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Case study :: Flash Games : Crazy Clock
Date :: september 2005
Project name :: count on website
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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 
Technologies used
Web Design:
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