I can't be the only one with kids playing Ryzom, trying to make the best of it for their development?
In fact we got started playing to encourage my son to write: He just never had any reason to practice IRL.
For now I'm just happy to see him typing away coordinating with team mates, but I'm starting to see a lot of learning potential beyond basic literacy and numeracy
(and we haven't even left Silan! https://xkcd.com/152/ )
Here are just a few of my initial mini-lesson ideas, if there's any interest I'll keep adding more and report on how they pan out with my kids.
I'd be delighted to hear from others too!
Feel free to share and redistribute, please include a reference to this forum so we'll have a common place for everyone to contribute.
Fractions: You can't see other people's exact HP, just how much is lost relative to their maximum. You can however guess it fairly well by observing what fraction of their health you restore with one heal spell. How many spells would it take you to heal them from 0 HP? Multiply that with the number of HPs you restore at a time (if it scrolls by too fast look at the "sys info" window) and that's roughly their max HP.
Percentages: Try not to start with probability even though that's what is in your face the most. There's speed factor and protections (percentage of damage absorbed) in the Identity window. Try to work through examples they might have heard: 100%, 50%, 0%, 1% (very little) 99% (almost all). Can the percentage be more than 100? Try the speed spell :-) Can it be negative? I could imagine cursed jewellery that doubles magic damage to you, that's -100% damage absorbed.
Units: There are conventional units of distance and time all over the place, but also game-specific quantities like health, sap and experience with their respective units HP, sap (yes, life is cruel, and language is not run by physicists...) and XP. Some things are the same quantities looked at differently, so they can be measured with the same units: width and length, but also health and damage. Units can be combined for derived units: calculate the DPS (Damage per seconds) of your weapons! Right-click->info provides damage/hits and hits/minutes.
Cardinal directions: The game uses real-life directions and the map is shown North-up. The compass can be set to point to North. Try to print the map, and find your way around without using the in-game map window! You'll notice you'll have to keep track of where you are, and use visual markers visible from a distance like the column of smoke from the camp or the throne room hills.
Distance, speed: You can set a compass target on the map, and see your distance from it. Find a suitably open area and run straight towards your target. Note the time it took and the difference in distance (the distance traveled.) Calculate the speed you run in km/s. Calculate the speed you walk. Try in heavy armor and overburdened backpack.
Try to change the stanzas in an attack spell to minimize casting time and maximize distance. Attack from as far as you can. Can you land two hits on a fat bodoc before it covers the distance? Three? How about a nimble Yubo? What does that tell you about their speeds?
Angles: Not directly visualized, but prospection has an angle you can increase as you level up. How many times do you have to prospect to cover the full circle around yourself with 90 degree prospection? 45 degrees? 1?
In fact we got started playing to encourage my son to write: He just never had any reason to practice IRL.
For now I'm just happy to see him typing away coordinating with team mates, but I'm starting to see a lot of learning potential beyond basic literacy and numeracy
(and we haven't even left Silan! https://xkcd.com/152/ )
Here are just a few of my initial mini-lesson ideas, if there's any interest I'll keep adding more and report on how they pan out with my kids.
I'd be delighted to hear from others too!
Feel free to share and redistribute, please include a reference to this forum so we'll have a common place for everyone to contribute.
Fractions: You can't see other people's exact HP, just how much is lost relative to their maximum. You can however guess it fairly well by observing what fraction of their health you restore with one heal spell. How many spells would it take you to heal them from 0 HP? Multiply that with the number of HPs you restore at a time (if it scrolls by too fast look at the "sys info" window) and that's roughly their max HP.
Percentages: Try not to start with probability even though that's what is in your face the most. There's speed factor and protections (percentage of damage absorbed) in the Identity window. Try to work through examples they might have heard: 100%, 50%, 0%, 1% (very little) 99% (almost all). Can the percentage be more than 100? Try the speed spell :-) Can it be negative? I could imagine cursed jewellery that doubles magic damage to you, that's -100% damage absorbed.
Units: There are conventional units of distance and time all over the place, but also game-specific quantities like health, sap and experience with their respective units HP, sap (yes, life is cruel, and language is not run by physicists...) and XP. Some things are the same quantities looked at differently, so they can be measured with the same units: width and length, but also health and damage. Units can be combined for derived units: calculate the DPS (Damage per seconds) of your weapons! Right-click->info provides damage/hits and hits/minutes.
Cardinal directions: The game uses real-life directions and the map is shown North-up. The compass can be set to point to North. Try to print the map, and find your way around without using the in-game map window! You'll notice you'll have to keep track of where you are, and use visual markers visible from a distance like the column of smoke from the camp or the throne room hills.
Distance, speed: You can set a compass target on the map, and see your distance from it. Find a suitably open area and run straight towards your target. Note the time it took and the difference in distance (the distance traveled.) Calculate the speed you run in km/s. Calculate the speed you walk. Try in heavy armor and overburdened backpack.
Try to change the stanzas in an attack spell to minimize casting time and maximize distance. Attack from as far as you can. Can you land two hits on a fat bodoc before it covers the distance? Three? How about a nimble Yubo? What does that tell you about their speeds?
Angles: Not directly visualized, but prospection has an angle you can increase as you level up. How many times do you have to prospect to cover the full circle around yourself with 90 degree prospection? 45 degrees? 1?