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case studies :: flash games : crazy clock
case study - brightlemon web design london

Case study :: Flash Games : Crazy Clock

Date :: september 2005

Project name :: count on website


About Crazy Clock

Click here to play Crazy Clock

About Count On

Count On is the continuation of the United Kingdom's year of Mathematics - Maths Year 2000. It is a Department for Education project with a remit to "bring maths to all" - and one of the major vehicles for this is the web site.

Gameplay

The aim of the game is to match digital time to an analogue clock face and develop memory skills.

Play starts with all cards appearing face down underneath large ‘jolly’ alarm clock.
Player-one clicks ‘start and the hands whiz round to stop at a time. The ‘a.m’ or ‘p.m.’box lights up and player chooses one card to turn it over. If it matches that player claims the card. (As in the memory game, ‘Pairs’, a few turns are needed to begin to remember where each ‘time’ is. It could be that at the start of the game all cards are shown face up for 60 seconds, although if only up to 15 cards are shown it won’t take too long to begin to learn where they are. )

Scoring

The score for each player is added as they play, they could appear to pile up in a stack.

If a player wins a card it does not mean he/she gets another turn (the alarm clock could ring).

The games ends when all cards are taken.

The winner is the one with the most cards.

Levels

Year 4 (7-8yrs) (Level 3) should get times to 5 minutes based on 12 hours, with a.m. and p.m.

The levels after that use the 24 hour clock and times such as 16:53, so minutes should be marked on the clock.

Play Crazy Clock external link

Technologies used

Web Design:


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