations: Provide hints or explanations for more challenging puzzles. Interactive tutorials: Offer short, interactive tutorials on specific coding topics. Feedback and rewards: Give players feedback on their performance and reward them for solving puzzles correctly. Would you like to focus on a specific way to integrate learning?

Timo: Yes, so I can do things like a Rewards or hints. But what I would like to do is to give them knowledge before they even start the puzzle.

Gemini live: Okay, so you want to give players some basic coding knowledge before they even start the escape room. Here are a few ways you could do that: Introductory tutorial: Create a short tutorial that covers the essential coding concepts needed for the escape room. Character guide: Have a character in the game who can explain coding concepts as the player progresses. Interactive lessons: Incorporate short, interactive lessons into the beginning of the game. Would you like to hear some examples of how these could work?

Timo: Tell me more about the interactive lessons.

Gemini live: Alright, so with interactive lessons, you could have short, bite-sized challenges that teach specific coding concepts. For example, you could have a simple maze where the player has to program a character to find the exit. This could teach the basics of sequencing – giving commands in the right order.You could even gamify these lessons with points or rewards to keep players motivated.

Timo: And how would I incorporate this into an escape room?

Gemini live: You could have these interactive lessons as part of the introduction to the escape room. Maybe there’s a control panel where players can access these mini-games before they start the main escape. Or, you could have them scattered throughout the room as optional challenges that teach new concepts.

Timo: Great thanks!

Timo:
I want to continue brainstorming for my mini game ideas.

Gemini live: Alright, let’s get back to brainstorming mini-games. Do you have any specific themes or mechanics in mind?

Timo: Yes, so far I’ve used a standard small obstacle course where the player has to bring a cats to its cat box by using a forward left, right and jumping over rocks. The player is able to see this course and this step through a window of the House of the escape room. I am building the escape room in a house and the players able to see that out of a window. Then the second game. I’ve got a mini model train set up aan a table and the player has to turn aan a rats and a green lights that wil make the train able to move and it has to do that by using an if statement with distance to an object and they have to turn aan the red lights if the rain comes to clothes the object to make it stop.

Gemini live: Alright, so you’ve got a good start with the obstacle course and the train set-up. It sounds like you could expand on these ideas and add more complexity. For example, with the obstacle course, you could introduce things like loops for repetitive actions, or conditionals to make decisions based on the environment.

With the train set-up, you could add more tracks and switches to make the programming more challenging. You could even introduce multiple trains with different behaviors to make things even more complex.

Do you want to brainstorm some more ideas for mini-games?

Timo: Yeah, so that’s true. I could expand aan the ideas. I already have but what I want to do now is a create a third minigame and I want to use a for each loop with his idea. I just haven’t figured out a game mechanic or a game behind it.

Gemini live: Alright, let’s design a mini-game that uses a loop and builds on the visual programming you’ve already introduced. Here’s an idea:

Imagine there’s a simple rhythm game where symbols fall from the top of the screen. The player needs to use a loop to create a repeating pattern of actions to match the rhythm of the falling symbols. You could start with a basic pattern and gradually introduce more complex rhythms and symbols as the game progresses.

This would be a fun way to teach the concept of loops in a visually engaging way.

Timo: This sounds interesting but a bit hard for the children since it is in VR. A Loop, what would it look like because I can’t just say for each action, press red that wouldn’t work because then it would always use the red button.

Gemini live: You’re absolutely right. A for-each loop wouldn’t be the best fit for a rhythm game. Instead, we’d want to use something like a while loop or a repeat loop. This would allow us to keep repeating the sequence until a certain condition is met, like the end of the song or the player making a mistake.

Timo: All right, so i’ve written down the rythm game. So let’s get back to the drawing board and think of a entirely new concept.

Gemini live: Alright, let’s brainstorm a new mini-game concept. How about something that involves sequencing and problem-solving? Maybe a puzzle where the player has to program a series of actions to light up a panel in a specific pattern.

Would that be something you’d be interested in?

Timo: Lighting up a panel with a specific pattern. Could you tell me more?

Gemini live: Okay, here’s how it could work. Imagine you have a panel with several lights arranged in a grid. The player would need to program a sequence of actions to light up the lights in a specific pattern.

For example, you could have a pattern where the lights need to be lit up in a diagonal line from the top left to the bottom right corner. The player would use blocks or commands to tell the game which lights to turn on and off in the correct order.

Does that sound like something you’d want to try?

Timo: That does sound pretty interesting. I do keep in mind that we are working inside of an escape room and the blocks the children are program with are a visual blocks that they have to move from a set of blocks to their script.

Gemini live: Sounds good. So, I’m thinking we could have these blocks represent actions like “turn on light”, “turn off light”, and maybe even some movement commands if you wanted to add that level of complexity. You could have different colored blocks for different rows or columns of lights on the panel.

Timo: Could you give me an example of the code. That would be used for such a panel.

Gemini live: So, I can’t give you an exact code example without knowing the specific programming language or environment you’re using. But, I can describe the general logic of how the code would work.

You’d have a loop that goes through each light on the panel. Inside the loop, you’d have a set of conditions to check the desired pattern. Based on those conditions, you’d turn the light on or off.

Timo: You don’t need to write a script for meest. I just need to get the general idea. So inside these conditions and which pattern we are using you turn the light on or off. What could those conditions be?

Gemini live: Okay, so for the conditions, you could use things like:

  • Position of the light: Is the light in the top row, bottom row, left column, or right column?
  • Pattern: Does the pattern require lights to be on in specific positions?
  • Sequence: Does the pattern have a specific order for the lights to be turned on?

You could combine these conditions to create different patterns. For example, you might have a condition that says “if the light is in the top row and it’s the third light, turn it on.”

Do you want to try creating a simple pattern using these conditions?

Timo: That does sound like a fun idea. Let’s give it a try.

Gemini live: Alright, let’s create a simple pattern. Let’s say we want to light up the diagonal of lights from the top left to the bottom right corner of the panel.

We could start by checking if the light’s row number matches its column number. If they match, we turn the light on. If not, we leave it off.

Does that make sense?

Timo: That does make sense. Could you give me an example of that code? Een C sharp using the unity system?

Gemini live: Alright, so here’s a basic example of how you could achieve that diagonal pattern in C#:

for (int row = 0; row < numRows; row++) {
    for (int col = 0; col < numCols; col++) {
        if (row == col) {
            // Turn on the light at position (row, col)
        } else {
            // Leave the light off
        }
    }
}

This code uses two nested loops to iterate through each row and column of the panel. The inner loop checks if the current row and column are the same, and if they are, it turns on the light at that position.

You could modify this code to create different patterns by changing the condition inside the inner loop.

Timo: You say if the row and the column are the same do you mean if you have a 4 x 4 grid that would be 11 22 33 and 44?

Gemini live: Yes, you’re absolutely right. If you have a 4x4 grid, the positions would be numbered like this:

11 12 13 14
21 22 23 24
31 32 33 34
41 42 43 44

The code I gave you checks if the row number (the first digit) matches the column number (the second digit). If they match, it means the light is on the diagonal, so you’d turn it on.

Timo: Could you give me a small summary about this Panel light game?

Gemini live: Alright, so for the light panel mini-game, the idea is to have a grid of lights that need to be turned on in a specific pattern. The player would use coding blocks to create a program that lights up the panel correctly. You can make it more complex by adding different patterns, or even having multiple panels with different challenges.

Timo: That sounds great. Thank you.

Gemini live: Anytime! Let me know if you need anything else.

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Google Gemini Live. (2024). Gemini Live (Versie 1.5 October 2024) [Large language model]. Geraadpleegd op 21 October 2024, van https://gemini.google.com/app