Inspiration
Many students struggle with understanding how search methods like BFS (Breadth-First Search), DFS (Depth-First Search), and Dijkstra’s Algorithm function in graph traversal. The traditional teaching methods might not engage students enough, leading to confusion or frustration with these fundamental algorithms.
What it does
The game allows students to visualise the different graph traversal methods by actively choosing nodes and paths. By simulating real-time decision-making (such as choosing which node to visit next or selecting the correct path based on traversal algorithms), the game makes abstract concepts much more concrete.
As players progress, they will be guided by challenges that require understanding and applying BFS, DFS, and Dijkstra’s algorithms to solve traversal puzzles. By using these algorithms within the game, students can instantly see how the algorithms differ and when each method is appropriate, reinforcing their understanding through practice.
How we built it
Unity was chosen as the game engine due to its flexibility, ease of use, and powerful support for both 2D and 3D projects. The traversal system was built using Unity’s 2D features, where nodes and edges are visually represented.
Challenges we ran into
The team didn’t have much experience with gamification or developing interactive games. As a result, there were steep learning curves in areas like user interface design, gameplay flow, and debugging real-time interactions.
Accomplishments that we're proud of
The project effectively turned abstract graph traversal concepts into an interactive experience.
What we learned
Creating an engaging narrative to support the educational content is difficult. Crafting a story that aligns with the gameplay mechanics and reinforces the educational goal is a major challenge, especially with limited time to implement it.
What's next for Space Delivery (Pathfinding)
- Developing the Story
- Adding More Mechanics
- Expanding the Game
- User Feedback
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