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High
school and early college gamers form the target market for Hephaestus. However,
the content should be accessible to a larger audience. Foreseeable game
play involves one player per avatar at one time, although groups can and
should collaborate in the design phase of the robots themselves.
Hephaestus can be used within a synthesis of pedagogical approaches. Players learn by an iterative design process where they design a robot, observe how it interacts in the world, making modifications, and then trying out the robot some more. As a community-based game, it is expected that players will also learn from one another, observing other robots, seeing how others have approached similar design problems, and altering their designs accordingly. Finally, players may come together to design persistent structures in the environment, such as bridges, walls, or trenches. This type of work would be collaborative design. See the design tensions section for more background on pedagogy. The game might be described as employing a community supported constructionist approach (See Amy Bruckman, 1995; 1996). Players learn both through constructing their robots, and by seeing how they function within the world. Thus, players are designing robots not just to pass a test or even win a competition, but also to achieve the goals that they set for themselves in the world. Assessment
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