HES-SO.4 |
GADEMAVO |
| Long Title: | New tools for new students: GAme about DEcision MAking Adapted to Various Learning cOntexts |
| Leading Organization: |
Haute École Spécialisée de Suisse occidentale |
| Domain: | ELS |
| Status: | finished |
| Start Date: | 15.08.2012 |
| End Date: | 30.04.2013 |
| Project Leader: | A-D. Salamin |
GADEMAVO implements an online serious game template dedicated to problem solving and decision-making, adaptable to various learning contexts. It enables people without programming skills to generate a serious game related to their own professional and teaching context.
Initial Situation
One of the main challenges in the curriculum HES is to train future
professionals able to understand concrete problems, sometimes critical, to sort and
organize a plethora of information and make appropriate decisions in extremely fast
and changing situations.
This kind of theoretical and practical approach is especially based on the expertise to
decode and integrate the theoretical elements covered in the curriculum and to adapt
their application to quick and critical professional contexts.
Skills to solve problems in real life contexts are: understand and select relevant information,
link valuable information, build or apply a concept, solve the problem and evaluate,
justify and communicate solutions. The ultimate goal of problem-solving is to overcome obstacles and find a
solution that best resolves the issue. A large part of the decision-making process relies on the analysis
of a set of alternatives and criteria.
Teaching experiences show that students regularly express difficulty in transferring
theory to professional practice particularly in crisis or emergency. GADEMAVO aims at preparing them to improve this
competence.
Globally serious games are unique productions designed on request of a specific company.
Different templates exist, but they intend to help game producers to realize new games
and are rarely devoted to professors to adapt a game to their teaching context without
showing programming skills. Most of them allow people to produce easy various
games, but not serious games, and very few of them are related to decision-making on
professional context used in a university context.
Goals
The GADEMAVO template will allow professors to generate a serious game without programming skills. The final application will be multilingual. Special attention will be turned to usability and ergonomics.
The intention is not to focus on one specific game, but to implement a template application that will adapt the same game to different contexts: same game
- different gameplay
- different design
- different scenari
Tablets such as iPad, laptops and computers will be able to access the online game
template and deploy it (professors) or play with it (students).
Providing students with such a serious game will help them to train their analytical skills related to
their future professional context.
GADEMAVO will also produce practical resources (pedagogy, use cases and game
use) about how to customize the game template and to generate games to be used by
professors and assistants.
The template will be tested in 2 contexts:
- Health (physiotherapy)
- Business, Management and Services (communication, economics)
- Select suitable pieces of information, organize and priorize it
- Manage its own exercises and contacts with other gamers
- Create proper solutions and compare it with others
Benefit
Providing students with such a serious game will help them to train their
analytical skills related to their future professional context. Using a serious game in blended learning
context will provide effective articulation between knowledge training and knowledge integration.
Besides, few courses are specifically focusing on the topic addressed by GADEMAVO though being able to implement
an adequate problem solving approach constitutes a valuable tool to become a performing
professional.
Cyberlearn will deploy the game in its institution through its own Moodle platform
and host the game on Cyberlearn's own server architecture. Should another university show interest in
deploying the game on their own platform and servers, Cyberlearn would deliver it to them (for free).
If a UAS doesn't intend to host the game, Cyberlearn would do it for them, under specific financial conditions.
Architecture
The development of the game template will follow a standard Client-Server model.
It will be deployed into a central system. Multiple users can access the template at the same time for
different purposes (create a new game or simply play).
Server-side
All user data and files will be stored on the server. User profiles could be shared with
Moodle's native database, while all other user data (game progress, achievement,
etc.) will be managed in a separate database. When creating a new game, users upload
all necessary resources (image, video, documents, etc.) on the server, the access
right for each file will be finely defined.
A majority of the business logic (game rules) will be executed on server side.
An appropriate technology (PHP, Java Servlet, etc.) will be selected - main critera are compatibility with Moodle and the
interobability with the client-side technology.
Client-side
HTML5 and AJAX (Javascript) offer a great set of possibilities to create rich and interactive
interfaces. AJAX also includes a powerful toolbox to easily exchange the
messages with the server. The template should be compatible with all
up-to-date devices (PC, iOS, Android, etc.) and not dependant to any protected
technology. Completely free and supported by all the modern browsers including
those used in mobile platforms, the use of HTML5 seems to be the only consistent
solution to address these issues. An analysis of available frameworks will be done, by considering the specific
needs of the project. The use of different ones in the final product is not excluded,
since the user may be using it both on desktop and mobile environment.
