A partner organisation has done some initial field trials with children in Tanzania. This is using the vanilla minetest control layout.
I thought you might be interested in some videos of the results:
https://www.youtube.com/watch?v=_cU12Arsi5M (31 secs)
https://www.youtube.com/watch?v=pq0x08saPZc (17 secs)
https://www.youtube.com/watch?v=Taf1O6EKFCA (50 secs)
https://www.youtube.com/watch?v=CWk4TjGepB4 (53 secs)
https://www.youtube.com/watch?v=r9ruKk8Qvls (53 secs)
https://www.youtube.com/watch?v=7jpGwD7P-h4 (1:45)
Key Take-aways
- They seemed to like the animal sound in the background of the game. It made them smile.
None of the children understood that it's necessary to touch and drag the screen to move change angle. - When they moved with the arrows, they used only on direction at the time. Pressing 2 controls at the same time seems to be a big challenge.
- The direction controller might be too sensitive. It's hard to change the angle for most of the children. I think even for adults, even MineCraft is really hard to control the first time they use it.
- Length of load time (minute best case) means that kids rarely wait - doing lots of culling right now on my version to fix this.
Here's my initial attempt to update the UI:
http://www.youtube.com/watch?v=caiJpLaeVaY
The idea behind this is to encourage the kids to only press the forward button (this the strafe and back arrows are made less important) and to "steer" via screen touches.
Source code changes are (temporarily) available at this branch:
https://github.com/dgt0011/minetest/tree/eidy
Interested in some feedback on the Android UI general. I haven't seen a voxel style game on a tablet which works really well. (Although I heard that Western kids seem to use Minecraft successfully)
I think there's an opportunity here to create the best voxel ui experience on Android.
I'd love to hear your ideas. I may even be able to implement some of them. :)