With
The Quelícera Mansion game we invite the infantile-juvenile
public to find out new ways to see the digital means, stimulating
the detailed observation and highlighting the poetic view. Its investigative
game structure stimulates to decrease the look acceleration, even
though operating in a digital environment - lebeled by accelerated
speed.
The
game images singularize themselves by used technical procedures: from
the pencil draw and watercolor painting to the book fragment inclusion
of traditional artistic painting. This is the main pedagogical strategy
adopted on the game elaboration: the image appropriations
of Art History. In the game, educators and educated interact themselves
with the books in a mystery plot. Firstly, they rebuild a portrait
done by Arcimboldo; secondly, they find out who is the favorite painter
of the Dwarf character; after they disclose a puzzle created from
Baldung's allegories; and at the end they talk to the Misanthrope
of Bruegel or persuade the Ciplope of Redon. To investigate the Mansion
is just the beginning of an incursion on books, artists and theme
of Art History that must be deepened by the educator with the aid
of this site.
The
game starts with the introduction animation followed by the chosen
scream of the character
(in Portuguese). Each of the three characters that can be adopted
by the player leads to a distinct way to the game - as much by the
mission that must be held as by inhabitants with whom we can talk,
challenges that need to solve and short ways that can be used. In
a general sense, your mission consists in achieving two objects
and, with them, to realise an action. What are the objects, how
to get them and what to do with them are questions that you need
to answer, investigating the Mansion - a total of 16 main ambient
(hall, dinning room, ballroom, kitchen, loft, cloister, storage
room, library, bathroom, den, basement, dungeon and 4 bedrooms)
and others 45 secondary ambient (such as corridors, stairs, alcoves,
waiting-rooms, etc.).
Interconnecting
the lanes found, you will be able to find out the secrets of the
Mansion and the witches fought by Quelícera
(in Portuguese) in a far-off time. Done that, you will need to be
fearless enough to face the catastrophic final game.
On
the first ambient of the Mansion, the Hall, there are two very important
elements:
first, a note left by the character named Rafael, saying which is
the mission of the adopted character by the player; second, the
first page of the scrapbook of the old cloister, Tufik
(in Portuguese), that narrates the Mansion story and the
evilness done by Quilícera. The
other eight pages are spread by other ambient.
Investigating
the Mansion you will encounter hauling objects (for example, a key
hung on the character's clothe of a painting in the library, when
hauling it to the door of the ambient it is allowed to open it),
other static things; some are animated when clicked, others are
not; some has the practical function for the character mission,
others do not. To get into some ambient you will have to face small
proves; for others, the passage is facilitated. It is necessary
to find out secret mechanisms, objects well-kept, blurred doors
... and do not forget to check the navigation every time it is needed
(clicking on the image of your character, on the right corner of
the scream, the bar opens). But, be careful on the choice of the
objects in which you are going to click! Your character can faint
or even die (to go back to the beginning of the game and lose the
objects already achieved).
Enjoy
yourself!
During
the game realisation process, it was done tests with students from
third to eighth grade of Basic Teaching (among 9 and 14 years old)
from Florianópolis/SC, in different educational contexts - private
and public schools, in the urban and semi-rural environment, with
children that had daily access to computer and others that did not.
The majority of them could solve the Quelícera mystery. The variations
got, then, to a point of the game narrative comprehension and on
the time that each player took to finish the mission of his/her
character.
Firstly,
the game is a amusing and educative space from the poetic view.
For including images of our artistic tradition it has pedagogical
potential for the Art History teaching, something that is only consolidated
with the mediation held by the educator. Therefore, we offer this
Educator Site,
giving the necessary historic-graphical support for the deepening
of the inquiring and looks that have come up with the game. Here,
it is not presented ready activities to be applied after and during
the game. On the contrary, the site works as a research space for
each educator to elaborate his/her own pedagogical incursions by
the game. We invite you educator to publish and read here pedagogical
incursion reports with The Quelícera Mansion game.