Grades potential starts each week with a value of 90% and is increased or decreased by the effects of choices. Happiness potential starts each week with a value of 50% and is increased or decreased by the effects of choices. The wealth outcome starts at a value of $0 at the beginning of the game. During each week, information about choices, events, and potentially random factors are used to compute new values of each outcome. Grades and happiness potential cannot go below zero or above 100. At the end of the game, the grades and happiness outcomes for each week should be averaged and the result should be reported out. The weekly wealth outcomes will be summed to create the final semester wealth outcome. The grades potential should be converted into a GPA (by rescaling 90 to a 4.0 GPA and 40 to a 0.0 GPA). Final happiness potential values should generate a response of your team's choice.

Two choices made at the beginning of the semester and remain the same through the whole semester: number of credits of classes and number of hours worked at a job. Eight more choices are made each week: hours spent attending class, percentage of class spent actively participating (and not surfing, texting, sleeping, etc.), hours spent studying and working on assignments, hrs spent participating in study groups, hours spent on visits to academic resources (professor/TA office hours, help center, LRC, etc), hours spent on taking care of yourself (sleeping, eating, exercizing, etc), hours spent on solitary leisure activities, and hours spent on nonacademic activities with other people (time with family, church, clubs, etc.).

Choice Name | Expected range | Impact |
---|---|---|

number of credits of classes | 0-21 | no direct impact |

number of hours worked at outside job | 0-168 | for each hour worked, increase wealth by $5 (after taxes and expenses) |

hours spent attending class | 0-#credits | if hrs < #credits, decrease grade potential by (100*(credits-hours)/2*credits) for each hr of class missed; increase happiness by 1% for each hr of class missed |

percentage of class spent actively engaged | 0-100 | if percentage < 100, reduce effective value for hours attending class by percentage missed before using it in grades and happiness calculations described above |

hours spent studying and working on assignments | 0-168 | if hrs < 3*credits, decrease grades potential by (100*(3*credits - hrs)/(3*credits)); if hrs > 4*credits, decrease happiness by 20% |

hours spent participating in study groups | 0-5 | for each hr (up to a max of five), increase grades potential by 2% |

hours spent on visits to academic resources | 0-3 | for each hr (up to a max of three), increase grades potential by 5% |

hours spent taking care of self | 0-168 | if < hrs 70, reduce grades and happiness potential both by (100*(70-hrs)/(4*70)) |

hours spent on solitary leisure activities | 0-168 | for each hr, increase happiness potential by 2% |

hours spent on activities with other people | 0-168 | for each hr, increase happiness potential by 3% |

- your basic architecture. What are the components of the system and who will lead the team to develop each?
- your approach to the problem. Include as much information about specific data representations, user interface design, and code design as you can.
- your anticipated look and feel. Include a mockup of your user interface, showing how players will enter choices and how outcomes will be displayed.
- planned extensions if time permits. Mark these clearly as extensions and prioritize them.

Phase | Due Date |
---|---|

Design | Oct. 4 |

Prototype Demo | Nov. 15 |

Prototype Evaluation | Nov. 27 |

Poster | Nov. 29 |

Presentation | Dec. 11 |

Phase | Percent of Final Grade |
---|---|

Design | 5 |

Prototype Demo | 10 |

Prototype Evaluation | 5 |

Poster | 5 |

Presentation | 5 |

Total for Project | 30 |