Code RED – Co-design to Re-Engage the Disengaged AGREEMENT NUMBER - UK/13/LLP-LdV/TOI-678 PROJECT NUMBER - 2013-1-GB2-LEO05-10789 Code RED Curriculum and Learning Material 1 Table of Contents Acknowledgements......................................................................................................................... 6 Few words about the Code RED project and the developed Curriculum ....................................... 6 Category: General Soft Employability Skills ............................................................................................ 8 1 Personal Development (Unit 1) ...................................................................................................... 8 1.1 1.1.1 Summary of planning ...................................................................................................... 8 1.1.2 Description and Analysis ................................................................................................. 8 1.2 Summary of planning .................................................................................................... 10 1.2.2 Description and Analysis ............................................................................................... 10 Summary of planning .................................................................................................... 12 1.3.2 Description and Analysis ............................................................................................... 12 Responding to Peer Pressure, Bullying and Abuse (Unit 1.4) ............................................... 14 1.4.1 Summary of planning .................................................................................................... 14 1.4.2 Description and Analysis ............................................................................................... 15 Personal Hygiene (Unit 2) ............................................................................................................. 17 2.1.1 Summary of planning .................................................................................................... 17 2.1.2 Description and Analysis ............................................................................................... 17 Basic Skills (Unit 3) ........................................................................................................................ 20 3.1 Language Skills (Unit 3.1) ...................................................................................................... 20 3.1.1 Summary of planning .................................................................................................... 20 3.1.2 Description and Analysis ............................................................................................... 20 3.2 Numbers and Money (Unit 3.2) ............................................................................................ 22 3.2.1 Summary of planning .................................................................................................... 22 3.2.2 Description and Analysis ............................................................................................... 22 3.3 4 Problems and Stress (Unit 1.3) ............................................................................................. 12 1.3.1 1.4 3 Managing Aggression (Unit 1.2) ............................................................................................ 10 1.2.1 1.3 2 Self-esteem and Self-confidence (Unit 1.1) ............................................................................ 8 Understanding Wages (Unit 3.3)........................................................................................... 24 3.3.1 Summary of planning .................................................................................................... 24 3.3.2 Description and Analysis ............................................................................................... 24 Work Preparation and Sustainability (Unit 4) ............................................................................... 26 4.1 Looking for Work (Unit 4.1) .................................................................................................. 26 4.1.1 Summary of planning .................................................................................................... 26 2 4.1.2 4.2 Summary of planning .................................................................................................... 29 4.2.2 Description and Analysis ............................................................................................... 29 Job Interviews (Unit 4.3) ....................................................................................................... 32 4.3.1 Summary of planning .................................................................................................... 32 4.3.2 Description and Analysis ............................................................................................... 33 4.4 Your Rights and Legislation (Unit 4.4) ................................................................................... 34 4.4.1 Summary of planning .................................................................................................... 34 4.4.2 Description and Analysis ............................................................................................... 35 Keeping Your Job (Unit 5).............................................................................................................. 38 5.1 Appropriate Language (Unit 5.1) .......................................................................................... 38 5.1.1 Summary of planning .................................................................................................... 38 5.1.2 Description and Analysis ............................................................................................... 39 5.2 Appropriate Behaviour (Unit 5.2) ......................................................................................... 41 5.2.1 Summary of planning .................................................................................................... 41 5.2.2 Description and Analysis ............................................................................................... 42 5.3 Time Keeping (Unit 5.3) ........................................................................................................ 43 5.3.1 Summary of planning .................................................................................................... 43 5.3.2 Description and Analysis ............................................................................................... 44 5.4 6 Applying for a Job (Unit 4.2) ................................................................................................. 29 4.2.1 4.3 5 Description and Analysis ............................................................................................... 26 Commitment (Unit 5.4) ......................................................................................................... 48 5.4.1 Summary of planning .................................................................................................... 48 5.4.2 Description and Analysis ............................................................................................... 49 Starting work (Unit 6).................................................................................................................... 52 6.1 Facing Concerns About Starting Work (Unit 6.1) .................................................................. 52 6.1.1 Summary of planning .................................................................................................... 52 6.1.2 Description and Analysis ............................................................................................... 52 6.2 Working With Others (Unit 6.2) ............................................................................................ 54 6.2.1 Summary of planning .................................................................................................... 54 6.2.2 Description and Analysis ............................................................................................... 55 6.3 Your Responsibilities in the Workplace (Unit 6.3) ................................................................ 59 6.3.1 Summary of planning .................................................................................................... 59 6.3.2 Description and Analysis ............................................................................................... 59 6.4 Managing your Workload (Unit 6.4) ..................................................................................... 62 3 6.4.1 Summary of planning .................................................................................................... 62 6.4.2 Description and Analysis ............................................................................................... 63 Category: ICT Skills ................................................................................................................................ 66 7 Participatory digital (educational) games’ design (Unit 7) ........................................................... 66 Phase A - Introducing the co-design methodology and the cooperative learning in general .............. 66 7.1 Understand the importance and advantages of co-operative learning (Unit 7.1) ............... 66 7.1.1 Summary of planning .................................................................................................... 66 7.1.2 Description and Analysis ............................................................................................... 67 7.2 Introduction to games’ co-design methodology (Unit 7.2) .................................................. 74 7.2.1 Summary of planning .................................................................................................... 74 7.2.2 Description and Analysis ............................................................................................... 74 Phase B - Support the tutor in executing the games’ co-design methodology .................................... 81 7.3 Game Design Foundations (Unit 7.3) .................................................................................... 81 7.3.1 Summary of planning .................................................................................................... 81 7.3.2 Description and Analysis ............................................................................................... 81 7.4 Experimentation (Unit 7.4) ................................................................................................... 89 7.4.1 Summary of planning .................................................................................................... 89 7.4.2 Description and Analysis ............................................................................................... 89 7.5 Idea creation (Unit 7.5) ......................................................................................................... 96 7.5.1 Summary of planning .................................................................................................... 96 7.5.2 Description and Analysis ............................................................................................... 97 7.6 Idea Recording (Unit 7.6) .................................................................................................... 108 7.6.1 Summary of planning .................................................................................................. 108 7.6.2 Description and Analysis ............................................................................................. 109 7.7 Games’ Prototypes presentation (Unit 7.7) ........................................................................ 114 7.7.1 Summary of planning .................................................................................................. 114 7.7.2 Description and Analysis ............................................................................................. 115 Phase C - Hard skills on well-known game authoring and other supportive software....................... 119 7.8 Introduction to “Stencyl” (http://www.stencyl.com/) (Unit 7.8) ....................................... 119 7.8.1 Summary of planning .................................................................................................. 119 7.8.2 Description and Analysis ............................................................................................. 120 7.9 7.9) Introduction to “Game-Maker” (www.yoyogames.com/gamemaker/studio/standard) (Unit 123 7.9.1 Summary of planning .................................................................................................. 123 4 7.9.2 7.10 Description and analysis ............................................................................................. 124 Introduction to “ARIS” (http://arisgames.org/) (Unit 7.10) ................................................ 129 7.10.1 Summary of planning .................................................................................................. 129 7.10.2 Description and Analysis ............................................................................................. 130 7.11 Introduction to “Chat Mapper” (http://www.chatmapper.com/) (Unit 7.11) ................... 138 7.11.1 Summary of planning .................................................................................................. 138 7.11.2 Description and Analysis ............................................................................................. 139 5 The Code RED project (UK/13/LLP-LdV/TOI-678) has been partially funded under the Lifelong Learning program, sub-programme Leonardo Da Vinci, TOI of the European Commission. This publication reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained herein. Acknowledgements This Curriculum has been transferred from the GOET project (http://www.ntu.ac.uk/apps/research/groups/9/home.aspx/project/149614/overview/goet_%E2%8 0%93_game_on_extra_time), with appropriate revision, merging and refinement of existing Units and additional Units in “ICT Skills / Participatory digital educational games co-design” added as clear contribution under Code RED. Special thanks go to all GOET partners, as well as partners of other previous projects the results of which have been used and transferred by GOET, for their contributions to the earlier work. We would also like to deeply thank the stakeholders from Cyprus, Greece, Italy and the UK, for their valuable feedback and suggestions throughout the development of the curriculum Units. Provisions have been made so as the outline of the curriculum to be compatible with a variety of accredited courses in the partners’ countries. Few words about the Code RED project and the developed Curriculum The aim of the Code RED project was to address Early School Leaving (ESL) and drop-out from education, by applying and testing a digital games’ co-design methodology through a series of informal workshops in partner-countries, and then transform the methodology and the overall experience into a structured curriculum unit that will support improving engagement of young people to education and transferring and formalising the relevant employability skills-set. The Code RED Course Curriculum Unit has been designed as to extent and transfer the existing Units of GOET employability curriculum, by adding a “Participatory digital (educational) games’ design” Unit, within a broader “ICT Skills” module and selecting and reviewing the existing Units to fit Code RED users’ needs. The rationale behind this decision is the following: Employability skills comprise a wide variety and diversity of skills, including both soft skills - related to team working, behaviour, problem solving, etc., and hard skills on specific subject areas expected by employers and widely recognised as key skills in approaching the labour market. Lack of either of the two types of skills, will increase the likelihood of rejection and unemployment and subsequently to other societal issues. Therefore, an employability curriculum should be as complete as possible, and offer the variety of units required to address the former range of skills. The GOET Curriculum has been reviewed by Code RED consortium and it has been confirmed that the GOET Curriculum already offers a good variety of basic and soft skills concerning personal development (e.g. self-esteem and selfconfidence), personal safety and health (hygiene, self-organization, etc.), basic language and arithmetic skills, skills for preparing for interviews and work, skills required to behave properly on the job giving job sustainability, skills required when stating work, general communication skills, planning skills, etc. A combination of soft and hard skills Units are provided, since the development of hard skills can be achieved through methodologies and tools which also enhance soft skills. Digital skills are essential in today’s labour market, therefore a general Unit on “ICT Skills” is of value to a person looking for employability skills. Within this general Unit, Code RED contributes a detailed series of courses on 6 digital games’ co-designing, which combines the hard skills of designing and developing digital games, with soft skills of group working, problem solving, etc. In summary, the Code RED project contributes as follows: Review of already existing employability curriculums and selections of the most appropriate one, or combination of them, to work with and extend. For Code RED stakeholders, this task has revealed, the use and extensions of the GOET curriculum to combine the soft employability skills with hard ICT skills necessary in labour market to be most beneficial. Where deemed necessary, refinement of GOET curriculum units to better address the needs of the Code RED stakeholders (refinement and update of timings, structure, selection of units, etc.) Transfer of a selected set of units into the e-Learning platform, in combination with the Code RED unit contribution. Preparation of a trainers’ handbook to support the trainers in how to combine the resources to deliver effective employability-related courses. Specifically the Code RED Units cover two courses that help introducing the co-design methodology and cooperative learning in general (Phase A), five courses that support the tutor in executing the games’ co-design methodology (Phase B) and four final courses that offer hard skills about well-known game authoring and other supportive software (Phase C). In “Annex I - CodeRED-Trainers-Handbook-v1.0”, you may find a relevant Trainers Handbook providing instructions on how to use the curriculum in combination with the rest of the online resources and digital games The suggested lesson plans and timings contained within this curriculum are given as an approximate guide only. The content is intended to be used flexibly in order to meet the individual needs, prior skills, knowledge and learning styles of subject students. 7 Category: General Soft Employability Skills 1 Personal Development (Unit 1) 1.1 Self-esteem and Self-confidence (Unit 1.1) 1.1.1 Summary of planning Unit 1 Personal Development 1.1 Self-esteem and Self-confidence Indicative Activity (hours) Indicative student activity (hours) Learning Objectives Develop Skills and Qualities to Build Self-esteem 2 x 2 hours Indicative tutor activity (hours) Lesson planning Resource development for 4 hours Develop skills and qualities to build your own self-esteem. Develop skills at supporting other people to build their self-esteem. Sub total Recap of learning Reinforcement of learning objectives 4 hours 4 hours Student recap skills Tutor some 1:1 support with students where needed to check learning Taught in sessions 1 hour per unit (2hours) Assessment of skills taught Preparation for and conducting assessment Practical/portfolio based assessments or tests against assessment criteria 1 hour assessment per unit (2 hours) (2 hours) Tutor preparation planning of assessments (2 hours approx Sub total 4 hours 4 hours Total workload 8 hours 8 hours 1.1.2 Description and Analysis Summary: Through discussion, role play, and hand-outs (targets set) students should have more understanding of abilities and/or skills achieved and new ones set. A review/follow up session needs to be provided so that new targets can be reviewed. Aims: This unit will help you to identify ways to improve your levels of confidence and self-esteem Learning Objectives: Develop skills and qualities to build your own self-esteem. 8 Develop skills at supporting other people to build their self-esteem. Learning Activities: Ensure all pupils take part may need to consider working in small groups Show wide range of situations that may have an impact on people Stimulate group discussion where appropriate Content recommendation: To help you recognise your own skills and abilities: Learn to know when you have done something well and be proud of yourself. Set targets and be determined to meet them. If you’re not able to do something right the first time, don’t give up and try again. To help you help others to build your self-esteem: Offer encouragement Tell them when they’ve done well Offer support when they’re finding things difficult Teaching Strategies: Discussion on skills and abilities (recap previous skills development 1.2). Target sheet hand-out to identify new skills to develop. Role play scenarios. Previous knowledge: N/A Resources: Flip chart Pens Hand-outs Assessment criteria: Describe something that you have done well or that you are proud of achieving. List 3 things you can do to help you recognise your skills and abilities. List 3 things you can do to help other people feel good about themselves. Enhanced Skills: Category: Employability pre-conditions / life-skills Improved self esteem Improved self confidence Teamwork Glossary: Be determined: make your mind up that you’re definitely going to do something. 9 1.2 Managing Aggression (Unit 1.2) 1.2.1 Summary of planning Unit 1 Personal Development 1.2 Managing Aggression Indicative Activity (hours) Indicative student activity (hours) Learning Objectives 1.Managing your own anger and aggression 4 hours = 2 × 2 hour sessions 2.Manage the aggression of another person 4 hours =2 × 2hour sessions Resource development for × 4 sessions = 8 hours 8 hours Approx 8 hours Student recap skills Tutor some 1:1 support with students where needed to check learning ( 2 hours) Sub total Recap of learning Reinforcement of learning objectives Taught in sessions 1 hour per unit (2 hours) Assessment of skills taught Indicative tutor activity (hours) Preparation for and conducting assessment Students assessment portfolio based (evidence) and test based assessments against assessment criteria Lesson planning Tutor preparation planning of assessments (2 hours approx) 1 hour assessment per unit (2 hours Sub total 4 hours 4 hours Total workload 12 hours 12 hours 1.2.2 Description and Analysis Summary: Through group discussion, picture recognition and case discussion, students should be able to identify aggression and its triggers more easily. Aims: This unit will help you to develop positive strategies for managing your own anger and aggression and for managing them in other people. Learning Objectives: Be able to identify strategies to manage your own aggression. Be able to identify strategies to cope with aggression in others. Learning Activities: Ensure all pupils take part may need to consider working in small groups Show wide range of situations that may have an impact on people 10 Stimulate group discussion where appropriate Content recommendation: To manage your own aggression you might try the following ideas: Relaxing your shoulders Taking deep breaths to slow down your heart beat Counting to 10 to give you time to think Walking away and doing something else you enjoy Find a way to burn off that energy that won’t hurt anybody else – punch a pillow not another person Practice saying no when the other person is pushing you to do something you don’t want to do. To manage the aggression of another person you might try: Find out what each of you wants to happen Important to do something before things get too bad People who are trying to help stop a fight or argument have to keep their opinions to themselves Don’t take sides Teaching Strategies: DVD Picture game consisting of aggression triggers Group discussion/role play of containment of own aggression tactics Hand-outs Previous knowledge: N/A Resources: Flipchart and pens Game cards Hand-outs Assessment criteria: List 3 things you can do to manage your own aggression. List 3 things you can do to manage aggression in others Enhanced Skills: Category: Employability pre-conditions / life-skills Direct: Improved self esteem, Improved self confidence, Teamwork, Problem solving Glossary: N/A 11 1.3 Problems and Stress (Unit 1.3) 1.3.1 Summary of planning Unit 1 Personal Development 1.3 Problems and Stress Managing Stress Learning Objectives Examine a range of ideas for coping with stress. Indicative Activity (hours) Indicative student activity (hours) 4 hours = 2 × 2 hour sessions Recap of learning Reinforcement of learning objectives 4 hours 4 hours Student recap skills Tutor some 1:1 support with students where needed to check learning 4 hrs Taught in sessions 1 hour per unit (4 hours) Assessment of skills taught Preparation for and conducting assessment Lesson planning Resource development for 2 sessions = 4 hours Be able to identify possible strategies to manage your own problems and stress Sub total Indicative tutor activity (hours) Students assessment portfolio based (evidence) and test based assessments against assessment criteria Tutor preparation planning of assessments (4 hours approx) 1 hour assessment per unit (4 hours) Sub total 8 hours 8hours Total workload 12 hours 12 hours 1.3.2 Description and Analysis Summary: Through focus on self-help and how to build a network of support, students should be able to list how to manage stress Aims: This unit will help you to manage stress better. Learning Objectives: Examine a range of ideas for coping with stress. Be able to identify possible strategies to manage your own problems and stress. Learning Activities: Ensure all pupils take part may need to consider working in small groups Show wide range of situations that may have an impact on people Stimulate group discussion where appropriate 12 If appropriate let pupils explain how they have managed stress/difficulties in the past. Content recommendation: Try some of these ideas to help you cope with stress: Exercise - it develops and maintains a healthy body which directly reduces stress Healthy Eating– lots of fruit, vegetables and water. Managing Anger Doing something you enjoy Find other people who can help Find someone to talk to you feel comfortable with Ask for help if you need it If you drink or smoke try to cut down because it might make you feel worse. Be able to identify possible strategies to manage your own problems and stress Consider what you learned about your own sources and levels of stress. Now look at some of the ideas for coping with stress we’ve just learned and choose which ones you think will suit you best. Develop a plan for yourself to help you feel calmer when you become stressed. Teaching Strategies: Group discussion and information on points, how to maintain a network of support would also be useful. Articles and resources on healthy eating or session with facilitator. Cooking session to try healthy foods. Resources on relaxation technique. Exercise session with facilitator. Yoga and relaxation sessions with facilitator. Relaxation sessions with expert facilitator. Previous knowledge: N/A Resources: Flip chart and pens Leaflets on criteria points Sessions with expert facilitators Sports equipment and venue Cookery equipment, venue and healthy foods Relaxation CDs Assessment criteria: List 5 things you can try to help you to manage stress. Write a plan for managing your own stress Enhanced Skills: Category: Employability pre-conditions / life-skills 13 Improved self esteem Improved self confidence Teamwork Problem solving Glossary: Yoga: An activity that uses movement, breathing, posture, relaxation and meditation in order to establish a healthy, lively and balanced approach to life. Facilitator: A person who leads an activity, making sure that it is carried out safely and properly to a plan. 1.4 Responding to Peer Pressure, Bullying and Abuse (Unit 1.4) 1.4.1 Summary of planning Unit 1 Personal Development 1.4 Responding to Peer Pressure, Bullying and Abuse Indicative Activity (hours) Indicative student activity (hours) Learning Objectives To understand the meaning of “peer pressure”, “bullying” and “abuse” and be able to recognise them. Resource development for 3 × 3 hr sessions Preparation for practical sessions To develop strategies for responding appropriately to peer pressure, bullying and abuse. 9 hours Recap of Learning objectives 9 hours 9 hours Student recap skills Tutor some 1:1 support with students where needed to check learning approx. 3hrs 2h × 3 units = 6h Assessment of skills taught Lesson planning To understand the effects of peer pressure, bullying and abuse. Sub total Recap of learning 3 × 3hr sessions = 9 hours Indicative tutor activity (hours) Informal assessment by discussion and formal assessments Students assessment portfolio based (evidence) and test based assessments 3 hrs Tutor preparation planning and reviewing of assessments (6 hours approx) Sub total 9 hours 9 hours Total workload 18 hours 18 hours 14 1.4.2 Description and Analysis Summary: Through discussion and sharing of examples and ideas, students will learn to recognise peer pressure, bullying or abuse and be able to develop strategies to report or manage it. Aims: This unit will help you to recognise when others are putting pressure on you to do the wrong thing or when you are being bullied or abused and to respond appropriately. Learning Objectives: To understand the meaning of “peer pressure”, “bullying” and “abuse” and be able to recognise them. To understand the effects of peer pressure, bullying and abuse. To develop strategies for responding appropriately to peer pressure, bullying and abuse. Learning Activities: Ensure all pupils take part may need to consider working in small groups Show wide range of situations that may have an impact on people Stimulate group discussion where appropriate If appropriate let pupils explain how they have managed stress/difficulties in the past Content recommendation: To understand the meaning of “peer pressure”, bullying and abuse and be able to recognise them Your peers are people around your age, who you might go to school or college with, or hang out with. Your peers might look out for you, keep you out of trouble, or even lead you into trouble. If your peers try to make you do something against your will or better judgement, this is called “peer pressure”. When someone deliberately threatens, frightens, abuses or hurts another person repeatedly this is called bullying. Abuse is a pattern of behaviour in which physical violence and/or emotional pressure is used to gain or maintain power or control in a relationship. To understand the effects of peer pressure Being made to do something against your will can make you feel bad about yourself It can get you and them into trouble It can spoil your friendship It can make you lose respect for each other To develop strategies for responding appropriately to peer pressure It will take some courage to do the right thing if you think it might make you look silly in front of your friends. Think about what you might be able to say to a friend if they try and make you do something you don’t want to You could point out the consequences of doing that thing 15 You could try and get them to do something else You could tell them you don’t feel comfortable You could tell them you feel bullied and remind them that friends should be supportive not bullying If you are being bullied or abused you should report it If you feel that a friend wants you to do something that you feel is bad or wrong you could tell a responsible adult in confidence Teaching Strategies: Discussion where students give examples of experiences Discussion on the consequences of peer pressure Extracts from stories or articles on the consequences of peer pressure Role play situations to highlight differences in peer group pressure Previous knowledge: N/A Resources: The facilitator should be trained and experienced in working with students who have been bullied or abused. Articles and stories on peer pressure and bullying Flip chart and pens Assessment criteria: Describe what the word “peer” means. Describe what the terms “peer pressure”, “bullying” and “abuse” mean. Explain what you could do if you are being pressured to do something you don’t want to do or that you think is wrong. Enhanced Skills: Category: Employability pre-conditions / life-skills Direct: Improved self-esteem, Improved self-confidence, Teamwork, Problem solving Glossary: Peer: Your peers are people around your age, who you might go to school or college with, or hang out with. Peer Pressure: social pressure on somebody to adopt a type of behaviour, dress, or attitude in order to be accepted as part of a group. Bullying: When someone deliberately threatens, frightens abuses or hurts another person. Abuse: is a pattern of behaviour in which physical violence and/or emotional pressure is used to gain or maintain power or control in a relationship. Consequences: Something that logically or naturally follows as a result of an action or condition. 16 2 Personal Hygiene (Unit 2) 2.1.1 Summary of planning Unit 2 Personal Hygiene Indicative Activity (hours) Indicative student activity (hours) Learning Objectives To recognise, identify and demonstrate reasons for good personal hygiene. Indicative tutor activity (hours) 2h × 5 wks = 10 h Lesson preparation and resource gathering, arranging of external facilitators etc Sub total 10 hours 10 hours Recap of learning Student recap skills 2h Tutor some 1:1 support with students where needed to check learning approx. 2hr To understand the consequences of not keeping clean To demonstrate knowledge of hygiene routines To show a knowledge of what you need to use to keep yourself clean Assessment of skills taught Practical assessment on unit 1, Tests against assessment criteria Practical assessment 1 hr, Tests 1 hour = 2 hours Tutor preparation planning and reviewing of assessments (2 hours approx) Sub total 4 hours 4 hours Total workload 14 hours 14 hours 2.1.2 Description and Analysis Summary: Personal hygiene comprises an important factor of our daily lives and highly influences our personal and interpersonal relations. In this unit personal hygiene is highlighted and analyzed to great extent, with the purpose of emphasising its importance both for our presentation and selfesteem. The course demonstrates the importance of personal hygiene mainly through brainstorming, demonstrations, role – playing and practical examples. The main content concentrates respectively on the reasons for keeping ourselves clean, the consequences if we do not, the personal hygiene routine and finally the material products, which help us to keep clean and healthy. Aims: 17 To create an awareness of the importance of personal hygiene in relation to personal presentation. Learning Objectives: To recognise, identify and demonstrate reasons for good personal hygiene. To understand the consequences of not keeping clean To demonstrate knowledge of hygiene routines To show a knowledge of what you need to use to keep yourself clean Learning Activities: Introduce module so that all people are aware of why this is important and how it links to their ability to gain employment Use group activities where appropriate Be aware not to embarrass or single out individuals due to sensitive nature of module Content recommendation: Reasons for importance of personal hygiene: Understand the importance of personal appearance in the workplace. Understand the importance of good personal hygiene and cleanliness. To understand the consequences of not keeping clean. Health – understanding bacteria, infections, etc. Personal freshness – body odour Appearance – personal attractiveness, professionalism Consequences of not keeping clean: Getting sick Looking dirty and unkempt Being smelly – people not wanting to be close to you Personal hygiene routines: Washing hands before touching food/eating, when dirty, after going to the toilet Frequency of bath/shower/strip wash Paying particular attention to washing hands, underarms, genital area, feet Availability of clean clothes and change of underwear Teeth cleaning, dental check-ups Hair wash/cut/choice of style Shaving Cleaning off make-up What helps us keep ourselves clean? Soap, flannel, towel Nail brush Toothbrush (replaced regularly), toothpaste, dental floss Deodorants, talcum powder, aftershave Hair brush, comb, appropriate shampoo. Teaching Strategies: 18 Brainstorming session, followed by discussion of reasons for personal hygiene, routines and equipment. Show slides or pictures of personal hygiene routines. Ask students to bring examples of what they use to keep themselves clean and fresh. Role-play sitting next to someone who is smelly and dirty. Eat food – use disclosing tablets to show effects on teeth. Previous knowledge: N/A Resources: External facilitators on personal hygiene, including dental hygiene A range of products for personal hygiene Flip chart and pens Hand-outs Assessment criteria: Based on assessing the completion of distinct activities presented and testing retention of knowledge. Enhanced Skills: Category: Employability pre-conditions / life-skills Improved Self Esteem Glossary: N/A 19 3 Basic Skills (Unit 3) 3.1 Language Skills (Unit 3.1) 3.1.1 Summary of planning Unit 3 Basic Skills 3.1 Language Skills Indicative Activity (hours) Indicative student activity (hours) Learning Objectives To recognise, identify and demonstrate the importance of developing good language skills. 1h × 3 wks = 3 h Indicative tutor activity (hours) Lesson preparation and resource gathering, etc To understand communication body language. To know important vocational terms. Sub total Recap of learning 3h Reinforcement of learning objectives Student recap skills 1h × 2 units Assessment of skills taught Preparation for and conducting of assessments, practical and 2h × 1 units = 2 h theory. 5h Tutor some 1:1 support with students where needed to check learning approx. 2hr Tutor preparation planning and reviewing of assessments (5 hours approx) Sub total 4h 7h Total workload 7h 12 h 3.1.2 Description and Analysis Summary: The limits of our language form the limits of our world according to a saying. These courses aim primarily to clarify the importance of language skills and their swift effect on communication. As about 90% of communication uses body language and only 10% is spoken, the unit focuses on our body language as a starting point. Also, it emphasises the equal importance of eye contact establishment for improved communication. Finally, through the use of a wide variety of activities (like role-playing, interactive communication, helpful visual means, card games, computer games), this unit teaches vocational language and communication skills in a natural way. Aims: To create an awareness of the importance of improving communication by a better understanding of language with a focus on vocational skills. Learning Objectives: 20 To recognise, identify and demonstrate the importance of developing good language and communication skills. Understanding communication body language To be aware of terminology relating to employment. Learning Activities: • Establishing eye contact in order to communicate • Body language during communication • Vocational language Content recommendation: Not detailed Teaching Strategies: Focus on the understanding of the language as well as on expression, as understanding gives a reliable basis for language skills. Involve role playing to enhance the understanding of communication. Involve interactive communication. In this way, the student is not only a passive receiver but realises that language can affect the behaviour of others. Use games and entertainment to increase motivation and engagement. Support language with visual means if necessary (symbols, photos, pictures etc). Use of simple and short sentences. For learning disability use of sketches and symbols like Widgit, MAKATON, MayerJohnson etc. Finish the activity before the trainee gets bored or tired. Avoid music or other distractions that may affect concentration. Ensure good eye contact and same level of positioning. Repeat the activities yourself first in front of the trainee. Previous knowledge: N/A Resources: Visual aids Range of daily items Hand-outs Flip chart and pens Symbols, icons, photos, pictures etc Selected computer games Assessment criteria: Knowledge of vocational language. Ability to communicate effectively. Establishing eye contact and body language. Game scores if relevant Enhanced Skills: Category: Employability pre-conditions / life-skills Direct: Communication and language. Glossary: N/A 21 3.2 Numbers and Money (Unit 3.2) 3.2.1 Summary of planning Unit 3 Basic Skills 3.2 Numbers and Money Indicative Activity (hours) Indicative student activity (hours) Learning Objectives Numeracy skills – use of number and money. 2 h × 5 wks = 10 h Indicative tutor activity (hours) Lesson preparation and resource gathering, etc Understanding simple vocational terms relating to money. Sub total Recap of learning 10h Reinforcement of learning objectives Student recap skills 2h × 1 units = 2h Assessment of skills taught Preparation for and conducting assessments – practical and theory 2h × 1 units = 2 h 10h Tutor some 1:1 support with students where needed to check learning approx. 2hr Tutor preparation planning and reviewing of assessments (5 hours approx) Sub total 4h 7h Total workload 14h 17h 3.2.2 Description and Analysis Summary: Aimed at students with intellectual disability this unit introduces monetary arithmetic, understanding of currency, and understanding of simple terms relating to wages. The use of number and the handling of money are vital components of our daily lives. Comparisons, numbers, currency are just some of many things, which are crucial for our survival and quality of life. This course aims to familiarise trainees with numbers, calculations comparisons and many more number related subjects through the use of simple and short sentences, simple arithmetic figures, games, visual symbols and sketches, coins etc. The unit also introduces terminology relating to vocational economics such as wages, tax, bank account etc. Aims: Students should learn to calculate and make simple calculations in addition and subtraction. Students should understand simple vocational terms relating to wages. Learning Objectives: Understanding numbers, quantities, calculations relating to money and earning. 22 Learning Activities: Practical activities involving role play using a selection of notes and coins. Dependent on level: For intellectual disability: Numbers presentation Number comparison (greater, less than) Presentation of simple calculations Activities using objects or cards for performing the calculations Activities on using money to perform calculations o o o Step 1 Understanding notes and coins. Step 2: Calculations with a mixture of coins. Step 3: Change Roles or assign specific tasks eg providing students with specific amounts of money and ordering items to be bought. Step 4: The above can then be developed into further buying and selling activities Content recommendation: Not detailed. Teaching Strategies: Finish the game before the trainee gets bored or tired. Avoid music or other distractions that may affect concentration. Apply one game each time. Ensure good eye contact and same level of positioning. Repeat the activities yourself first in front of the trainee. Previous knowledge: N/A Resources: Everyday objects for counting Cards showing everyday objects Games (physical or computer based) Coins and mock notes Items for mock up selling and buying transactions in the role playing Assessment criteria: Observations by the trainer on the step by step activities. Ability to compare numbers. Complexity of numbers handled and calculations performed (e.g. size of numbers). Ability to perform calculations with coins. Enhanced Skills: Category: Employability pre-conditions / life-skills Direct: Practical skills about money management Glossary: 23 3.3 Understanding Wages (Unit 3.3) 3.3.1 Summary of planning Unit 3 Basic Skills 3.2 Numbers and Money Indicative Activity (hours) Indicative student activity (hours) Learning Objectives Understanding vocational terms relating to money. Sub total Recap of learning Reinforcement of learning objectives 2 h × 1 wks = 2h Lesson preparation and resource gathering, etc. 2h 2h Student recap skills Tutor some 1:1 support with students where needed to check learning approx. 1hr 1h × 1 units = 2h Assessment of skills taught Preparation for and conducting assessments – practical and theory Indicative tutor activity (hours) 2h × 1 units = 1 h Tutor preparation planning and reviewing of assessments (2 hours approx) Sub total 2h 3h Total workload 4h 5h 3.3.2 Description and Analysis Summary: The use of number and the handling of money are vital components of our daily lives. Comparisons, numbers, currency are just some of many things, which are crucial for our survival and quality of life. This course aims to familiarise trainees with financial matters of employment such as understanding bank accounts, wage slips, taxation, and the importance of saving for later. Aims: Students should learn to understand wage slips, bills and bank statements. Students should understand vocational terms relating to wages and their personal finances. Learning Objectives: Understanding numbers, quantities, calculations relating to money and earning. Understanding terminology relating to wages and payment Learning Activities: Understanding terms relating to: o Wages o Banking o Taxation 24 o Billing Content recommendation: Not detailed. Teaching Strategies: Finish the training before the trainee gets bored or tired. Avoid music or other distractions that may affect concentration. Use games where appropriate. Ensure good eye contact and same level of positioning. Repeat the activities yourself first in front of the trainee. Previous knowledge: N/A Resources: Example (mocked) documents Assessment criteria: Understanding of the key vocabulary by multiple choice test or game Enhanced Skills: Category: Employability pre-conditions / life-skills Direct: Practical skills about understanding remunerations and employer/employee obligations and benefits in terms of social security and taxes. Glossary: N/A 25 4 Work Preparation and Sustainability (Unit 4) 4.1 Looking for Work (Unit 4.1) 4.1.1 Summary of planning Unit 4 Work Preparation and Sustainability 4.1 Looking for Work Indicative Activity (hours) Indicative student Indicative tutor activity (hours) activity (hours) Learning Objectives Be aware of what a job 2h × 5 wks = 10 h search activity means and which attitudes, tools and techniques are needed to accomplish this complex task. Lesson preparation and resource gathering, etc 10 hours Looking for work – deciding which jobs might suit you. Getting to know your strengths and weaknesses. Reading job adverts thoroughly. Sub total 10 hours 10 hours Recap of learning Reinforcement of learning objectives Student recall skills Tutor some 1:1 support/ job coaching and job matching with students where needed to check learning. Assessmen t of skills taught Preparation for assessment Practical tests 5 hours Assessment Tutor preparation planning and reviewing of assessments (5 hours approx) Sub total 10 hours approx Total workload 20 hours approx 4.1.2 Description and Analysis Summary: 26 Through examining a range of options and discussion and completing devoted exercises, students will have: - been aware of their own characteristics (personality, skills, previous experiences), - considered a range of employment options, - identified whether these are realistic options for them and - set themselves achievable goals towards their set career goals. Aims: Creating a job outline for the requirements and specifications of what “you” want from a job. Outline the main steps in preparation of job searching process (no matter if it’s a first interview or not). Finding an appropriate job position by taking into consideration personal strengths and aspirations. Assess what job will best suit you, in combination with a good understanding of one’s positive characteristics and areas for development. Identifying job advertisements that match one’s personal profile. Learning Objectives: To have a good understanding of what one’s strengths and areas for development are, and to be able to apply this knowledge into practice. To identify a range of potential job options. To understand job advertisements and assess their suitability against the candidate’s personal profile and capabilities. To understand what is involved in working in different jobs. To identify the skills needed for a range of job options. To recognise which of the jobs you are interested in you have the skills for. To be able to accept which of the jobs you are interested in, you are unlikely to gain the skills or qualifications for. To learn how to set yourself achievable goals towards a job you feel you will realistically be able to achieve. Learning Activities: Getting to know your strengths and weaknesses Looking for work – deciding which jobs might suit you Reading job adverts thoroughly It is important to find a job that you will enjoy. You need to be realistic about the kind of job you are going to be able to do. It is helpful to set goals so that so you are clear what you want to achieve. It is important that these goals are realistic too, because if you are too ambitious you may not succeed and then you might be disappointed or feel bad about yourself. If you set small steps towards your goal you can feel success at every step and feel good about what you have achieved. Content recommendation: Approaching job. A set of tools and exercises devoted to job seekers. (see Annex II-Approaching Job_Tools) 27 Applying the suggested tools – or similar - can help the teacher/trainer introduce to the complex topics involved with job search. Most of the suggested exercises can be done alone or in a small group of students. Teaching Strategies: Use of newspapers “jobs vacant” sections Use online websites of Job Agencies and matching Visit to the job centre to understand their vacancies information and how to use it Sessions led by Job Centre and Connexions/Careers Advisers, where this can be arranged Interviews with workers in specific areas Reviewing resources on a range of different types of job Group and one-to one- discussions, underlining personal skills and how further development is key to job prospects. Identify realistic job opportunities and targets. Set targets for improvement. Use forms and exercises which help students dealing with their own ideas, emotions, beliefs and limits. Suggest proper language and words which refer to the “real” world, avoiding to refer to “dreams”. Make the students write their own exercises, signed and dated. Previous knowledge: Basic ICT skills Being able to work with a word processor (MS Word, LibreOffice, etc.) Resources: Computer and Internet Newspaper cuttings External facilitators/testimonials/visits to job centres Flip chart and pens Careers resources on different types of job Worksheets Assessment criteria: Assessment is accomplished both through role play where relevant or by trainer / teacher / facilitator involvement if applicable. The following tasks require participants’ involvement in the self-assessment and evaluation of the other participants: Relevance of self-perception: Individuals self-description Reasoned description of strengths and weaknesses Selection of appropriate job advertisements Description of the importance of setting realistic goals when choosing a job List 5 small step targets towards your chosen career goal Enhanced Skills: Category: Supportive tools and techniques for job seekers 28 Direct: Job searching skills; Self-consciousness; self-analysis. Indirect: communication (verbal, written, formal and informal), social inclusion, time management. Glossary: Assessment: the process of documenting, usually in measurable terms, knowledge, skills, attitudes and beliefs. 4.2 Applying for a Job (Unit 4.2) 4.2.1 Summary of planning Unit 4 Work Preparation and Sustainability 4.2 Applying for a Job Learning Objectives Writing a CV (Curriculum Vitae) Indicative Activity (hours) Indicative student activity (hours) Indicative tutor activity (hours) 3 × 2 hour sessions Lesson planning Writing a covering letter Resource development for sessions Writing a job application 4 hours Sub total Recap of learning Recap of skills required for application and CV preparation 6 hours 4 hours Reinforcement sessions Tutor 1:1 support 2 hours With individual students 1 hour per student Assessment Preparation for and conducting Practical assessments: 6 hours (will vary) of skills practical assessment Application form taught completed Tutor preparation planning of CV completed assessments 2 hours planning Sub total Total workload 4.2.2 6 hours plus 1:1 support of students dependant on numbers in group 15 hours 10 hours (approx.) Description and Analysis Summary: 29 The students will get their own CV and the cover letter. Aims: This unit will help you to learn how to write a job application or curriculum vitae that meets the requirements of the potential employer and highlight your suitability for the job. Learning Objectives: To be able to prepare an application package consisting of documents needed for the employer: curriculum vitae and cover letter Learn how to interpret a job description or person specification to understand the requirements of a job To understand how to write a job application to match the job description and person specification To highlight your strengths to demonstrate your suitability for the job To learn how to write a curriculum vitae to demonstrate your capacity for employment Learning Activities: a) Learn how to interpret a job description or person specification to understand the requirements of a job Review a number of job descriptions and person specifications so students can learn how to interpret them against their own skills, knowledge and experience. Review a number of job descriptions and person specifications so students can learn how to interpret them to understand the details of the relevant job. Writing a covering letter Choosing your referees Declaring difficulties – why and how you should declare your disabilities and difficulties. b) To understand how to write a job application to match the job description and person specification Review a range of application forms and discuss what the employer is looking for by use of the job description and person specification Practice completing application forms, discussing issues as they arise c) To highlight your strengths to demonstrate your suitability for the job Review the application forms the students have completed and discuss whether the content fully demonstrates the strengths of the student. Demonstrate how employers might interpret the content of application forms d) To learn how to write a curriculum vitae to demonstrate your capacity for employment Understand what is meant by a CV and what it should include to demonstrate your capacity for work Understand how CVs that have been well written can demonstrate the subject’s capacity for work Understand how badly written CVS can lead to doubts about the subject’s capacity for work 30 Understand the differences between good and poor examples of CVs and how an employer might interpret both. Presenting your experience to highlight your skills, knowledge and experience appropriately. What should you include in your CV? What should you exclude from your CV? Content recommendation: Approaching job. A set of tools and exercises devoted to job seekers. (see Annex II) Applying the suggested tools – or similar - can help the teacher/trainer introduce to the complex topics involved with job search. Most of the suggested exercises can be done alone or in a small group of students. Teaching Strategies: Individual preparation of the application pack documents: the cover letter and the curriculum vitae. Group discussion of the prepared documents. Use of a range of example job descriptions, person specifications, application forms and CVs. Role play to demonstrate how employers might interpret applications and CVs. Previous knowledge: Unit 4.1 Looking for a job Resources: Facilitated session with connexions Flip chart and pens Range of example application packs and CVs Assessment criteria: Demonstrate an understanding of the requirements of a job from the interpretation of a job description and person specification Write an application form from the job description and person specification provided Write your curriculum vitae to present to an employer for the type of work suggested. Prepare a list of positive and negative approaches in writing an application form. Participants have to be ready to argument all used statements. Enhanced Skills: Category: Supportive tools and techniques for job seekers Direct: Professional writing skills, ICT skills, Relational (soft skills) Glossary: A Curriculum Vitae (CV): is a document outlining your education and work history. 31 A Cover letter: is a brief text – frequently sent to the employer by email – which introduces and justify the attached CV. An Application Form: is a predefined form – usually available online on the employer's / Job Agencies website – to fill in to apply for a job. 4.3 Job Interviews (Unit 4.3) 4.3.1 Summary of planning Unit 4 Work Preparation and Sustainability 4.3 Job Interviews Learning Objectives How to prepare for a job interview Indicative Activity (hours) Indicative student activity (hours) Indicative tutor activity (hours) 3 × 2 hour sessions Lesson planning Resource development for sessions How to behave in a job interview How to maximise your potential for success at a job interview Sub total Recap of learning Recap of skills required for preparing and undertaking job interviews Planning and preparing practical sessions 6 hours 6 hours Reinforcement sessions Tutor 1:1 support 3 hours With individual students 1 hour per student Assessment 6 hours (will vary) of skills Preparation for and conducting Practical assessments: taught practical assessment – mock Tutor preparation interviews Mock interviews planning of assessments Evidence based assessment through 2 hours planning portfolios Sub total 3 hours 6 hours plus 1:1 support of students dependant on numbers in group Total workload 9 hours 12 hours 32 4.3.2 Description and Analysis Summary: Through role play and discussion, students will have learnt how to prepare for different types of job interviews and how to present and conduct themselves at interviews to demonstrate their strengths and capacity for employment and increase their chances of being successful. Aims: This unit will help you to learn how to prepare for a job interview and how to present yourself and behave at an interview to maximise your potential for getting the job. Learning Objectives: To be prepared for a job interview To know how to conduct yourself at an interview Discussing your disability or difficulties Learning Activities: a) Preparing for an interview Before an interview Planning for an interview Planning the journey What to take for an interview b) How to conduct yourself at an interview Language at interviews How to present yourself Behaviour at interviews What to do if you can’t answer a question c) Your rights at interview: Discussing your disability or difficulty Should you discuss your disability? How much/what should you discuss with the panel? Content recommendation: Approaching job. A set of tools and exercises devoted to job seekers. (see Annex II) Applying the suggested tools – or similar - can help the teacher/trainer introduce to the complex topics involved with job search. Most of the suggested exercises can be done alone or in a small group of students. Teaching Strategies: Role play: a typical interview scenario play. The scenarios could be recorded with camera. Afterwards, an analysis of the observations and findings can take place. Group discussion to feedback from the mock interviews and to determine what could have been done better and why. Previous knowledge: 33 Units 4.1 Looking for work and 4.2 Applying for a job Resources: Room and furniture for mock interview with additional staff resources to serve as an interview panel Filming equipment Flip chart and pens Videos on how to/how not to conduct job interviews Assessment criteria: Practical assessment through mock interview and feedback Enlist reasons why you believe it is better to reveal your disability Do you think you have to inform your employer and or colleagues about your disability? When do you plan to do it? How do you plan to do it? Enhanced Skills: Category: Supportive tools and techniques for job seekers Direct: Communication, self-management, time keeping. Indirect: life skills involved in social and labour market inclusion Glossary: Disability: a physical or mental handicap. Anything that disables or puts one at a disadvantage. Job Interviews and Assessments: different ways an Employer/a job Agency meets with the candidate to check if he/she is suitable for the open job position/s. They usually follow the CVs receipt and selection. 4.4 Your Rights and Legislation (Unit 4.4) 4.4.1 Summary of planning Unit 4 Work Preparation and Sustainability 4.4 Your Rights and Legislation Indicative Activity (hours) Indicative student activity (hours) Learning Objectives Indicative tutor activity (hours) 3 × 2 hour sessions To be aware of relevant employment legislation and to obtain a basic understanding of 6 hours the rights of a worker, also with disabilities. Lesson planning. To appreciate the difference among regular work in all its forms, undeclared work, illegal work. 6 hours Resource development for sessions. To appreciate the Youth Guarantee Initiative and its deployment in your Country. 34 Sub total 6 hours Recap of learning Recap of knowledge of workers Reinforcement sessions legislation and disability discrimination legislation and 3 hours protection Assessment Practical assessment – mock of skills interviews taught 6 hours Tutor 1:1 support With individual students 1 hour per student Practical assessments: 6 hours (will vary) Assessment through tests against criteria Evidence based assessment through portfolios Tutor preparation planning of assessments 2 hours planning Sub total 2 hours 6 hours plus 1:1 support of students dependant on numbers in group Total workload 8 hours 12 hours 4.4.2 Description and Analysis Summary: Through the use of hand-outs, examples and discussion, students will have gained an understanding of their employment rights and duties, also as a disabled person and will have knowledge of the legislation and agencies that are there to protect and support them. In particular, they will have an updated knowledge of the Youth Guarantee Initiative as deployed in their Country or Region. Aims: This unit will help you to know your rights within the workplace and what legislation exists for your protection or that you must adhere to. Learning Objectives: To gain a working knowledge of relevant employment legislation To obtain a basic understanding of the rights of an employee, even with disabilities The Youth Guarantee Initiative in your Country and in your Region Learning Activities: Group working with Internet research over the current work legislation. The Youth Guarantee measures in my Country (local Websites) EU Commission websites: http://ec.europa.eu/social/main.jsp?catId=1079 35 http://ec.europa.eu/social/main.jsp?catId=1094&langId=en Cyprus websites: http://www.cyprus.gov.cy/portal/portal.nsf/gwp.getCategory?OpenForm&access=0&SectionId =citizen&CategoryId=Youth&SelectionId=none&print=0&lang=en http://www.hrdauth.org.cy/ http://www.mlsi.gov.cy/mlsi/kepa/kepa_new.nsf/index_gr/index_gr?opendocument Greece websites: http://ec.europa.eu/social/main.jsp?catId=82&langId=el http://www.kepea.gr/ Italy websites: http://www.garanziagiovani.gov.it/Pagine/default.aspx http://www.garanziagiovani.gov.it/Pagine/IlRuoloDelleRegioni.aspx Emilia-Romagna region website: http://formazionelavoro.regione.emiliaromagna.it/garanzia-giovani The UK websites: https://www.gov.uk/government/collections/helping-young-people-into-work Content recommendation: a) To gain a working knowledge of relevant employment legislation Your rights and duties under these acts The Commission for Equality and Human Rights and how they can support you Access to Work and how to use it Exploring the main features of the Disability Discrimination acts and other discrimination legislation b) Understanding the employment rights of workers and of an employee with disabilities: Discussion of disability discrimination and how to use the DDA, Commission for Equality and Human Rights and Access to Work to ensure you have the employment rights and support you are entitled to. Teaching Strategies: Discussion of the national and the international legislation, the applicable laws, and understanding the impact and influence on job related issues of these laws and legislation 36 Use of examples of cases brought against the Disability Discrimination Act etc and of Employment Tribunal actions to demonstrate the effectiveness of legislation and employment rights. Use of external experts on employment law and disability discrimination Previous knowledge: Even though the contents of this sub-unit stand alone, all the sub-units in Chapter 4 help in framing the information delivered in the present sub- unit. Resources: Flip chart and pens Documents on legislation Examples of test cases Examples of tribunal actions and results Hand-outs External facilitators Internet access and PCs Assessment criteria: Discussion over the main work categories (regular, undeclared, illegal) and the National legislation framework Provide examples of protection of the rights of people with disabilities Do you plan to access to Youth Guarantee Initiative in your Country/Region? Please describe the procedures which directly concern you Enhanced Skills: Category: Supportive tools and techniques for job seekers Direct: Knowledge and comprehension of the work legislation which applies to each Country. Glossary: Disability Discrimination Act: a piece of UK legislation that promotes civil rights for disabled people and protects disabled people from discrimination. Commission for Equality and Human Rights: a statutory UK body that has the responsibility to protect, enforce and promote equality across the seven "protected" grounds - age, disability, gender, race, religion and belief, sexual orientation and gender reassignment. Access to Work: a UK government scheme to give advice and financial support to make your work and workplace more accessible Youth Guarantee Initiative is a EU financed flag initiative to foster and sustain youth employment. It is deployed with different measures in each Country, according to the National Plans presented to the EU. L.68/99 is a comprehensive Italian Law over the rights and services devoted to disabled persons on the job. 37 5 Keeping Your Job (Unit 5) 5.1 Appropriate Language (Unit 5.1) 5.1.1 Summary of planning Unit 5 5.1 Keeping Your Job Appropriate Language Indicative Activity (hours) Indicative student activity (hours) Learning Objectives 1. Recognise appropriate and inappropriate language for the workplace 2. Understand the consequences of inappropriate language in the workplace 3. Develop an understanding of body language Indicative tutor activity (hours) Attendance to tutorials, Lesson planning seminars references in internet or/and other Resource development academic activities for sessions 2 × 2 hour sessions Preparation for lecturing 4 hours Work preparation for theory classes 4. Recognise the consequences of inappropriate body language in the workplace Work preparation for practical classes 4 hours Sub total Recap of learning Reinforcement of learning objectives 4 hours 4 hours Reinforcement sessions Tutor preparation planning of assessments Preparation for examination (assessment) Problem solving / case studies preparation 2 hours Assessment of skills taught Preparation for and conducting assessment of learning 2 hours planning Practical assessments: Assessment through tests against criteria Preparation for evidence based assessment through portfolios Tutor preparation planning of assessments 2 hours planning 38 2 hours Sub total 4 hours 4 hours Total workload 8 hours 8 hours 5.1.2 Description and Analysis Summary: Through a range of activities, role play and discussion, students will evaluate examples of positive and negative language and body language and will learn to judge what language and body language is appropriate or inappropriate in the workplace. Aims: This unit aims to give guidelines to students as to the appropriate forms of language to use in the workplace to be viewed as professional and to prevent the use of inappropriate language threatening work sustainability. Learning Objectives: Recognise what is appropriate and what is inappropriate language for the workplace Understand the consequences of using inappropriate language in the workplace Develop an understanding of body language Recognise the consequences of inappropriate body language in the workplace Learning Activities: The content of the unit is organised into four activities, which correspond to the four identified learning objectives. Therefore, each activity addresses and responds to one of the objectives. Content recommendation: Activity 1 (~1 hours) Aim: To enable students recognising appropriate and inappropriate language for the workplace. Acceptable language – When attending an interview for a job it is important to be polite and to answer any questions you are asked clearly using appropriate language. Knowing what language is appropriate in the workplace and the best way to hold a conversation with employers and work colleagues is an important skill. Break (~15’) Activity 2 (~1 hours) Aim: To enable students understanding the consequences of inappropriate language in the workplace. If you are rude or offensive to other people, are racist, homophobic, sexist, ageist or disablist; use swearing, overly familiar language or inappropriate humour then you will be liable to disciplinary action and could lose your job. Break (As required by the training programme. It can be a short break but it is recommended to be a longer break to allow few days to students to comprehend the discussions of previous activities) Activity 3 (~1 hours) 39 Aim: To enable students developing an understanding of body language. Body language – When having a conversation with a manager or colleague at work you have to be careful of how you stand or sit or relate to the other person physically – with your expressions or the way you move your bodies, as well as what you say. Break (~15’) Activity 4 (~1 hours) Aim: To enable students recognising the consequences of inappropriate body language in the workplace. If your body language is inappropriate or overbearing, you may make other people feel uncomfortable or threatened – this may have a negative effect on your relationships with other people or even your job. Teaching Strategies: Workshop activities: examples and discussion about the consequences of using appropriate/inappropriate language in the workplace. Use of cartoons and photos showing different body language Role play on the consequences of using positive and negative language and body language in work situations. Previous knowledge: N/A Resources: Flip chart and pen Range of photos or cartoons showing different body language Hand-outs Assessment criteria: Briefly explain what one should avoid and why when talking to managers at work. Briefly explain what one should avoid and why when talking to co-workers. List 5 Dos and 5 Don’ts when it comes to body language usage at work. List 5 differences between language appropriate for managers and language appropriate for co-workers at work. Practical test: Use one of your class-mates to play the role of the manager and talk to him/her about a subject you choose, using appropriate language. Then repeat it with using inappropriate language. Practical test: Use one of your class-mates to play the role of the co-worker and communicate with him/her using appropriate body language. Then repeat it with using inappropriate body language. Enhanced Skills: Category: Supportive tools and techniques for keeping a job Direct: 40 Recognising and using appropriate language and body language at work, in communication with manager and co-workers. Indirect: Group working and social interaction skills (during role playing) Glossary: Body language is defined as the gestures, postures, and facial expressions by which a person manifests various physical, mental, or emotional states. 5.2 Appropriate Behaviour (Unit 5.2) 5.2.1 Summary of planning Unit 5 5.2 Keeping Your Job Appropriate Behaviour Indicative Activity (hours) Indicative student activity (hours) Learning Objectives 1. Understand good practice in behaviour towards other people in the workplace. Indicative tutor activity (hours) Attendance to tutorials, Lesson planning seminars references in internet or/and other Resource development academic activities for sessions 2. Understand the consequences of inappropriate or bad behaviour 2 × 2 hour sessions in the workplace Preparation for lecturing Work preparation for theory classes Work preparation for practical classes 4 hours Sub total Recap of learning Reinforcement of learning objectives 4 hours 4 hours Reinforcement sessions Tutor preparation planning of assessments Preparation for examination (assessment) Problem solving / case studies preparation 2 hours Assessment of skills taught Preparation for and conducting assessments of learning 2 hours planning Practical assessments: Assessment through tests against criteria 41 Preparation for evidence based assessment through portfolios 2 hours Tutor preparation planning of assessments Checking and processing portfolios 2 hours Sub total 4 hours 4 hours Total workload 8 hours 8 hours 5.2.2 Description and Analysis Summary: Through a range of activities, role play and discussion, students will evaluate examples of positive and negative behaviour and will learn to judge what such behaviour is appropriate or inappropriate in the workplace. Aims: This unit aims to give guidelines to students as to what is appropriate behaviour for the workplace to be viewed as professional and to prevent the use of inappropriate behaviour threatening work sustainability. Learning Objectives: Understand good practice in behaviour towards other people in the workplace. Understand the consequences of inappropriate or bad behaviour in the workplace. Learning Activities: The content of the unit is organised into two activities, which correspond to the two identified learning objectives. Therefore, each activity addresses and responds to one of the objectives. Content recommendation: Activity 1 (~2 hours) Aim: To enable students understanding good practice in behaviour towards other people in the workplace. Behaviour towards other people –being thoughtful towards others, to take into account their thoughts and feelings, is important in the workplace to prevent arguments. It is a useful skill to learn how to present your own opinions and points of view and speak up for yourself, without upsetting other people. Break (As required by the training programme. It can be a short break but it is recommended to be a longer break to allow few days to students to comprehend the discussions of previous activity) Activity 2 (~2 hours) Aim: To enable students understanding the consequences of inappropriate or bad behaviour in the workplace. If our behaviour in the workplace is argumentative, hostile, threatening, inappropriate or aggressive, we may make other people feel uncomfortable, bullied, abused, harassed or 42 threatened – this may have a negative effect on our relationships with other people or even our job. Teaching Strategies: Workshop activities: demonstrations of the consequences of different behaviours using DVDs, etc. Role play on positive and negative behaviour in work situations. Previous knowledge: N/A Resources: Hand-outs Flipchart and pens DVDs Assessment criteria: List 5 positive and 5 negative behaviours in the workplace Tell us why it is important to behave appropriately/professionally. What do you consider to be professional behaviour? List 3 things that may differ between our behaviour with a manager and our behaviour with colleagues at work. Practical exercise: Choose one of your class-mates to play the role of the manager or co-worker and communicate with him/her for 2 minutes using inappropriate behaviour. Repeat this now using appropriate behaviour. List 5 possible consequences from behaving inappropriate against your manager in workplace. How does this differ when it comes to co-workers? Enhanced Skills: Category: Supportive tools and techniques for keeping a job Direct: Recognising and using appropriate behaviour at work, in interacting with manager and co-workers. Indirect: Group working and social interaction skills (during role playing) Glossary: N/A 5.3 Time Keeping (Unit 5.3) 5.3.1 Unit 5 5.3 Summary of planning Keeping Your Job Time Keeping Indicative Activity (hours) Indicative student activity (hours) Indicative tutor activity (hours) 43 Learning Objectives 1. Understand the importance of planning your time. 2. Learn how to work out how much time you need to allow from getting out of bed to leaving for work and for all the activities that need to be done in between. 3. Understand the consequences of not planning your time. Attendance to tutorials, Lesson planning seminars references in internet or/and other Resource development academic activities for sessions 3 × 2 hour sessions 6 hours 5. Learn how to develop basic time keeping strategies. Recap of learning Reinforcement of learning objectives Work preparation for theory classes Work preparation for practical classes 4. Understand the importance of time keeping at work and what is involved in good time keeping. Sub total Preparation for lecturing 3 hours 6 hours 3 hours Reinforcement sessions Tutor preparation planning of assessments Preparation for examination (assessment) Practical exercises preparation 2 hours 4 hours planning Assessment of skills taught Preparation for and conducting assessment of learning Practical assessments: Assessment through tests against criteria Preparation for evidence based assessment through portfolios Tutor preparation planning of assessments Checking and processing portfolios 4 hours 4 hours Sub total 6 hours 8 hours Total workload 12 hours 11 hours 5.3.2 Description and Analysis Summary: Using a range of teaching strategies students will learn to identify how to manage time keeping and develop planning and time management skills to think ahead for managing their time throughout their working day. 44 Aims: This unit will help students understand the importance of good timekeeping and recognise the consequences of being late and unreliable. Learning Objectives: Understand the importance of planning your time. Learn how to work out how much time you need to allow from getting out of bed to leaving for work and for all the activities that need to be done in between. Understand the consequences of not planning your time. Understand the importance of time keeping at work and what is involved in good time keeping. Learn how to develop basic time keeping strategies. Learning Activities: The content of the unit is organised into five activities, which correspond to the five identified learning objectives. Therefore, each activity addresses and responds to one of the objectives. Content recommendation: Activity 1 (~1 hours) Aim: To enable students understanding the importance of planning their time. This means being ready to start work at the right time and not just turning up at this time. For example, leave enough time before you are due to start work to get ready to leave for work. Students need to know what time they have to go out to catch a bus or train or other means of travel and how long their journey to work takes. This requires also a pre-planning of their route to work. Break (~15’) Activity 2 (~1 hours) Aim: To enable students learning how to work out how much time they need to allow from getting out of bed to leaving to work and for all the activities that need to be done in between. Students need to work out how many things they have to do before they are ready to leave for work and make sure they plan correctly how long each activity takes in order to avoid being late at work. An important activity is also the planning of route to work and the calculation of time required for the journey. An indicative list for things which a person needs to allow time for, to be discussed in class: The night before: • Clothes – get clothes ready for work the next day and make sure they are clean and ironed. • Food – If you take a packed lunch to work, make it the night before and put it in the fridge. • Charge mobile phone battery – remember to charge your phone overnight. Before Leaving for Work: • Bus fare/pass – remember to take your bus pass or make sure you have the correct bus fare. • Keys/ lock door – make sure you lock the door and take your keys when you leave the house for work 45 • • • • • • • • • Money – remember to take enough money for lunch, drinks, snacks or anything else you will need during the working day. Wash, shower, clean teeth, brush hair, use deodorant – It is important that you are clean and fresh for work, so that you don’t upset the people working around you. Remember to shower, clean your teeth, brush your hair and put on deodorant before leaving for work. Breakfast – This is the most important meal of the day and will help you to concentrate and to have enough energy for your work. Have breakfast before you leave for work. Packed Lunch - If you take a packed lunch to work, remember to get it out of the fridge and take it with you. Equipment/uniform/safety shoes – if you need to wear special clothes or shoes for work remember to take them with you. Medication - if you take medication remember to take the right dose at the right time, and take them with you if you need them during the day. Glasses – if you wear glasses remember to take them with you. Log book/journal/diary for work – if you use a log book, journal or diary for work remember to take them with you. Toilet – go to the toilet before leaving for work. Break (As required by the training programme. It can be a short break but it is recommended to be a longer break to allow few days to students to comprehend the discussions of previous activity) Activity 3 (~1 hours) Aim: To enable students understanding the consequences of not planning their time. Students need to realise the possibilities of missing a bus or train if they do not allow enough time in advance and this will cause them being late for work. Being late at work regularly, often they might lose their job. Another consequence of not planning their time properly, is that they may not have time for one of the required activities, such as breakfast, which would make them feel unwell and lacking in energy throughout the day. Break (~15’) Activity 4 (~1 hours) Aim: To enable students understanding the importance of time keeping at work and what is involved in good time keeping. Being late often will result in disciplinary action and students might even lose their job. It is important to get back in time from breaks, stay to work until the proper finish time at least, avoid getting ready to leave 10 minutes earlier of proper finish time, avoid spending too much time chatting to friends when they should be working. In general if one gets to work on time he/she will start off with a good reputation. Break (As required by the training programme. It can be a short break but it is recommended to be a longer break to allow few days to students to comprehend the discussions of previous activity) 46 Activity 5 (~2 hours) Aim: To enable students learning how to develop basic time keeping strategies. To avoid ending up in time difficulties, the students need to learn: Choosing to do some things in advance e.g. ironing and laying out clothes the night before How to calculate and remember the time they need to take for the required activities before leaving home Choosing to creating reminders for themselves Developing strategies to remember everything they need for each day Planning their route to work well in advance and also having alternatives in case of problems (e.g. train strikes, etc.). It is in general a good idea to plan their route to work well before their first day and to practice getting to work so they can be confident that they know where they are going and can get to work in good time. This involves having found the timetables of means of transport if any, purchasing required tickets (having the money for it). Teaching Strategies: Worksheets on time planning to identify the importance of planning the day ahead. Discussions on what activities are needed to be done before leaving for work and how long they might take. Use of a clock to show how quickly time mounts up. Use of serious games with content about time management. Looking at bus/train timetables (and/or traffic information) to time journeys. Planning time keeping at work using timetables. Recapping basic strategies for time keeping and work related issues. Previous knowledge: N/A Resources: Pens Handouts / Worksheets Clock Timetables of transportation means and other Internet access to “transport route planner” timetables for bus, train, tram Assessment criteria: List 5 things you may need to allow time for before you start for work. List 3 things that show good time keeping at work. Write a timed plan for getting ready to leave for work. Show how you prepare your route to work and related time needed, considering also one alternative. Enhanced Skills: Category: Supportive tools and techniques for keeping a job Direct: 47 Time planning and time keeping before and during work. Indirect: Group working and social interaction skills (during role playing) Glossary: Strategy: An action plan for achieving a goal. 5.4 Commitment (Unit 5.4) 5.4.1 Summary of planning Unit 5 5.4 Keeping Your Job Commitment Indicative Activity (hours) Indicative student activity (hours) Learning Objectives 1. Understand what is meant by the term “commitment”. 2. Recognise the importance of demonstrating commitment at work. Attendance to tutorials, Lesson planning seminars references in internet or/and other Resource development academic activities for sessions 2 × 2 hour sessions Work preparation for theory classes 4. Understand the consequences of appearing to be lacking in commitment at work. 4 hours Reinforcement of learning objectives 4 hours 4 hours Reinforcement sessions Tutor preparation planning of assessments Preparation for examination (assessment) - 2 hours Assessment of skills taught Preparation for lecturing 3. Demonstrate an understanding of how to show commitment at work. Sub total Recap of learning Indicative tutor activity (hours) Preparation for and conducting assessment of learning Assessment through tests against criteria Preparation for evidence based assessment through portfolios 2 hours planning Tutor preparation planning of assessments Checking and processing portfolios 2 hours 2 hours 48 Sub total 4 hours 4 hours Total workload 8 hours 8 hours 5.4.2 Description and Analysis Summary: Role play activities will give students the opportunity to practice good skills for positive working relationships that demonstrate commitment to their employers. Aims: This unit will help recognising the importance of loyalty and commitment and understand how to demonstrate them at work. Learning Objectives: Understand what is meant by the term “commitment”. Recognise the importance of demonstrating commitment at work. Demonstrate an understanding of how to show commitment at work. Understand the consequences of appearing to be lacking in commitment at work. Learning Activities: The content of the unit is organised into four activities, which correspond to the four identified learning objectives. Therefore, each activity addresses and responds to one of the objectives. Content recommendation: Activity 1 (~1 hours) Aim: To enable students understanding what is meant by the term “commitment”. Companies expect their employees to be committed to the company, i.e. to demonstrate the trait of sincere and steadfast loyalty and hard work towards a common goal, set of values or purpose. Commitment to work is the strength of the bond between the employee and the company he/she works for. The commitment might be defined by a sense of belonging and is demonstrated by loyalty, hard work and enthusiasm. It also assumes a belief in the values of the company one works for. Break (~15’) Activity 2 (~1 hours) Aim: To enable students recognising the importance of demonstrating commitment at work. The benefits of recognising the importance of commitment are that it make one feel good about work, helps him/her fit in the work environment, increases one’s chances of promotion or a pay rise and helps one gaining the respect of his/her co-workers. Break (As required by the training programme. It can be a short break but it is recommended to be a longer break to allow few days to students to comprehend the discussions of previous activity) Activity 3 (~1 hours) Aim: To enable students demonstrating an understanding of how to show commitment at work. 49 It is important for students to understand the need to always turning up on time, working hard, being enthusiastic about their work, demonstrating good team work, showing a willingness to learn new skills and talking positively to other employees about work. Break (~15’) Activity 4 (~1 hours) Aim: To enable students understanding the consequences of appearing to be lacking in commitment at work. Students will need to understand that not being committed to work, may cause them not being considered for promotion, not being considered for training, their colleagues may resent having to work harder than them, or they may be unpopular with bosses and colleagues. Teaching Strategies: Role play -team work situation linked to positive work ethics, hand-outs to reinforce learning. Discussion to develop understanding of concepts. Previous knowledge: N/A Resources: Hand-outs Flip chart and pens Assessment criteria: List 3 ways you can show commitment to your job. List 3 benefits of showing commitment and loyalty at work. Briefly explain how not showing commitment may affect your ability to keep your job. Think of and write a short scenario of an employee expressing his/her commitment to work. Think of and write a short scenario of an employee expressing his/her un-commitment to work. Enhanced Skills: Category: Supportive tools and techniques for keeping a job Direct: Understanding how to show commitment at work and also its importance. Indirect: Group working and social interaction skills (during discussions and role playing) Glossary: Commitment: the bond of an employee to an organisation, the strength of which depends on the degree of employee involvement, employee loyalty, and belief in the values of the organisation. The trait of sincere and steadfast fixity of purpose. 50 Loyalty: providing dedicated service to the company one works for. 51 6 Starting work (Unit 6) 6.1 Facing Concerns About Starting Work (Unit 6.1) 6.1.1 Summary of planning Unit 6 Starting Work 6.1 Facing Concerns About Starting Work Indicative Activity (hours) Facing Concerns About Starting Work Learning Objectives To recognize that it is normal and ok to feel nervous. Indicative student activity (hours) 3 × 1 hour sessions Indicative tutor activity (hours) Lesson planning, preparation of theory sessions. To recognize issues that we will face in our first few days at work. How to prepare to address identified concerns. Resource development for sessions Where to go for support. Preparation of practical sessions Sub total Recap of learning Reinforcement of learning objectives 3 2 Skills recap Tutor 1:1 support where appropriate 2 × 1 hour sessions 1 hour 2 hours Assessment of skills taught Assessment of learning Assessments 30 minutes per topic Tutor preparation and planning of assessments, processing portfolios etc. 2 hours 2 hours Sub total 4 3 Total workload 7 5 6.1.2 Description and Analysis Summary: Students should be able to identify that feeling nervous is acceptable and acknowledge feelings. Through role play and discussion they will have developed some coping strategies for managing new situations. Aims: This unit will help you to employ a range of ideas to help you get rid of any concerns on your first days at work. 52 Learning Objectives: To recognize that it is normal and ok to feel nervous. To recognize issues that we will face in our first few days at work. How to prepare to address identified concerns. Where to go for support. Learning Activities: To recognize that it is normal and ok to feel nervous To recognize issues that we will face in our first few days at work: How to prepare to address identified concerns: Where to go for support Content recommendation: Activity 1 (~1 hours) Aim: To recognize that it is normal and ok to feel nervous Discuss the following issues by using questions and personal experiences • • Most people feel a little nervous when starting a new job, especially if it is your first job after leaving school or college. Feeling nervous is normal. Sometimes feeling nervous can help us to feel excited and enthusiastic about new challenges. Break (~15’) Activity 2 (~2 hours) Aim: To recognize issues that we will face in our first few days at work Discuss the following issues by using questions and personal experiences • • • You might worry whether you will fit in You might worry whether you can do the job You might worry about how you will talk to new people Break (~5’) Make the following roleplay: • • • • • Read your job description carefully to make sure you understand what is expected of you and discuss it with family or friends Make a list of questions about the workplace and phone someone in the company If you know anyone who works at the same place, meet with them socially to ask about what it’s like to work there Make sure you know how to get there on your first day and if you have doubts test timing and route planning beforehand. Review what you have learned about developing self-confidence in unit 1.1 and use some of the strategies you developed in that unit. 53 Where to go for support: • It might help you to talk to a friend or family member You could talk to a Connexions (Careers) worker or your job coach, trainer or support worker about these worries. They may help you to see the positive things about starting work and to feel excited rather than nervous Teaching Strategies: Tutor 1:1 and support were appropriate. Supervised Role Playing of the first day at work between peers and between tutor and peers. The tutor can create different roles and what if scenarios of possible issues based on the Learning Activities, always allowing the students to discuss their emotions and be more beneficial solutions towards words sustainability and efficacy. Tutor should always provide solutions such as the role of the supportive supervisor/colleague/social worker and/or explanatory manual. Previous knowledge: N/A Resources: Work sheets to identify feelings. Role Play Cards Assessment criteria: Describe 2 things you could do to stop you worrying about starting work. List 3 things you can do to prepare for your first day. In case you forget to... / in case something goes wrong, what should you do? Enhanced Skills: Category: Supportive tools and techniques for keeping a job Direct: Coping with nervousness and lack of motivation. Copying creatively with stress and lack of experience. Indirect: Self-esteem, communication. Glossary: 6.2 Working With Others (Unit 6.2) 6.2.1 Unit 6 6.2 Summary of planning Starting Work Working With Others Working with other people Indicative Activity (hours) Student activity (hours) Indicative tutor activity (hours) 54 Learning Objectives Team building. 5 × 1 hour sessions To establish good working relationships and environment. Resource development for sessions To understand the internal structure of the organisations, the hierarchy, and the different levels of employees (in terms of supervisors, etc.). Sub total Recap of learning Reinforcement of learning objectives Lesson planning, preparation of theory sessions. Preparation of practical sessions 5 3 Skills recap Tutor 1:1 support where appropriate 3 × 1 hour sessions 2 hours 3 hours Assessment of skills taught Preparation for and conducting assessment of learning Assessments 30 minutes per topic Tutor preparation and planning of assessments, processing portfolios etc. 2 hours Sub total 4 4 Total workload 9 7 6.2.2 Description and Analysis Summary: Through using a range of examples, role-playing games, induction packs, hand-outs and discussion, students should have gained the information needed to understand who’s who in the workplace, their roles and responsibilities. Tutor should also enable and stimulate participants to work as part of a team. Aims: To enable and stimulate participants to work as part of a team. Learning Objectives: Team building. To establish good working relationships and a positive working environment. To understand the internal structure of the organisations, the hierarchy, and the different levels of employees (in terms of supervisors, etc.). To learn how to cope with communication breakdowns. Learning Activities: Team building Working with supervisors and managers To understand roles and responsibilities within a company: 55 To understand reporting structures, you will need to find out who you talk to about Preparing for meetings Content recommendation: Activity 1 (~1 hours) Aim: Team building Discuss the following and Role Play with different situations between colleagues and/or your supervisor Working (interacting) with colleagues in a positive manner so that each member of the team understands their own roles and responsibilities and all members work cooperatively and supportively towards a common goal. Understanding how to express yourself if you have a question, a problem or a complaint or grievance within the team. Learning how to express your point of view appropriately and assertively and not aggressively to colleagues Break (~15’) Activity 2 (~1 hours) Aim: Working with supervisors and managers Role play: participants playing the role of an employee who has to make a first contact, and must establish a good communication with a supervisor, colleague, etc. in order to understand the differences in approach Working with supervisors and managers in a positive way, ensuring that you understand what they expect from you, when you are expected to complete your work and in what manner and to what standard you are expected to complete it. Understanding how to express yourself if you have a question, a problem or a complaint or grievance you wish to make formally to a manager. Learning how to express your point of view appropriately and assertively and not aggressively to managers. Break (~15’) Activity 3 (~1 hours) Aim: To understand roles and responsibilities within a company Discuss and then identify names of departments and what they do using company induction/ resources pack, appropriate hand-outs using induction materials to recap knowledge 56 You might work in an establishment with few colleagues or to a large company. Your company may have different departments that deal with different parts of your work, discuss the roles of the following and what they are responsible for: Human Resources Health and Safety Finance Training Administration IT services Break (~15’) Activity 4 (~1 hours) Aim: To understand reporting structures Discuss the following and Role Play with different situations between colleagues and/or your supervisor and what you will need to find out who you talk to about: If you are ill and need some days off work You want to book some holiday If you are late If you wish to make a complaint you need some training, such as for health and safety If you have an accident at work If you are being abused or bullied at work Break (~15’) Activity 5 (~1 hours) Aim: Preparing for meetings Discuss and role play the following: Before taking part in meetings, it is important to consider the following: What support do you need, interpreter, note-taker etc? What do you need to bring with you? How can you prepare e.g. do you read anything or complete anything before the meeting? How do you need the room to be laid out? Teaching Strategies: Identify names of departments and what they do using company induction/ resources pack, appropriate hand-outs using induction materials to recap knowledge. Discussion and role play around roles and responsibilities and behaviour towards management. Role Play with different situations between colleagues and/or your supervisor 57 Role play: participants playing the role of an employee who has to make a first contact, and must establish a good communication with a supervisor, colleague, etc. in order to understand the differences in approach. Role play on dealing with problems in a team situation. A moderated discussion based on a demonstrative DVD (illustration of a working environment). Participants have to comment the reactions and the scenes in the film. Role play: participants playing the role of an employee who has to make a first contact, and must establish a good communication with a supervisor, colleague, etc. in order to understand the differences in approach. Role play on dealing with problems in a team situation. Previous knowledge: Basic soft skills Resources: Induction materials Hand-outs Examples of company structures DVD and appropriate room to accommodate participants. Assessment criteria: Assessment is accomplished both through role playing, where relevant, and with the involvement of the trainer / teacher / facilitator, where applicable, completing observational checklists. The following tasks require participants’ involvement in the self-assessment and evaluation of the other participants: Describe 3 possible approaches to address your direct colleagues. Describe 3 possible approaches to address you supervisors/employers. Describe what the following departments, which you would find in a large company, are responsible for: Human Resources, Finance, Health and Safety, Administration, Buildings Management etc. Using an example of a line management structure, which you may be given in your induction training when you start work, describe who manages whom. Enhanced Skills: Category: Supportive tools and techniques for keeping a job and maintaining a successful communication level at workplace Communication and team building skills Working (interacting) with colleagues in a positive manner Understanding how to express yourself if you have a question, a problem or a complaint or grievance within the team. Learning how to express your point of view appropriately and assertively and not aggressively to colleagues Glossary: Induction: the introductory training process when you start working for an organisation or start a new job. Awareness: This is the ability to be conscious of, feel or perceive. 58 Supervisor: This is the team leader, overseer, area coordinator or manager in an organisation. Assertiveness: This is the action of standing up for what you want and what you believe in, in a way that is suitable for the situation you are in. It is linked to self-esteem and considered an important communication skill. 6.3 Your Responsibilities in the Workplace (Unit 6.3) 6.3.1 Summary of planning Unit 6 Starting Work 6.3 Your Responsibilities in the Workplace Indicative Activity (hours) Understanding Terms and Conditions of Employment Learning Objectives What tasks are involved in your job and why they are important. Indicative student activity (hours) 3 × 1 hour sessions Indicative tutor activity (hours) Lesson planning, preparation of theory sessions. The training matrix. Terms and conditions of employment. Resource development for sessions Your rights in the workplace – what to do if you have a complaint or if someone is bullying or upsetting you? Preparation of practical sessions The company handbook. Sub total Recap of learning Reinforcement of learning objectives 3 2 Skills recap Tutor 1:1 support where appropriate 3 × 1 hour sessions 1 hours 3 hours Assessment of skills taught Preparation for and conducting assessment of learning Assessments 30 minutes per topic Tutor preparation and planning of assessments, processing portfolios etc. 2 hours 1 hours Sub total 5 2 Total workload 8 4 6.3.2 Description and Analysis 59 Summary: Through activities and role play, students should develop an understanding of what their responsibilities, rights and duties are. Aims: This unit will help you to understand your terms and conditions of employment. Learning Objectives: What tasks are involved in your job and why they are important. The training matrix. Terms and conditions of employment. Your rights in the workplace – what to do if you have a complaint or if someone is bullying or upsetting you? The company handbook. Learning Activities: What tasks are involved in your job and why they are important The training matrix Terms and conditions of employment Your rights in the workplace Content recommendation: Activity 1 (~1 hours) Aim: What tasks are involved in your job and why they are important Discussions and role play about tasks and responsibilities in the workplace How to discover what tasks are involved in various jobs and why they are important. You will need to find out from your supervisor or boss what training you may need to do your job properly. You will also need to find out what training is available to do your job better and improve your chances of promotion. You will need to understand what training is compulsory and what training is available for continuous professional development How to read a training matrix. Break (~15’) Activity 2 (~4 hours in total) Aim: Terms, rights and conditions of employment Using induction materials lead the students to discussions and role play about the following subjects. Make sure you don’t introduce all subjects in one sessions but in different sessions or with 10-15’ intervals If there are any rules in the company where you work you will need to be sure you understand them. Do you understand the consequences of breaking your terms and conditions of employment? 60 Do you understand your rights into workplace – what to do if you have a complaint or if someone is bullying, upsetting you or making you feel uncomfortable? Do you know your rights to work in a safe and healthy environment. Your rights as an employee are to work in a safe and healthy environment and are given to you by law. In general, they can't be changed or removed by your employer. Do you take reasonable care not to put other people - fellow employees and members of the public - at risk by what you do or don't do in the course of your work Do you understand the salary scales and pension schemes? Do you know if you can work overtime and what you will be paid for it or if you get time off in lieu? Trade Unions –how to find out if your company has one and how they work. Do you know how much holiday you are allowed or what to do if you are ill and cannot work? Do you understand your rights to sick pay / maternity pay / paternity pay / compassionate leave? Do you know who to go to for help or advice? Do you know how to register a grievance or make a complaint? Do you understand when you can take a break or have lunch? Do you know where to go for your breaks or what to do at break times? Teaching Strategies: Using induction materials/ Company polices to develop worksheets to support students to develop awareness of work ethics. Discussions and role play about rights and responsibilities in the workplace. Previous knowledge: Ν/Α Resources: Company policies Sample terms and conditions/company handbooks Hand-outs Flip chart Pens Assessment criteria: Choose an example of a job you would like to do and describe what tasks are involved in doing this job. Make a list of 3 things you should find in your terms and conditions of employment. Enhanced Skills: Category: Supportive tools and techniques for keeping a job and maintaining a successful communication level at workplace Organising work activity to plan for the current week and weeks ahead Communicating with others to manage work activity Participation in planning and supervision meetings Use of technology for planning work 61 Managing your workspace Glossary: Trade Unions: Workers organized into a voluntary association, or union, to further their mutual interests with respect to wages, hours and working conditions. Grievance: An actual or supposed event or circumstance regarded as just cause for complaint. A formal complaint based on such a circumstance. Time Off in Lieu: If you have worked overtime you may be allowed to take the same amount of time off work at an agreed time, within a limited period. Continuous professional development: a process of lifelong learning to enable you to keep improving your performance in your work and to progress in your career. 6.4 Managing your Workload (Unit 6.4) 6.4.1 Summary of planning Unit 6 6.4 Starting Work Managing your Workload Indicative Activity (hours) Indicative student activity (hours) Learning Objectives Organising work activity to plan for the current week and weeks ahead 3 × 1 hour sessions Communicating with others to manage work activity 3 hours Indicative tutor activity (hours) Lesson planning Resource development for sessions Preparation for practical sessions Participation in planning and supervision meetings 2 hours Use of technology for planning work Managing your workspace Sub total Recap of learning Reinforcement of learning objectives 3 2 Revision of learning sessions Tutor 1:1 sessions 2h 2 × 1hour Processing portfolios Assessment of skills taught Sub total Preparation for and assessment of learning Preparation of portfolios and tests against assessment criteria Preparing and evaluating assessment tests 2 hours 2 hours 4 4 62 Total workload 6.4.2 7 6 Description and Analysis Summary: Through role play, talks, demonstrations and worksheets to re-enforce information, students should develop the ability to use a variety of tools to plan their workload. Aims: To be able to organise the working schema. The person should feel at ease in the working environment with his colleagues and supervisors, whether in face-to-face meetings or during phone conversations, meetings, etc. Assistive technologies should be used where they provide added value to planning work. Learning Objectives: Organising work activity to plan for the current week and weeks ahead Communicating with others to manage work activity Participation in planning and supervision meetings Use of technology for planning work Learning Activities: Organising your workload Communicating with others to manage work activity Participation and communication in planning and supervision meetings Use of technology for planning work Managing your workspace Content recommendation: Activity 1 (~1 hours) Aim: Organising your workload and managing your workspace Discussions, tools and role play about organising workload in the workplace and how to organise your space to improve efficiency Preparing for the day ahead Create a routine Preparing for the week/month ahead Making and managing work lists and plans Prioritising your workload Managing your workspace Break (~15’) Activity 2 (~2 hours) Aim: Communicating with others to manage work activity and participation and communication in planning and supervision meetings 63 Discussions, tools and role play about managing work activity and using effective communication Appropriate communication to determine work tasks to be included in your workload; negotiation of work tasks; clarification on future plans etc How to ask for help with your workload or to complain if you feel your workload is unfair in comparison with other peoples’ How to find out how your work fits into the broader context of the organisation’s work Developing the confidence to contribute to team meetings Preparing for supervisions and other meetings How to report on your work or seek clarification in supervisions What you need to know in order to plan ahead Coping and managing in meetings Giving and receiving information and instructions The safe and appropriate use of email for planning purposes The use of ICT based task lists Teaching Strategies: Demonstration of a variety of planning tools Role play of various scenarios Demonstration of a variety of ICT based planning tools Previous knowledge: Ν/Α Resources: A range of planning tools Supervision pro forma Role play Hand-outs Assessment criteria: Complete a workplan for the next four weeks Write a plan for a supervision session Demonstrate the use of an ICT based planning tool Enhanced Skills: Category: Supportive tools and techniques for keeping a job Organising your workload Communicating with others to manage work activity Participation and communication in planning and supervision meetings Use of ICT for planning work Glossary: N/A 64 65 Category: ICT Skills 7 Participatory digital (educational) games’ design (Unit 7) Phase A - Introducing the co-design methodology and the cooperative learning in general 7.1 Understand the importance and advantages of co-operative learning (Unit 7.1) 7.1.1 Summary of planning Unit 7 Participatory digital (educational) games’ design 7.1 Understand the importance and advantages of co-operative learning Indicative Activity (hours) Indicative student activity (hours) Learning Objectives 1. Recognise personal skills and qualities involved in co-operative learning. 2. Recognising how skills and qualities can contribute to the overall success of the learning Indicative tutor activity (hours) 3 × 3 hour session Lesson planning Preparation for practical sessions Collect material and resource development /preparation for 1 session Lesson planning Resource development 3. Communication skill: 4 hours - Preparing for meetings - One to one meetings - Communicating by telephone - Giving and receiving information and instructions - Lesson planning - Resource development for sessions - Preparation for practical sessions - Recap of learning 4. Peer pressure and bullying: - Understand the meaning of ‘peer pressure’, bullying 66 and abuse and be able to recognise them. - Understand the effects of peer pressure, bullying and abuse. - Develop strategies for responding appropriately to peer pressure, bullying and abuse 5. Stress: - Recognise situations and conditions that trigger problems and stress. - 7Understand that some stress can be helpful in some situations. - Recognise typical reactions to problems and stress. - 9Understand the consequences of allowing stress to build up. Sub total 9 hours 4 hours Tutor some 1:1 support with students where needed to check learning approx. 3hrs Recap of learning Reinforcement of learning objectives Student’s assessment portfolio based (evidence) and test based assessments Assessment of skills taught Preparation for and conducting assessment. Ongoing assessments Recap of learning Tutor preparation planning and reviewing of assessments 1 session × 1 hour 3 hours Informal assessment by discussion and formal assessments 3 hours N/A Sub total 1 hours 6 hours Total workload 10 hours 10 hours 7.1.2 Description and Analysis 67 Summary: Students should be able to describe the concept of co-operative learning. Through role play and work activities the students will have learned how to communicate effectively, and how to record communication in a number of work based scenarios. Through discussion and sharing of examples and ideas, students will learn to recognise peer pressure, bullying or abuse and be able to develop strategies to report or manage it. On the stress subject, through discussion and understanding of how students deal with individual levels of stress, students should be able to identify their own and others’ reactions to stress. By these means, strategies can be developed to give some help to cope with situations as they arise. Aims: This unit will help students recognise the skills needed to make co-operative learning effective. It will start by giving an overview of appropriate communication in a number of key work settings: meetings, telephone conversations and in giving or responding to instructions. Then, it will help recognising when others are putting pressure on a student to do the wrong thing or when he/she is being bullied or abused and to respond appropriately. In addition, the unit will help students understand the causes and results of stress. Learning Objectives: Recognising personal skills and qualities that develop successful co-operative learning Recognising personal skills and qualities involved in co-operative learning will enable students to work within and potentially lead a co-operative learning activity. Recognising skills and qualities can allow students to see how as members of the group they are able to contribute to the overall effectiveness of the group. Preparing for meetings o One to one meetings o Communicating by telephone o Giving and receiving information and instructions Understand the meaning of ‘peer pressure’, bullying and abuse and be able to recognise them. Understand the effects of peer pressure, bullying and abuse. Develop strategies for responding appropriately to peer pressure, bullying and abuse Recognise situations and conditions that trigger problems and stress. Understand that some stress can be helpful in some situations. Recognise typical reactions to problems and stress. Understand the consequences of allowing stress to build up Learning Activities: Instructions for the task – have students tell each other the instructions for the task before you start the task to ensure understanding. Think of a product e.g. (iPhone 6) that has needed joint collaboration to bring it to the market place. What skills did the group members need to come to a definitive decision? Gain a general agreement from the group on a topic mutually acceptable. Delegate roles and give clear indication of what they involve. Content recommendation: Co-operative Learning is the educational use of small groups so that students can work together by supporting and encouraging each other to accomplish the same target. The co-operative learning activity offers a stronger structure than is found in traditional group work because it encourages teachers to ensure that: 68 all students are engaged team members work in close proximity the students contribution to the activity and their understanding of it’s contents are reflected on. Initially, the teacher carefully designs meaningful tasks that require active participation of each student in the group towards a common end. The teacher becomes the ‘task setter’. The teacher acts as a facilitator moving from group to group to monitor the learning process and ongoing feedback and assessment can take place. Pgcps.pg.k12.md.us Co-operative learning will improve social interactions and inter personal skills in learning, life, and employment opportunities. This way of learning builds trust, promotes open communication, increases enjoyment and motivation. Studies have found that students who provide and receive intricate explanations and recap of learning gain most from collaborative learning. Teachthought.com Team formation issues: Size Duration Formation Equal boys and girls if possible Value diversity Activity 1 ( 45 min – to one hour ) Aim: Communication (work based) The aim of the activity is to give an overview of appropriate communication in a number of key work settings: meetings, telephone conversations and in giving or responding to instructions. The objectives are for students to learn how to be preparing for meetings, communicating by telephone, giving and receiving information and instructions, lesson planning, resource development for sessions, preparation for practical sessions. During the activity the following needs to be addressed: Preparing for meetings Before taking part in meetings, it is important to consider the following: What support do you need, interpreter, note-taker etc? What do you need to bring with you? How can you prepare e.g. do you read anything or complete anything before the meeting? 69 How do you need the room to be laid out? One to one meetings Preparation for one-to-one meetings with your manager requires the following considerations: • • • • • • Preparation Review of notes from previous meetings. Agendas Planning what you want to say Recording notes Action points Telephone communication • What to consider when: o Receiving a call o Making a call o Giving and receiving information and instructions o Giving clear instructions o Recording information o Asking for clarification Activity 2 (45 mins – one hour) Aim: Personal Development The activity focuses on: Understanding the meaning of ‘peer pressure’, bullying and abuse and being able to recognise them: • • • • • One’s peers are people around his/her age, who he/she might go to school or college with, or hang out with. One’s peers might look out for his/her, keep him/her out of trouble, or even lead him/her into trouble. If one’s peers try to make him/her do something against his/her will or better judgement, this is called ‘peer pressure’. When someone deliberately threatens, frightens, abuses or hurts another person repeatedly this is called bullying. Abuse is a pattern of behaviour in which physical violence and/or emotional pressure is used to gain or maintain power or control in a relationship. Understanding the effects of peer pressure: • • • • Being made to do something against one’s will can make him/her feel bad about himself/herself It can get him/her and them into trouble It can spoil their friendship It can make them lose respect for each other 70 Developing strategies for responding appropriately to peer pressure: • • • • It will take some courage to do the right thing if he/she thinks it might make him/her look silly in front of his/her friends. Think about what he/she might be able to say to a friend if they try and make him/her do something he/she does not want to o He/she could point out the consequences of doing that thing o He/she could try and get them to do something else o He/she could tell them he/she deosn’t feel comfortable o He/she could tell them he/she feels bullied and remind them that friends should be supportive not bullying If he/she is being bullied or abused he/she should report it If he/she feels that a friend wants him/her to do something that he/she feels is bad or wrong he/she could tell a responsible adult in confidence Activity 3 (45 mins – one hour) Aim: Understand Problems and Stress Recognise situations and conditions that trigger problems and stress. Stress is the worked up feeling we get when things are happening to us or we are asked to do things that challenge us in a bad way or good way. Things that cause stress in a bad way (because they make us feel bad about ourselves or worried and frightened) include: • • • • • • Having nowhere to live Fear of failure Confrontation Peer Pressure Bullying Family problems Understand that some stress can be helpful in some situations. Things that cause stress in a good way include: • • • Competitions, e.g. sport, quiz, team games Being given a challenge, e.g., job interviews Challenges that may push us to do better Recognise typical reactions to problems and stress. Reactions to problems and stress include: • • • • • • • • • Increased heart rate Tensed muscles Sweaty palms Fluttery stomach Faster breathing Feelings of anger Frustration and loss of control Not sleeping well Not eating properly 71 • • • • • Hurting yourself Not talking to others Not feeling like doing anything Feeling tired all the time Feeling ill Understand the consequences of allowing stress to build up. Allowing negative stress to build up can cause: • • • • Physical illness Mental illness Problems with work Problems with relationships Teaching Strategies: • Discussion on what are skills and qualities o able to initiate discussion o problem solving o give constructive criticism o support other students o communicate ideas o listening skills • Role play group work – who leads? – who follows? who is practical? – who is logical? o Role play situations to highlight differences in peer group pressure • Hand-outs to recap learning • Discussion where students give examples of experiences • Discussion on the consequences of peer pressure • Extracts from stories or articles on the consequences of peer pressure • Discussion of kinds of stress, students to identify personal stress triggers. • Case notes of stress scenarios/ own experiences. • Students input of experiences as part of discussion. • Picture cards for recognition of stress and its factors Previous knowledge: N/A Resources: • Flip chart • Pens • Hand-outs on topics of particular activities • Telephone – either functioning with a member of staff acting role play at other end or model for initial role play • The facilitator should be trained and experienced in working with students who have been bullied or abused. • Articles and stories on peer pressure and bullying • Case notes • Picture cards Assessment criteria: Ongoing feedback Observation of role play on effective communication 72 Take notes from a pre-scripted telephone conversation to demonstrate your ability to record 3 action points Take notes from a role-played meeting, clearly showing the action points required and the key decision points in the meeting Describe what the word ‘peer’ means. Describe what the terms ‘peer pressure’, bullying and abuse mean. Explain what you could do if you are being pressured to do something you don’t want to do or that you think is wrong. List 3 causes of stress. List 5 possible reactions to stress. Describe what can happen if you allow stress to build up Enhanced Skills: Category: Soft skills revisit Direct: Understanding of education methodologies and specifically the co-operative paradigm Indirect: Group working, Social communication Glossary: Peer: Your peers are people around your age, who you might go to school or college with, or hang out with. Peer Pressure: social pressure on somebody to adopt a type of behaviour, dress, or attitude in order to be accepted as part of a group. Bullying: When someone deliberately threatens, frightens abuses or hurts another person. Abuse: is a pattern of behaviour in which physical violence and/or emotional pressure is used to gain or maintain power or control in a relationship. Consequences: Something that logically or naturally follows as a result of an action or condition. Stress: something physical, mental, or emotional that causes bodily or mental tension. Symptoms: something you experience and notice physically or mentally as a result of an illness or mental state. 73 7.2 Introduction to games’ co-design methodology (Unit 7.2) 7.2.1 Summary of planning Unit 7 Participatory digital (educational) games’ design 7.2 Introduction to games’ co-design methodology Indicative Activity (hours) Indicative student activity (hours) Learning Objectives Indicative tutor activity (hours) 1. To foster a sense of community 1 × 3 hour session by allowing participants to introduce themselves. Lesson planning 2. To create the profile of participants, by exchanging experiences and preferences of gaming. Collect material and resource development /preparation for 1 session 3. To share roles and responsibilities in the team. 4 hours 4. To understand the objectives of participatory design and how these objectives are expected to be met. 5. To see examples of digital (educational) games/ products developed by others. Sub total Recap of learning Review of objectives, roles, material. 3 hours 4 hours 1 session × 1 hour 1:1 support with students where appropriate 1 hour Assessment of skills taught N/A N/A N/A Sub total 1 hours 1 hours Total workload 4 hours 5 hours 7.2.2 Description and Analysis Summary: This first course is focused on introducing the process and its objectives, also giving some examples of digital (educational) games and therefore building proper expectations by the group. The course is not related to any assessment requirements. 74 Aims: This module will help students understand the objectives and setup the environment for the participatory design process. Learning Objectives: To foster a sense of community by allowing participants to introduce themselves. To create the profile of participants, by exchanging experiences and preferences of gaming within the participant group. Note that it is not necessary to be a ‘gamer’ to participate in such activities. It is important that participants see the value of games in delivering an educational message or improving skills etc.) To share roles and responsibilities in the team. To see examples of digital (educational) games/products developed by others (e.g. small flash-based mini games, ‘coffee break’ games), so as to discuss and establish expectations (based on availability of time, resources, etc.). To understand the objectives of the participatory design and how these objectives are expected to be met. Learning Activities: Perform introductions and informal discussion on participants’ experiences and interests with games. Explain the co-design process and highlight the objectives of the project. Present examples of digital (educational) games and discuss them with the group. Content recommendation: Notes: Co-design represents an ethnographic approach to working which requires both students and educators to actively participate with the products being discussed. An initial process of co-operative enquiry should allow participants to explore new design ideas by interacting with new products and recording ideas via pen-and paper drawings. A subsequent process of participatory design should allow participants to build upon these ideas via formal discussions within the team. Finally, a presentation of work should allow participants an opportunity to reflect on the activities. Tutors can also use this activity to feedback on their approach. A useful way to approach such activities is to view students (who represent actual endusers) as ‘design informants’ and emphasise that they are in control of the design but must share responsibility for the final product. Students should assign roles and responsibilities as part of this task. Tutors can oversee this process if required. Projects of this nature reply on input from samples of students who are viewed as ‘participants’. However, the multidisciplinary nature of these projects means that input may be gathered from a variety of participants including teachers, classroom assistants, design consultants, managers and technicians. Careful consideration should be placed during preparatory activities on the availability of colleagues both as part of this module and to assist with the delivery of future modules. The following content serves as a template good practice. The activities introduced encourage interactions and communication between participants (considered co-designers) and tutors 75 (functioning as facilitators to the design process). This template should be modified as appropriate by facilitators to maximise the potential output from this module based on available time, resources and the identified characteristics and expectations of the participant group. Activity 1 (~15 minutes) Aim: To foster a sense of community by allowing participants to introduce themselves. Introduce the project aim and the function of participants towards meeting that aim. Define the scope of the project using examples of parallel products (such as small, Flash-based mini games) which may be located from within the Code RED website at http://www.codered-project.eu. Establish expectations associated with development time and resources. Establish experiences and preferences of gaming within the participant group. Take notes during the activity. Break (~15 minutes) Activity 2 (~30 minutes) Aim: To create the profile of participants, by exchanging experiences and preferences of gaming within the participants’ group Note that it is not necessary to be considered a ‘gamer’ in this scenario, as it is more important for participants to see the value of games or interactive media in delivering an educational message, or improving a skill. Ask participants to locate and share information regarding their favourite games. This may be via access to the internet to locate the product, information about the product (via an online digital vendor such as the Microsoft Xbox store, PlayStation Entertainment Network or Steam) or media associated with the product such as fan-made websites, strategy guides or blogs. Explain to participants the importance of clear and concise communication of their interest in the game. Encourage participants to demonstrate any gameplay associated with the product for the benefit of their peer group and any attendees unfamiliar with that particular product. YouTube may prove a useful source of video footage of gameplay or product reviews. Facilitators can also use physical games and icebreakers in order to explain the importance of simple game design. Participants should attempt to experiment and temper with the rules and mechanics of each example product. Games such as JENGA, Connect-4 can be used to create adhoc mini games where informants are required to clearly and concisely identify the rules of such a game and communicate with their peers. Further, ideas such as strategy can be discussed here to highlight the difference between game objective (the goal) and player objective (the strategy to meet that goal). Take notes during the activity. Participants should also be encouraged to record notes in their project journal which may take the form of a personal note book or a shared electronic resource such as a blog or wiki. These notes should be consulted during activities and can be collected at the end of the module by tutors to review progress as preparation for subsequent modules and tasks. Break (~ 15 minutes) 76 Activity 3 (~15 minutes) Aim: To share roles and responsibilities in the team. Use notes assembled as part of Activities 1 and 2 to facilitate group discussion. Ask participants to consider their own aims and objectives for participating with the project. Encourage participants to set their own goals and to record these for review at the end of the project. Goals may include knowledge of educational games and games design processes or soft skills such as team work, communication and speaking in public. Encourage participants to share these ideas and to identify others in the group who have similar interests and goals. Define the role of the tutor and identify opportunities for their participation. Each tutor should introduce themselves as a facilitator to the design project who will work with participants when prompted to discuss and capture design ideas. There is no requirement for the tutor to formally reflect on their experience within workshops. Remind participants that this role will become more important during later modules associated with the project. Use the results of the previous activity to identify participants who may offer the tutor support in this role. Often, these participants will demonstrate experience and/or enthusiasm around the use of games in education. These participants can be viewed as ‘peer mentors’ and so support with organising large groups can be sought from asking these participants to lead discussions. Break (~15 minutes) Activity 4 (~30 minutes) Aim: To see examples of digital (educational) games/products developed by others. Participants may begin with an enquiry process of deconstructing the rules and objectives of example products identified by their tutors. Participants should discuss and answer the following questions for each product: - What is the game trying to teach? Who is the target audience? Where do you think this game would be used? Would you make any improvements to the game and why? A list of example products can be found within the ‘resources’ section of this module. Activity 5 (~30 minutes) Aim: To understand the objectives of the participatory design and how these objectives are expected to be met. The focus of this activity is communication. The objective of the activity is to devise a comprehensive set of game rules that could be easily communicated to other sub-groups allowing them to immediately understand and play the game. 77 Participants should then work in these small groups to construct new ideas using low-tech prototyping tools such as pen-and-paper drawings or pre-existing building materials (e.g. LEGOTM models). A pack of playing cards will also suffice here as the activity should focus on the communication of an idea and not the complexity of the prototyping tool. Divide participants into small groups based upon the results and observations made in Activity 3. Assign facilitators to individual groups (subject to availability) so that ideas may be discussed and questioned. This should emphasise to participants the importance of clear communication and the provision of detailed directives as part of their game ideas. Instruct each sub-group to discuss and create a quick game idea. Using the following questions as a guide: - What is your game called? How many people can play your game? How do players start the game? How does a player win the game? Are there any obstacles / enemies that a player must avoid? Are there any special items / areas that will help a player to win the game? Why should people play your game? Facilitators should be accommodating of all ideas and non-judgemental, as far as possible here, to encourage communication and collaboration. These discussions should aim to create a dialogue between informants, facilitators and investigators, to be recorded and combined with facilitator notes to create a record of decisions and contributions. Break and session summary (~15 minutes) Teaching Strategies: Several teaching strategies can be used to assist with the delivery of this module: Group discussion: Idea is to get participants to communicate their ideas verbally (via explaining to somebody else), textually (via written notes) and visually (via paper sketches). Allow participants to critique the designs of others. Be aware that some students will be passionate about their designs and so careful facilitation is required here to inspire discussion and reflection on ideas. Collect all worksheets to assist in reviewing output and participant progress. Presentation Ask group to review ideas and to consider their individual role within the activity. Learners can prepare a short presentation as a summary of their ideas and deliver this to their tutor, visiting staff, or project stakeholders who have an interest in the results. This process allows students to analyse and approve any formal documentation of ideas before the event. The presentation can also to expand upon any ambiguous ideas, definitions or decisions made by the group by asking presenters to consider and explain any interesting ideas to an audience unfamiliar with games or the project. Previous knowledge: N/A. Resources: Projector and/or other presentation equipment. Table and chairs for the group. 78 Digital (educational) games as examples. These can be located at several sources included (but not limited to) the following locations: BBC Bite Size - games from the BBC bite size website http://www.bbc.co.uk/schools/gcsebitesize/games/ ICT Games - provides educational ICT activities linked to the English National Curriculum http://www.ictgames.com/literacy.html Grid 2 Sensory Software - software and games for people with special educational needs http://www.sensorysoftware.com/ ISRG - games and assistive technology for people with disabilities http://software.isrg.org.uk/ RISE – serious games developed to assist EU migrant workers and refugees http://rise-project.eu/resources/games/ Assessment criteria: There are no assessment criteria for this module. Enhanced Skills: Category: Key competencies – Hard skills Direct: Digital games understanding Participants should be able to identify examples of games (both commercial and educational) and should be able to demonstrate knowledge of the differences between the two. Indirect: Group working: Participants should be able to demonstrate an ability to function as part of a group and, in particular, to identify a role within that group and to understand the roles of their peers. Social communication: Participants should be able to collect and present their ideas verbally and to defend their ideas when asked to describe, explain or to justify their ideas/ selections. Glossary: Game: An activity (often competitive) that the player engages in, often for amusement or distraction. Digital game: An activity conducted within a virtual space with emphasis on the use of fantasy contexts, complex narratives, player avatars and artificial players/ competitors. 79 Educational (serious) game: Games and similar interactive material used for serious purposes such as learning, persuasion (advertising and opinion-changing) and education in its broadest sense (social inclusion). Participatory design (co-design): The process of actively involving end-users or stakeholders in a process of design to create products which are more inclusive or customer sensitive in nature and their features. 80 Phase B - Support the tutor in executing the games’ co-design methodology 7.3 Game Design Foundations (Unit 7.3) 7.3.1 Summary of planning Unit 7 Participatory digital (educational) games’ design 7.3 Game Design Foundations Indicative Activity (hours) Indicative student activity (hours) Learning Objectives To master the foundation and art of game design. To practice storytelling techniques and how to make the game more interesting, take into consideration users’ experience and practice iterative design 3 × 2 hour sessions Indicative tutor activity (hours) Lesson planning 3X1 hour Resource development 2 hours Sub total Recap of learning Assessment of skills taught Reinforcement of learning objectives Preparation for and conducting assessment 6 hours 5 hours Student recap skills taught in sessions 1 × 1 hr 1 × 1 support with students where appropriate 1 hour 1 hour Practical assessment with resources used 1 × 1 hour assessment against criteria Sub total 2 hours 1 hours Total workload 8 hours 6 hours 7.3.2 Description and Analysis Summary: Using the teaching strategies outlined students should be able to decompose working prototypes of physical, digital and/or hybrid games into their components and analyse the reason of selections made during the game design. Aims: This course will help students obtain a good idea of the details and meaning of game design art and enable them to use specific tools and methodologies to increase their skills of quality games’ design. Students will discuss system design and game design, formal elements of games and the qualities that can make games an art or an educational tool. Learning Objectives: 81 To discuss ideas such as Mechanics, Dynamics and Complexity. o Rules for setup. How does the game begin? o Rules for progression of play. Once the game begins, what can the players do, and what happens when they do things? o Rules for resolution. What, if anything, causes the game to end? If the game has an outcome (such as winning or losing), how is that outcome determined? To highlight the difference between game objective (the goal) and player objective (the strategy to meet that goal). To discuss about storytelling, emotions and what makes a game good or bad. To understand the importance of playtesting, discuss techniques and empower students towards their iterative design skills. Learning Activities: To discuss and understand guidelines for game design and game design mechanics. To learn the story-telling approach and how to make the game more interesting To learn iterative design methods To empower their critical thinking towards co-operative systems design Content recommendation: Each session, begins by introducing students to games that serve as reference material for the course of the project. In the case of the interactive text designs, students play through one or more games to help them understand the format of the game and the way the audience interacts with the story. Digital games, physical games, location based games, board and card design games can be explored and analysed as examples. After exploring the games used as examples, participants are assigned to groups and begin brainstorming ideas. They work together to come up with the nugget of a game and begin to flesh out some of the elements needed to bring it to life. Facilitator offers suggestions and participants return to their groups and develop their games based on their initial ideas and the feedback they received. Participants will learn about mechanics, rule based systems and simulations that facilitate and encourage a user to explore and learn the properties of their possibility space through the use of feedback mechanisms. Participants can also discuss and explore different narrative structures such as Joseph Campbell's monomyth or the hero's journey; a basic pattern that its proponents argue is found in many narratives from around the world and can be explained here: Gamasutra Article: http://www.gamasutra.com/view/feature/131527/using_the_heros_journey_in_games.php?p rint=1 The game designer’s journey: http://dukenukem.typepad.com/game_matters/2005/05/into_the_woodsn.html Facilitator can also use the Parsley Game System: The Parsley Game System is an interactive fiction model based on the old computer text adventures. One person acts as the facilitator and runs the game for the rest of the group. The game is a story that gets played through and the players take turns giving commands to the facilitator, attempting to move the story forward by solving problems or triggering plot devices. The game itself is a map with all of the rooms or places in the story. The text for each area describes what the players see when they enter it and any items or people that may be there, and provides notes for the facilitator that describe what 82 happens when players interact in the environment. A free sample game can be downloaded at http://ow.ly/bCR9J. Game Seeds: an alternative way to understand game design elements and create characters and games Facilitators can also use predesigned useful design playdecks for sparking creativity and innovation. There are more than 20 different tools, ranging from general design process principles to cards on game dynamics, facilitation methods, and long-range futures thinking such as Game Seeds. Game Seeds are cards designed to play with, combine, hack and get inspired by to bring new characters and game ideas to life. The goal of the game is to embed the gameplay and the future players actions in the behaviour of the designed characters. Throughout the phases of the game you design a hero, a sidekick and finally a game! . For the purpose of this workshop we present the following free of charge cards: Values at Play: Grow-a-Game Cards keywords: game design, human values “The Values at Play (VAP) methodology for incorporating values in the context of system design is characterized by three analytically distinct activities: Discovery, Translation, and Verification. These are pursued in tandem, the results of each iteratively affecting successive versions of the system.“ 83 (free download) The Art of Game Design: A Book of Lenses keywords: principles, psychology, game design “This convenient deck contains 100 unique “lens cards” each featuring key questions that will make your game great, and a magnificent color illustration to help you remember each principle. The lenses span every aspect of game design – story, game mechanics, technology, aesthetics, psychology, creativity, teamwork, playtesting, and even business issues.” (sample lenses) SCVNGR Game Dynamics Playdeck keywords: game design, game mechanics “SCVNGR, which makes a mobile game withreal-world challenges, has a playdeck. It is a deck of cards listing nearly 50 different game mechanics that can be mixed and matched to create the foundation for different types of games.” (full list) Strategy Card Deck for Changing User Behavior keywords: strategy, behavioral economics, decision making, brainstorming, ideation 84 “This deck of cards provide 21 strategies to change user behavior. This tool will help you or your team brainstorm and design solutions during idea generation. This card deck works best as a synthesis tool if you have at least a basic understanding of user needs and motivations.” (free download) Activities: Activity 1 (~30 minutes) Aim: to review previous knowledge and make sure participants have the grasp of basic terms Facilitator uses well known games in order to analyse their content and mechanics. More precicely, by making questions or by asking participants to discuss in small groups and present their results in the team, the facilitator will try to make sure that everyone understands the ideas discussed in previous sessions such as : Mechanics, Dynamics and Complexity. Rules for setup: How can a game begin, Rules for progression of play. Once the game begins, what can the players do, and what happens when they do things? Rules for resolution. What, if anything, causes the game to end? If the game has an outcome (such as winning or losing), how is that outcome determined? The importance of story structure (if any) The importance of playtesting 10 minutes break Activity 2 (~60 minutes) Aim: To discuss how games make us feel and what makes a game good 85 Facilitator uses physical or digital games as examples in order to discuss about how games make us feel. Facilitator makes sure to discuss that games can be fun to design and develop but we should always have the final player into consideration! Participants can work in different teams once more, asking each team to chose a game and analyse the feelings they provoke and the ways they do it. Facilitator can also introduce educational games and serious games and discuss how games are not only about recreation but they might also contain important meanings or provoke different feelings and/or learning. In the end of the session facilitator can introduce the proposed values at play game design cards, in order to help designers reflect on their conscious and unconscious decisions about game rules, mechanics, and narratives reflect social values—that is, concepts such as fairness, gender equity, honesty, privacy, and any other number of values that you can imagine as being important in a society and culture. In groups with intellectual disabilities or serious learning difficulties, the facilitator can create cards depicting feelings and request from participants to think of games that make them feel this way and to think of games that can introduce feelings and situations to the player. Moreover facilitator can ask from participants to create their own cards in order to use them in the next game design session. 10 minutes short break Activity 3 (~60 minutes) Aim: to design a “meaningful” game The facilitator can ask participants to form small teams of 3-5 people and use game design cards or another brainstorming tool in order to create a game that will include the following: specific narrative (facilitators can propose different types of examples (e.g. the Hero’s Journey or any other type) to form a narrative) specific users (participants should chose who their final players are, age, number, possible requirements etc) specific feelings (game players should be taken into consideration and heroes should be tagged with specific feelings) a serious side (educational, serious issues, feelings, propaganda etc) a playtesting session (a draft of the game should be playtested by other team members) The participants present their ideas in the classroom and the facilitator along with the other participants discusses feelings, applications and possible issues. Facilitators should make a final focus on the importance of taking your users into consideration when design a game, on playtesting the game many times and finally on tackling serious issues into the narrative. Teaching Strategies: Discussion Presentation of game design qualities Allow students to discuss their issues and consideration regarding their projects and allow meaningful discussion. Play physical, digital or hybrid games and analyse them Play game design card games 86 Ask students to present quality examples of commercial games, mobile games, street games and serious games, e.g. from www.software.isrg.or.uk Use examples to make students understand the meaning of games’ components through experiments and not only in theory. Discuss what makes a game good or bad. Discuss the importance of narrative, characters and emotions Discuss the idea of tackling serious issues as plot elements in the narrative Discuss the importance of playtesting in digital, physical and hybrid game systems Previous knowledge: - Unit 9.1a, 9.1b Resources: Parsley Game System: http://ow.ly/bCR9J. Values at Play: Grow-a-Game Cards Strategy Card Deck for Changing User Behavior SCVNGR Game Dynamics Playdeck The Art of Game Design: A Book of Lenses Game Seeds: www.gameseeds.net (not free) Hero’s Journey: Joseph Campbell's monomyth, or the hero's journey, is a basic pattern that its proponents argue is found in many narratives from around the world. This widely distributed pattern was described by Campbell in The Hero with a Thousand Faces (1949). Gamasutra Article: http://www.gamasutra.com/view/feature/131527/using_the_heros_journey_in_games.php?p rint=1 The game designer’s journey: http://dukenukem.typepad.com/game_matters/2005/05/into_the_woodsn.html Assessment criteria: Students should be able to brainstorm and create prototypes of meaningful playful activities and/or games Students will be able to have a basic understanding of the importance of narrative, meaning and user requirements Enhanced Skills: Category: Key competencies – Hard skills Direct: Understanding components of physical and digital games and be able to discuss about them and about what makes a game good. Understand the importance of games as media in popular culture and values. Understand the importance of user centric game design, playtesting and serious games. Indirect: Analytical thinking, Group working, Social communication Glossary: Serious Games: A serious game or applied game is a game designed for a primary purpose other than pure entertainment. Game scan be educational, or might tackle social issues and many games have been designed by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics 87 Hero’s Journey: Joseph Campbell's monomyth, or the hero's journey, is a basic pattern that its proponents argue is found in many narratives from around the world. This widely distributed pattern was described by Campbell in The Hero with a Thousand Faces (1949). User-centered Design in Games: a game design approach in which players are taken into consideration and are involved in game design and development 88 7.4 Experimentation (Unit 7.4) 7.4.1 Summary of planning Unit 7 Participatory digital (educational) games’ design 7.4 Experimentation Indicative Activity (hours) Indicative student activity (hours) Learning Objectives 1. To learn how to deconstruct the rules of example games/product(s). 1 × 3 hour session Indicative tutor activity (hours) Lesson planning Resources gathering and preparation 2. To discuss ideas such as strategy, to highlight the difference between game objective (the goal) and player objective (the strategy to meet that goal). 3 hours 3. To become familiar with different game-playing environments and types of games. Sub total Recap of learning 3 hours Reinforcement of learning Student recap skills objectives through repeating the taught in sessions 1 × 1 process of deconstructing rules of hr a game several times. 3 hours 1:1 support with students where appropriate 1 hour Assessment of skills taught Practical assessment of understanding of game design constructs. Analysis of specific game/games Practical assessment with resources used 1 hour assessment against criteria Tutor preparation of assessments using some teaching strategies identified 2 hours Sub total 2 hours 3 hours Total workload 5 hours 6 hours 7.4.2 Description and Analysis Summary: 89 Using the teaching strategies outlined below, students should be able to decompose small digital games into their components and analyse the reason of selections made during the game design. Aims: This course will help students become familiar with the components of a digital game and be able to decompose a ready product to its design components. Learning Objectives: To learn how to deconstruct the rules of example games/product(s) To discuss ideas such as strategy, to highlight the difference between game objective (the goal) and player objective (the strategy to meet that goal) To become familiar with different game-playing environments and types of games Learning Activities: Share with students the “Design Descriptor Template” (Title, Game summary, Player objective, Game theme, Game structure, Distinctive features, Game characters/environment, Feedback (rewards/score), Control mechanisms, Screenshots) Discuss with students each one of the components and give examples from the already reviewed games. Possibly show more examples of games (see resources repeated in this unit). Then take some good examples of games and start decomposing them together with students. Ask them to identify the components, that is, the Title, the objectives, the controls, etc. Content recommendation: Notes: The focus in this sub-unit is on experimenting with existing games and trying to analyse their contents. Alternatively, typical ‘board’ games or similar may be used to create foster discourse and co-operation amongst informants early in the process. Games such as JENGA, Connect-4 can be used to create ad-hoc mini games where informants are required to clearly and concisely identify the rules of such a game and communicate with their peers. Further, ideas such as strategy can be discussed here to highlight the difference between game objective (the goal) and player objective (the strategy to meet that goal). Students will need to take notes and participate in the discussion Activity 1 (~15 minutes) Aim: To share with students and briefly explain the “Design Descriptor Template”. The course focuses on further experimenting with games. All participants should be given a copy of the Design Descriptor Template (see Resources), to be able to refer to it and follow the discussions in class. This template decomposes a game into eight components, as follows: Title, Summary, Goal, Structure, Interesting features, Characters/Environments, Feedback, Controls. 90 The tutor (in cooperation with other facilitators if available) then explains each one of the components separately, referring to examples of games reviewed in previous sessions. Activity 2 (~30 minutes) Aim: Discuss with students each one of the components of game descriptor template and give examples from the already reviewed games. The tutor and/or the facilitators will go through the components of the game descriptor template and analyse them one by one, with reference to already reviewed games during the introduction sessions. Indicative explanations: Title: Each game has a name, or otherwise called, a title. People will use this name to refer to the game. The title is recommended to be catchy and meaningful, so as to provide an indication of the game content on one hand, and on the other hand be attractive make people curious of playing. Summary: This is a brief description of what the game is and its objectives. In the case of educational games, this section should also explain what the player is expected to learn by playing the game. Goal: Every game has some goal. This is different from the objective of the game, which can be to teach something to the player or introduce some new concepts. The goal here is the goal of the player within the game environment, that is, what the player is trying to achieve. Structure: Each game has its own internal structure which defines how the player should play the game. This can be a description of the different scenes of the game where players move according to some met criteria, interactions with actors in the game, answering questions, fighting, etc. Interesting features: Each game should have some features that are attractive to the player and will generate curiosity to first try it and also to continue playing. These can be interesting characters, interesting objectives, a catchy name and easy playing without thinking, interesting stories, etc. Characters/Environments: The games usually tell a story and interactions happen within one or more scenes (environments) and with several different types of living or other actors. The player will probably need to meet these actors and interact with them and move through the virtual world of the game Feedbacks: Each game has one or more ways to talk to the player, and this can be simple text or visual content on a screen, audio, other physical actuating components that allow more realistic interaction with the world, etc. Controls: Games also provide means to the players to interact with the actors and the environment within the game. This might be a simple button using which the player answers questions, it might be a tab-screen, or even audio instructions and other more complex interaction features. Break (~ 15 minutes) Activity 3 (~100 minutes) Aim: Iteratively decompose and analyse some good examples of games together with students, trying to use different types of games and different game-playing environments. 91 This activity is expected to further attract the interest of students, since people will actually taking part in the discussion and trying to identify specific parts within the games while playing. Before the commencement of this activity, it is important to collect several already existing games and of several different types. Games should cover different game-playing environments, e.g: Internet Browser-enabled (e.g. flash games), pure desktop games (with executables), mobile devices’ games (tablet, smart-phone, Android, iOS, etc) and location-based mobile games. In addition, games should cover different content-types of games, e.g.: quiz games, adventure games, strategy games, simple interaction games, etc. The games to be used for experimentation should not be necessarily educational, however, educational games require also the identification and analysis of the educational objectives which might be more beneficial. A list of potential resources for games: - From the Code RED project (http://www.codered-project.eu) that addressed employability skills of disengaged from education: Il Fantasma Solidario The H-Angry Donkey The Purple Ball - From the ViPi project (http://www.vipi-project.eu/download/) that addressed basic ICT education and employability of students with disabilities. Escapology Rob the Mob The Yes/No Quiz Game The True/False Quiz Game Fly Swat StaySafe Memobile (for Android) - From the Game on Extra Time project (http://goet-project.eu/downloads/games/) which addressed creation of employability skills for people with mild learning disabilities: Cheese Factory My Appearance Virtual Supermarket Memobile True/false & conveyor belt quiz o Personal Hygiene o Getting and Keeping a Job o Stress at Work (English/BSL only) o Anger Management (English/BSL only)/) Starting Work 92 - From BBC Bite Size - games from the BBC bite size website (http://www.bbc.co.uk/schools/gcsebitesize/games/) - From ICT Games - provides educational ICT activities linked to the English National Curriculum (http://www.ictgames.com/literacy.html) - From Grid 2 Sensory Software - software and games for people with special educational needs (http://www.sensorysoftware.com/) - From other ISRG projects at http://software.isrg.org.uk/, that deal with assistive technology for people with disabilities RISE – serious games developed to assist EU migrant workers and refugees (http://riseproject.eu/resources/games/) The participants will go through an iterative process, taking example games one by one and deconstructing their rules/components. An example of the analysis is given below for the game “The h-Angry Donkey!”, developed within the Code RED project by a group of students (with the support of their facilitators) in Cyprus. Important Notes: The game is provided under the EUPL Open Source Software License Download link: http://www.eurocyinnovations.com/project/the-h-angry-donkey-digitaleducational-game-prototype Title: The H-Angry Donkey Summary: Learn the location of the key cultural monuments of Cyprus Learn the location of the key beaches of Cyprus Goal: Feed the hungry donkey or it will be angry Correctly associate each monument/beach with the six pre-defined districts of Cyprus in order to move the donkey closer to its haystack Interesting features: The game is targeting young students and tourists Attempts to trigger their interest in visiting the monuments/beaches of Cyprus Attractive game with funny music and hilarious donkey voices Characters/Environment: 93 The main character is the donkey and the player tries to feed it The whole game takes place within a map of Cyprus with clear indication of the six districts Through the game, the donkey moves towards or away from a hay stack. Structure: Select if you want to play with monuments or beaches The donkey initially is away from its haystack The player associates each monument/beach by dragging and dropping it over one of the island’s districts If the monument/beach is correctly associated with its location, the donkey moves closer to its haystack If the monument/beach is wrongly associated, the donkey moves further away from its haystack If the donkey reaches its haystack, the game is won and the donkey is sounding happy If the donkey falls off the edge of his path, the game is lost and the donkey is now angry and asks you to play again in order to feed him successfully If there are now more monuments/beaches available, the game ends and the donkey encourages you to try again Feedback: Initially the game asks the player to choose a category (monuments/beaches). In second scene, the game prompts the player to click to bring an item forward and then drag it and drop it on the correct district’s sign. Correct, mapping causes the item to disappear and the donkey to move forward. Wrong mapping causes the item to stay there for retrying, while the donkey moves backwards. Then, in the last scene, the game shows two different messages depending on success or failure of feeding the donkey. Controls: Initially, clicking on the plate of the selected category. Then, clicking on the button that brings a new item in the scene and dragging-it with the mouse to drop it on a district. That’s it, repetitive process until player either wins or loses. Break and session summary (~20 minutes) Teaching Strategies: Teaching Strategies Discussion Give examples of games, e.g. from www.software.isrg.or.uk Use the examples to make students understand the meaning of games’ components through experiments and not only in theory Previous knowledge: - Units 9.1a, 9.1b, 9.1c Resources: The “Games Design Descriptor Template”, either in printed or online form, where the components of a game are presented and summary explanations are given 94 Example games, e.g. from www.software.isrg.or.uk, or other sources identified by the trainer. Alternatively, typical ‘board’ games or similar may be used to foster discourse and co-operation amongst students early in the process. Games such as JENGA, Connect-4 can be used to create ad-hoc mini games where informants are required to clearly and concisely identify the rules of such a game and communicate with their peers. Flip chart (optional) Pens (optional) Hand-outs (optional) PCs and/or other hardware devices such as tablet or smart-phones Internet access for online testing and experimentation with games. Assessment criteria: Student to be able to list the components of a game Student to be able to explain each component briefly Student to be able to identify the components and discuss them in a finished product/game. Student to be able to identify issues with games when not meeting the design objectives. Enhanced Skills: Category: Key competencies – Hard skills Direct: Understanding components of digital games and be able to discuss about them Indirect: Analytical thinking, Group working, Social communication Glossary: Game components: The parts that comprise a game, as detailed in the game descriptor template. Smart phones, Tablets: Digital devices that usually have a touch-screen and can be used as telephones as well (in the case of smart phones) and also to download and execute applications from online stores. Their size varies from 3-4 to around 10 inches. Android, iOS: Two widely adopted operating systems (software) in smart-phones and tablet devices. The first one has been developed and is being maintained by Google and the second by Apple. There are other operating systems as well, e.g. the Windows Phone. EUPL: European Union Public License. The terms and conditions under which some software vendors choose to offer rights to third-parties to use and distribute their intellectual property. There are many different types of such licenses, however, this one had been developed and adopted by European Commission through funded programmes. It comprises a useful license for granting rights under the open source software concept. 95 7.5 Idea creation (Unit 7.5) 7.5.1 Summary of planning Unit 7 Participatory digital (educational) games’ design 7.5 Idea creation Indicative Activity (hours) Indicative student activity (hours) Learning Objectives 1. To agree upon a game concept which can be expanded upon during next phases of the process. 2 × 3 hour sessions Indicative tutor activity (hours) Lesson planning Resources development and preparation 2. To construct new game ideas using low-tech prototyping tools (e.g. LEGO models, a pack of playing cards, paper or other digital means of taking notes, coloured pens, etc.). Depending on overall number of participants, divide participants into small groups (ideally each consisting of informants and facilitators) so that ideas can be compared at the end of the session. This will emphasise the importance of communication and detail to participants. 2 hours 3. To devise a comprehensive set of game rules that could be easily communicated to other subgroups allowing them to immediately understand and play the game. Sub total Recap of learning Reinforcement of learning objectives 6 hours 2 hours Student recap skills taught in sessions 1 × 1 hr 1:1 support with students where appropriate 1 hour Tutor preparation of assessments using 96 Assessment of skills taught Preparation for and conducting assessment Practical assessment with resources used some teaching strategies identified 1 hour assessment against criteria 2 hours Sub total 2 hours 3 hours Total workload 8 hours 5 hours 7.5.2 Description and Analysis Summary: Using the teaching strategies outlined below, students should be able to create their own games’ ideas and discuss them in the group, present them and give feedback to ideas of others. Aims: This course will help students come up with their own games’ ideas, start creating the components of the ideas and building their own game concepts. Learning Objectives: To agree upon a game concept, which can be expanded during the next phases of the process To construct new game ideas using low-tech prototyping tools (e.g. LEGO models, a pack of playing cards, paper or other digital means of taking notes, coloured pens, etc.). Depending on overall number of participants, divide participants into small groups (ideally each consisting of informants and facilitators) so that ideas can be compared at the end of the session. This will emphasise the importance of communication and detail to participants. To devise a comprehensive set of game rules that could be easily communicated to other sub-groups allowing them to immediately understand and play the game. Learning Activities: Share with students several assets that will help them think and create their ideas for games (e.g. LEGO, game cards, pens, sheets, etc). Support students, either in one large group or in more small groups, to think of their own ideas, by helping them decide the overall concept of the games. Discuss with students their ideas and help them create the game components properly. Content recommendation: Especially at the very beginning, participants could be shy or not able to express their ideas freely. They could also feel to not have ideas to express, as well. To start and break through blocks a suggested exercise could be the Nominal Group Technique which combine idea creation and anonymous proposals. It also helps in discussing items to obtain clarifications, avoiding any judgement. Otherwise, if the group is quite “warm” and everybody feels comfortable to express his/her ideas, a Brainstorming exercise is a good way to start collecting ideas. Free ideas are solicited and collected by the conductor on a wall paper large enough to contain all proposals. These exercises can last about 15-20 minutes each, including an initial brief explanation of the objectives and the essential rules. 97 Further tools to create ideas are listed in creating-minds website, (http://creatingminds.org/tools/tools_ideation.htm) and include also devoted tools for specific targets or situation. Tools for creating ideas Here are tools for creating ideas, either individually or with other people. Absence Thinking: Think about what is not there. Art streaming: Keep creating until you get through the blocks. Assumption Busting: Surfacing and challenging unconscious assumptions. Attribute Listing: Listing attributes of objects and then challenging them. Brainstorming: The classic creative method for groups. Braindrawing: Good for reticent groups. Brainmapping: Combining brainwriting and mind-mapping. Brainwriting: Group doodling for non-verbal stimulation. Breakdown: Careful decomposition to explore the whole system. Challenge: Challenge any part of the problem. Crawford Slip Method: Getting ideas from a large audience. A Day In The Life Of...: Building creative tension from contextualized situations. Delphi Method: Explore ideas or gain consensus with remote group. Doodling: Let your subconscious do the drawing. Essence: Looking elsewhere whilst retaining essential qualities. Forced Conflict: Using conflict to stimulate the subconscious. Guided Imagery: Letting your subconscious give you a message. How-How Diagram: Break down problem by asking 'how'. How to: Frame statements as 'How to' to trigger focused thinking. Incubation: Letting the subconscious do the work. The Kipling method (5W1H): Ask simple questions for great answers. Lateral thinking: Thinking sideways to create new ideas. Lotus Blossom: Unfold the flower of extended ideas. Chunking: Go up and then down elsewhere. Mind-mapping: Hierarchical breakdown and exploration. Modeling: For the artist in everyone. Morphological Analysis: Forcing combinations of attribute values. Nominal Group Technique: Getting ideas with minimal personal interaction. Pause: Think more deeply for a minute. Post-Up: Brainstorming with Post-It Notes. Provocation: Shake up the session by going off-piste. PSI: Problem + Stimulus = Idea! Random Words: Using a random word as a stimulus. Rightbraining: Combine incomplete doodles around the problem. Role-play: Become other people. Let them solve the problem. Remembrance: Remembering solutions not yet discovered. Reversal: Looking at the problem backwards. Reverse Brainstorming: Seek first to prevent your problem from happening. Rubber-ducking: Get someone else to listen to your talk. SCAMPER: Using action verbs as stimuli. Six Thinking Hats: Think comfortably in different ways about the problem. Storyboarding: Creating a visual story to explore or explain. Take a break: When creativity is fading. 98 Talk streaming: Just talk and talk and talk until you unblock. TRIZ Contradiction Analysis: Use methods already used in many patents. Unfolding: Gradually unfolding the real problem from the outside. Value Engineering: Deep analysis to understand and innovate in areas of key value. Visioning: Creating a motivating view of the future. Wishing: State ideas as wishes to expand thinking. Write streaming: Write and write and write until you unblock. Please consider the information contained in each devoted link, looking at Braindrawing Link: When to use it Use it when you have a group of people who prefer non-verbal methods of creativity. Use it as a break from verbal creative methods (a different approach often helps). Use it when you have space to pin up a number of flipchart pages on the wall (and space for people to walk about in front of them). Quick Logical Individual X X X Long Psychological Group How to use it Prepare Pin or tape up a number of flipchart pages around the room. About three to seven is usually adequate. Have enough flipchart pens so everyone can write on these. A mixture of colors is good. Tell everyone what you are going to do. Do the doodling Ask people to go to one flipchart at a time and start or extend the doodles there. Do an example yourself to show this. The idea is that people do not fill the paper, but simply add to what is there, so the result is a mixture of everyone's doodles. Stop the doodles when all flipcharts are reasonably full (but not overloaded) with doodling. This will not take long - only a few minutes normally. Use the results as stimuli Ask people what shapes they can see in the pictures, what it reminds them of and then how this can be brought back to create ideas to solve the problem at hand. Capture the ideas on another flipchart and process afterwards in the normal way. 99 Example I am looking for a job and ask some friends to come around and help me come up with some ideas. We use Braindrawing, and one of the pictures created is as below: Some of the ideas that it leads to are: Fish shape on left: 'Cast out the net to new seas' Square eyes in middle: 'Look on the internet' Curls on right: 'Ask the hairdresser (they talk to lots of people)' How it works Braindrawing works by providing non-verbal stimulus to the creative (and non-verbal) right brain. Having the doodle done by everyone ensures that it is completely random, with a number of different elements. Mixed colours adds to the stimulation. See also PSI, Modeling, Brainstorming ________ Once ideas are gathered, some sort of assessment is needed to select the idea which finally will be developed. First, a grouping of the ideas collected through the previous exercises can be obtained with some sorts of categorization, like Affinity Diagram which organizes ideas into natural relationships. The final step is to prioritize or ranking the grouped ideas to select the idea to be developed. Several techniques can be used to this extent: voting any single idea and then choose the idea showing the highest preferences; agreeing on the maximum number of ideas that each participant can express (one or more); confronting any idea with each other idea and so choose the winner following the majority rule (Multivoting). The process is revolving until one idea remains. 100 Brainstorming, Affinity Grouping, and Multivoting are tools for generating, categorizing, and choosing among ideas in a group of people. Using these techniques to generate, categorize, and choose among ideas has a number of benefits: It allows every member of the group to participate. It encourages many people to contribute, instead of just one or two people. It sparks creativity in group members as they listen to the ideas of others. It generates a substantial list of ideas, rather than just the few things that first come to mind; categorizes ideas creatively; and allows a group of people to choose among ideas or options thoughtfully Steps in Brainstorming Brainstorming is an idea-generation tool designed to produce a large number of ideas through the interaction of a group of people. 1. The session leader should clearly state the purpose of the brainstorming session. 2. Participants call out one idea at a time, either going around the round in turn, which structures participation from everyone, or at random, which may favor greater creativity. Another option is to begin the brainstorming session by going in turn and after a few rounds open it up to all to call out ideas as they occur. 3. Refrain from discussing, complimenting, or criticizing ideas as they are presented. Consider every idea to be a good one. The quantity of ideas is what matters; evaluation of the ideas and their relative merit comes later. This tool is designed to get as many ideas generated in a short period of time as possible. Discussing ideas may lead to premature judgment and slow down the process. 4. Record all ideas on a flipchart, or on self-adhesive notes (see Affinity Grouping), so that all group members can see them. 5. Build on and expand the ideas of other group members. Encourage creative thinking. 6. When generating ideas in turn, let participants pass if an idea does not come to mind quickly. 7. Keep going when the ideas slow down in order to create as long a list as possible and reach for less obvious ideas. 8. After all ideas are listed, clarify each one and eliminate exact duplicates. 9. Resist the temptation to “lump” or group ideas. Combining similar ideas can come later (see Affinity Grouping). Affinity Grouping is a brainstorming method in which participants organize their ideas and identify common themes. 1. Write ideas on individual cards or adhesive notes (see directions for Brainstorming). 2. Randomly place cards on a table or place notes on flip chart paper taped to the wall. 3. Without talking, each person looks for two cards or notes that seem to be related and places 101 these together, off to one side. Others can add additional cards or notes to a group as it forms or reform existing groups. Set aside any cards or notes that may become contentious. 4. Continue until all items have been grouped (or set aside). There should be fewer than 10 groupings. 5. Now discuss the groupings as a team. Generate short, descriptive sentences that describe each group and use these as title cards or notes. Avoid one- or two-word titles. 6. Items can be moved from one group to another if a consensus emerges during the discussion. 7. Consider additional brainstorming to capture new ideas using the group titles to stimulate thinking. Multivoting is a structured series of votes by a team, in order to narrow down a broad set of options to a few. 1. Generate a list of items (see directions for Brainstorming). 2. Combine similar items into groups that everyone agrees on (see directions for Affinity Grouping). 3. Number each item. 4. Each person silently chooses one-third of the items. 5. Tally votes. 6. Eliminate items with few votes. The table below will help you determine how to eliminate items: Group size (number of people) 4 to 5 6 to 10 10 to 15 15 or more Eliminate items with less than “x” votes 2 3 4 5 7. Repeat the Multivoting process with remaining items, if necessary. Once the idea to be developed is finally selected, its development takes place. The most important tool to game development is a Game descriptor format. It is a simple and intuitive scheme which allows everybody to understand which game's characteristics are to be developed and to be aware which part of the whole development task he or she is participating in. Depending on overall number of participants, participants can be divided into small groups (ideally each consisting of informants and facilitators) so that ideas can be compared at the end of the session. This will emphasise the importance of communication and detail to participants. The Game descriptor format serves as a guide for fulfilling all its sections. It is a formal document, implied in professional game development, too. It provides a description of the key game components and therefore is central to collect the information and ideas the group produces. It will be further developed and completed during the next 9.1f unit. The key game components are: Title of Game Euro-Connect … a fast track to acceptance 102 The reasoning behind the name is that it connects people from Europe and provides a method of acceptance and learning for the users. Game Overview The game to be created will be available to migrants entering the UK and have been living there for 6 months or over. It will aim at tackling difficult situations in which migrants and employers face. It will not only give the migrant a chance to have a practise interview with an employee but it will also give them information on discrimination against themselves. This game will be created within Adobe Flash. This will allow the game to be presented in a user friendly way and be accessible on the web. Which is where the game will be accessed within the job centre or at home. The game will be graphically appealing and set towards the target users. The game will involve use of still images, which will move around the interface to create a timeline of the job interview and preparations. This will allow for a realistic interpretation of the real job interview. The user will then be able to see how well they managed to do the interview and will be told if more work is required. Core Objective The core objectives of the game will involve the user starting a new game and then been given a tutorial on how to play the game. This will be in the form of a labelled interface or video of how the game is used. The next step will be the user starting the game, they will be asked a question and have three options to choose from. Each option – which is in the form of an image – will have a number of points according to how well the user answers. For example, a question would be “Which scene depicts the items you should have with you in a job interview”, the answers could be a C.V. which would give 20 points, identification, which could give 10 points and then the last could be taking nothing and not wearing smart clothes, this would give 0 points. After a number of stages showing scenes similar to this there will be a completed timeline of the whole job interview. This will show each scene they selected and then give a number of points on how well they did. This number of points determines the feedback in which they will be given, and will give them an idea of what they have to do to improve. Therefore this gives the user the experience they need to complete a good job interview, while reducing as many possible risks which could occur. This means the core objective of the game is completed and the user will have a higher chance of achieving their goal. Game Play Theme The game will have a set interface on each display, this allows for consistency in colour, theme and layout. Within this interface, there will be scenes, shown using images; these will change throughout the game and then be put onto a timeline at the bottom of the display. The images will show a person or object which will be similar in style throughout the game. This also allows for consistency within the game. Consistency is an important aspect as it allows the user to remember the game and once started, they won’t need to remember how to use the game. 103 The styling of the game will have a comic strip feel of it, although not too childish as the game will be used by over 18’s. The whole game will have a similar theme, therefore not distracting or confusing the users. Game Structure The game will be broken down in a number of different chapters. These chapters will only be accessible once the user has completed the previous chapter. These chapters can then be started whenever the user wants, from the start menu. The difficulty of these chapters will increase as the user progresses within the game. Each chapter will have a 10 minute time limit. Once these 10 minute chapters have been completed, the user will get to see a summary page, this will show them the scenes they have chosen and allow them to see their progress and what they need to do to achieve. It will then take them to a link page, this will allow them to get extra information from external resources. Distinctive Features The overall aim of the informative game from a developer’s point of view is to build a product that allows the user to gain new knowledge. The game is scenario based making it true to life and has many possible outcomes depending on the user’s choses. This personalises the game for the user and focus on the use’s weaker areas which allows them to improve. The game also offers a breakdown of the performance for the users so they can see were they have made mistakes for future references. The game has a process bar running along the bottom of the screen that allows the user to see the options they have chosen and see their process so far. The process bar will be the images from the users answer’s from questions in game. A tutorial page containing a video showing how to play the game will be shown when playing the game for the first time and will be accessible from the main menu. The video will be of someone playing the game step by step with comments explaining each step to the user so they know how the game works and controls making it user friendly. The game is very graphical, this is for accessibility so if a user can’t read a question or instruction they can see through the graphics that accompanies them what it means. There may be a lot of icons used in the game. Instead of disturbing the user half way through game play with popping up windows to external link, the links will be saved and displayed at the end of the game. When the user has finished the game, a story board showing the users choses will be displayed. This will allow the user to see their progress through the game. To make the game re-playable there are a total of three chapters where three random questions are chosen out of a possible six. Control Mechanisms The game uses a simple point and click approach since it manageable for all users groups by means of its easy to do. We went agents using a mouse and keyboard method (similar to those used in 3D environments) as not many users can do this with makes it not user friendly. The game will also use other same mechanics such as drag and drop. This will still be performed with only the mouse to keep it accessible for all users. The game can be adapted for other controls (plug and play) for those who with disability so they can’t use a mouse. Game Characters Character Description 104 Playable Migrant Non-playable Interviewer Security Officials and secretaries The Migrant will be the main character seen thought-out the game, they will be acting on behalf of the user and deliver a first person view. This NPC will play the role of the interviewer in the middle to final stage of the game. This will be depicted as a neutral character. (Not seen in the game) These characters will be used for the Job centre chapter and will be used to make the migrant aware that they may be challenged upon arrival. This will prepare the user for what could happen and tell them that having official paperwork on hand would be a good idea. (Not seen in the game) These characters will be used for the Job centre and Interview Chapters, they will give direction to the user and to offer help and advice when requested. (Not seen in the game) Environments The chapters will be separated by a title screen, however to make the user more visually aware then the background of the game will change, for example when the user is in the Job Centre, the background will change to represent this and make the user feels as if they were actually there. Job Centre Plus This is the first chapter in the game and is where the user will search for jobs and discuss with the support workers and staff how to start the planning process for the interview. This will set the stage for the game and an on-going tutorial based functionality will be provided in the form of hints given when the user requests, or if the user takes longer than expected on a particular question. Migrant’s Home This will be a place of planning for the user where they can gather all the information they received from the Job Centre. Once the user has ordered this information and decided what they want to take to the interview, they will move onto the next chapter. Interview Reception This place will be where the user learns what might happen when they walk through the doors of the building where there interview will be. Once they have spoken to the receptionist, and had a possible encounter with security, they will be given scenarios of how other interviewees may react to them such as offensive behaviour. Interview Room The last chapter in the game will take place in an interview environment. The user will get asked a set of questions with different scenarios to choose from, their actions will be shown in real time in the form of responses from the interviewer. 105 Reward and Scoring Mechanisms Planning, Interview and Conclusion/Summary make up to three sections of the game, in each section three questions related to that topic will be automatically generated out of a possible six. For instance, in the first section, the user may be asked to select three out of a possible of four items to take to the interview. This will prepare the user for the second stage of the game. Each answer or scenario will carry a set amount of points depending of the suitability of the answers. For example: if the user selects the first scenario then they will only gain 10pts as it is only a partly correct answer, however if they choose the last scenario then they will get the full 30pts as this is the most suitable answer the user can give. The points systems will need to be hidden from the user as to not promote cheating. Once the user is happy with their selection the scenario illustration appears in the Storyboard Bar which is always shown at the bottom of the screen. This will give the user a sense of progression though the game and is repeated for the preceding chapter until they are shown the full storyline with descriptions of why the scenario they chose got a certain amounts of points and provide hints and explanation of why selecting other scenarios would have been better. Throughout the game a hint button will be accessible, this will be in the form of a Social Worker from the Job Centre, this will make the user aware that this resource is available in real life. When the player uses a hint, points will be taken away from their overall score for their outcome. Most games work on point systems which allow the user to replay to get the best possible results. ‘Buying’ information with points give a consequence for clues/help as it is a reflection of real life. These are the distinctive features that are typical of many games however the score will not be displayed onscreen as it add pressure to the user and we don’t want to tell the user it is a game as it may put them off. The game will encourage the user to see where they went wrong in the game and allow them to take a step back by looking at the storyboard and reflecting what they might have done differently to give a better conclusion. _________ A basic number of game characteristics can be decided as a whole group and the remaining can be assigned to sub groups charged with one or more specific tasks. Therefore each participant can join the sub group working on his/her favourite tasks (e.g. choose and drawing main characters, develop the game details, choose the environments, …), as well as choosing a sub group working on a more unfamiliar or difficult task to him/her. Facilitators and trainers should take into account this choice and provide the needed support to ensure the best experience for each children involved in the idea creation process. Low-tech prototyping tools can be used to construct new game ideas (e.g. LEGO models, a pack of playing cards, paper or other digital means of taking notes, coloured pens, etc.). Great attention to low-tech outputs, like pictures, schemes, texts first releases, etc, must be paid in order to be able to collate the papers into the whole format. At the end of each session, a reporting phase should be provided to allow all participants to know how is the whole job going on, the upgrading of each section, and so on. The role of the spokes-person of each sub group can be assigned in rotation to all its members, while the other members help in answering specific questions arising from the other participants involved in different sub group working. 106 The iteration continues until the whole job is finished and the Game descriptor format is completed. If the Game descriptor format is a plain paper it could be hanged on the wall and fulfilled with flyers and pictures or texts. If it is a file (e.g. a .ppt or .docx file) pictures, text effects, colours can be used. Working with sub groups allow the entire group to devise a comprehensive set of game rules that could be easily communicated to other sub-groups allowing them to immediately understand and play the game. The effort of simplifying and creating comprehensible rules is enhanced when we have to explain them to someone else. So, a good exercise in comprehension, explanation and presentation is expected by all the participants and a good exercise of problem setting and problem solving will be made when brief presentations will be given. Teaching Strategies: Group working and discussion Group decision making techniques; Decision Making Role-playing Presentation of ideas by students Focus will be on communication of ideas and not in the complexity of tools to be used to create the ideas Previous knowledge: - Unit 9.1d Resources: Any material to help in designing the ideas (e.g. Legos, cards, sheets, pens, etc.) Online computer access (optional) Assessment criteria: Student to be able to work in a group and give ideas of game components Student to be able to communicate the ideas and the game components to the group Student to be able to understand the ideas of other participants Enhanced Skills: Category: Key competencies – Hard skills Direct: Create game ideas and prototypes on paper Indirect: Analytical thinking, Group working, Social communication Glossary: BRAINSTORMING: an idea-generation tool designed to produce a large number of ideas through the interaction of a group of people. NOMINAL GROUP TECHNIQUE: combines idea creation and anonymous proposals. It also helps in discussing items to obtain clarifications, avoiding any judgement. Silently and privately, the team writes down their thoughts and ideas on paper cards. When individuals have finished, they should wait quietly for others to finish. Then the conductor collects the papers and represent the ideas. AFFINITY DIAGRAM: a brainstorming method in which participants organize their ideas and identify common themes. 107 MULTIVOTING: a structured series of votes by a team, in order to narrow down a broad set of options to a few. GAME DESCRIPTOR SCHEME/FORMAT: the “game identity card”. It contains the game major game characteristics. The example in the previous text refers to the Euro-Connect game. 7.6 Idea Recording (Unit 7.6) 7.6.1 Summary of planning Unit 7 Participatory digital (educational) games’ design 7.6 Idea Recording Indicative Activity (hours) Indicative student activity (hours) Learning Objectives 1. To implement a low-tech prototype of the game idea(s), using selected game authoring software or simply a “storyboard template”. 5 × 3 hour sessions Indicative tutor activity (hours) Lesson planning Resources development and preparation 5 x 2 hours 2. To establish a dialogue between students and facilitators/trainers, on key components of games and their iterative creation. 3. To deliver weekly digital prototypes using selected game authoring software. In the absence of such software, an iterative storyboard should be used to record and communicate the information for weekly review and revisions. Sub total 15 hours 10 hours 108 Recap of learning N/A N/A N/A N/A N/A N/A Sub total 0 hours 0 hours Total workload 15 hours 10 hours Assessment of skills taught 7.6.2 Description and Analysis Summary: Using the teaching strategies outlined below, students should be able to use the selected game authoring software and create their game prototypes. Alternatively, the prototypes will be created on paper, using a Storyboard Template (attached). Aims: This course will help students implement their games’ ideas into low-tech prototypes, using game authoring environments or storyboard templates. Learning Objectives: To implement a low-tech prototype of the game idea(s), using selected game authoring software or simply a “storyboard template”. To establish a dialogue between students and facilitators/trainers, on key components of games and their iterative creation. To deliver weekly digital prototypes using selected game authoring software. In the absence of such software, an iterative storyboard should be used to record and communicate the information for weekly review and revisions. Learning Activities: Discuss and choose one or more game ideas to further develop, based on criteria set by the group Formally record the selected ideas using the Game Descriptor Template. This will be an iterative process (will span across multiple weeks) and the group(s) will discuss and further elaborate on their ideas and their content. Final decisions on descriptor components will be taken via round-table discussions and majority voting. These discussions should aim to create a dialogue between students and trainers, to be recorded and combined with trainer notes to create a record of decisions and contributions. Choose a game authoring tool, based on criteria set by participants, e.g. previous knowledge, interest, experience of facilitator, etc. Start the iterative process of developing the game using the selected game authoring tool or in the absence of such tool, using a “storyboard template”. This process will require going back and updating the descriptor of the game. It will also require long-time processes for locating resources for the game. Content recommendation: Notes: 109 At this stage, the aims is to officially record and implement the ideas The outcome of this phase will not be a professional game product, but simply low-tech prototypes of the game ideas. These prototypes will be created by students using selected game authoring software, with the support of their facilitators. Alternatively to game authoring software, the use of storyboard templates is recommended. A storyboard template should typically follow a nine frame template with space reserved for captioning the visuals and explaining their relevance (see attached with resources). The process is iterative and spans across multiple sessions, giving time to students to work on their own, give deep thinking to their ideas, and becoming familiar with the game authoring software. Activity 1 (~1 hour) Aim: Discuss and choose one or more game ideas to further develop, based on criteria set by the group. The activity should start by collecting all ideas created in previous sessions. Then, the students should be engaged in a discussion to set criteria for the selection of one or more ideas to further develop (time and resources’ constraints to be taken into account). Such criteria could be: educational objective or not, type of game to be developed, potential for attractiveness of game, capabilities of the group in relation with the potential needs of the game in terms of resources and development effort, available time, interests of majority of students in the group, etc.. Whichever the choice will be, it is important to note that the task to be accomplished according to the present activity is to guide participants through a further key step of game planning. Break (~ 15 minutes) Activity 2 (~1.5 hours) Aim: Formally record the selected ideas using the Game Descriptor Template and Storyboard Template. Assuming one or more ideas have been selected in previous activity, the students will be asked to record these ideas using the Game Descriptor Template as learnt in previous sessions. Part of this activity is expected to have been already taken place in the unit for “Idea Creation”. However, the descriptors need to be completed and refined here. The recording process will be iterative (will span across multiple sessions) and the group(s) will discuss and further elaborate on their ideas and their content. Final decisions on descriptor components will be taken via round-table discussions and majority voting. These discussions should aim to create a dialogue between students and trainers, to be recorded and combined with trainer notes to create a record of decisions and contributions. Depending on the number of ideas to be developed, as well as the number of students and facilitators, a proper number of sub-groups need to be created. These sub-groups must be assigned specific tasks. The tasks may be either horizontal e.g. the same sub-group undertakes the developing of the same part of all ideas to be developed, e.g. the game iteration description, the creation of the dialogues, the definitions of controls, etc., or vertical meaning that each subgroup will undertake the development of one of the ideas. Of course, a hybrid approach can be 110 also applied, where sub-groups will change roles horizontally and vertically, so as for all students to become familiar with all game developing parts. It is necessary to create a room for communication between the sub-groups, to allow exchange of information and the integration of specific characteristics into each other's work. Agreements on final and unique solutions can be made as the output of (weekly) iterations. This implies the need for some conflict resolution techniques, since conflict is inevitable in group working especially in a multicultural group. Nevertheless, the opportunity of working and developing within a group, being devoted to a common core output, is a major result of co-design activities. The teamwork is expected to improve the skills and the knowledge of students, to improve feelings of trust and agreement among students, as well as to create common group culture dynamics and cohesive. Therefore, any conflicts must be managed by the tutor/facilitators to possibly reach a higher level of agreement and consensus, thus helping to further strengthen the group internal links. The main conflict resolution techniques are: Withdraw or Avoid, by postponing the issues so as to be better prepared to face it; Smooth or Accommodate emphasising areas of agreement rather than differences and conceding one's position to the needs of others to maintain harmony; Compromise or Reconcile looking for solutions that bring some degree of satisfaction to all parties; Force or Direct offering only win-lose solutions usually to resolve an emergency; Collaborate or Problem Solve which incorporates multiple points of views from different perspectives and requires a cooperative attitude and open dialogue to reach consensus and commitment. Further clarification of the taken decisions should be made by the tutor, synthesising all facilitators’ notes and presenting them to the students using available presentation resources. Students can then comment on these notes if desired and suggest revisions and refinements. The result of the present activity is expected to be the completed Game Descriptors, as well as the Game Storyboards, which are key documents in the game design and development process. Break and summary of first two activities (~15 minutes) Activity 3 (~15 minutes) Aim: Choose a game authoring tool, based on criteria set by participants, e.g. previous knowledge, interest, experience of facilitator, etc. The tutor and/or facilitators are expected to present a set of game authoring tools to the students, explain the basics of each one (type of games, ease of developing, requiring programming knowledge or not, hardware and software environment on which to run the tool, cost if available, etc.). The tutor is also expected to facilitate the team in setting the criteria (and deciding the weight of each criterion) for the selection of the most appropriate tool. The experience of the tutor/facilitator may be a key criterion in deciding, since otherwise additional human resources will be required to teach the selected tool to the students. Activity 4 (~12 hours) 111 Aim: Start the iterative process of developing the game using the selected game authoring software or simply a “storyboard template” This activity will be highly iterative and also require long-time processes to allow locating resources for the games to be developed. Assuming that a specific game authoring software has been selected, it is expected that at the end of each iteration (e.g. weekly), the under development game prototype will incorporate the ideas and contributions of all group members. This will require a combination of both digital knowledge and specific knowledge regarding the contents of the games under development and must be undertaken either collaboratively within the group or by students showing extra interest in the development process. The facilitators are expected to facilitate the transfer of design decisions into the iterations’ digital prototypes. In the absence of a software tool, the Storyboard will be used and undergo a refinement process, going also into more details about the game characteristics and components. During the iterative process, the following tasks are expected to be undertaken by students in groups, either in parallel or sequentially: Identify actors and main scenes Write the high-level story Collect resources (characters, images, sounds, text, videos, etc) to be used in the game Design the sequence of actions within the game and all possible paths towards the achievement of the objectives Define the whole of the logic within the game Implement the actors Implement the scenes Implement the logic Test the game and identify syntactic and logical bugs Resolve bugs and re-test Refine game and publish The development process is expected to be very interesting and very hard at the same time and students must be given the time to discuss in groups, write on papers, search through different resources, try the software tools, etc. Pictures from a successful workshop of this kind are shown below to help obtaining a view of the “mess” that may be created before concrete results start showing. 112 An example of Storyboard template, referring to Euro-Connect game - is provided: Short (~15 minutes) and longer breaks (hours to days) throughout the iterations as required for participants to have time collect resources, try the software and try different solutions. Teaching Strategies: Iterative validation of game ideas Game programming using selected software tools Group decision making / Conflict resolution Techniques Previous knowledge: - Unit 9.1e, Units dedicated to selected game authoring software Resources: A storyboard template. It should typically follow a nine frame template with space reserved for captioning the visuals and explaining their relevance (see attached). PCs and/or other hardware sources Internet access (optional) 113 Access to game authoring software online or offline (optional if a storyboard template will be used instead) Examples of Group decision making / Conflict resolution Techniques Assessment criteria: N/A Enhanced Skills: Category: Key competencies – Hard skills Direct: Create games using dedicated software tools Indirect: Analytical thinking, Group working, Social communication, Conflict resolution, Decision making Glossary: Low-tech prototype: A version of a developed game (or other artefact) that has not been developed by an expert and is therefore using very basic technology and in addition it cannot be considered a completed product. It is usually the output of some research and trial activity which can then proceed to decision to turning it into a product. Game authoring software: Software tools that are available in the market and that can be used to create games for PC and/or mobile platforms. Examples are the GameMaker, Unity 2D and 3D, ARIS, Stencyl, Scratch, etc. Game Descriptor Template: A document which identifies and structures the components that each game should have. This template is used as a guideline for game designers to help them consider all required components at design phase and then help them record and describe the game in a structured and complete form at the end. Storyboard template: A document that guides a game designer through the process of designing a game. It asks the appropriate questions so that the game design process is adopted correctly. A professional game developer may be then given a completed storyboard template and be asked to develop the captured scenes and series of actions. A completed storyboard may be considered as the first prototype of a game. 7.7 Games’ Prototypes presentation (Unit 7.7) 7.7.1 Summary of planning Unit 7 Participatory digital (educational) games’ design 7.1 Games’ prototypes presentation Indicative Activity (hours) Indicative student activity (hours) Learning Objectives To share roles and prepare a short presentation of their idea and game to invited people. 2 × 2 hour sessions Indicative tutor activity (hours) Resources development and preparation for presentations 114 1 x 2 hours To analyse and approve the final documentation being produced To be able to explain decisions made and features developed to an audience unfamiliar with the original design. To learn how to prepare formal presentations. Sub total 4 hours 2 hours N/A N/A N/A N/A N/A N/A Sub total 0 hours 0 hours Total workload 4 hours 2 hours Recap of learning Assessment of skills taught 7.7.2 Description and Analysis Summary: Using the teaching strategies outlined, students should be able to present their developed prototypes in front of invited audience, being able to answer questions and give detailed explanations of the components of their games and justify any decisions taken. Aims: This course will help students create and deliver formal presentation of their games’ to invited people that are not familiar with followed design process. Learning Objectives: To share roles and prepare a short presentation of their idea and game to invited people. To analyse and approve the final documentation being produced To be able to explain decisions made and features developed to an audience unfamiliar with the original design. To learn how to prepare formal presentations. Learning Activities: Discuss the contents of a formal presentation and the desired structure (refer also to dedicated courses for giving presentations and also preparing them with software tools). Discuss with participants the shared roles for the presentation Iteratively create the presentations Practice the presentations. 115 Prepare the environment for a formal show of the games and invite people. Give the presentations. Finally, use this event to distribute any agreed accreditation of participation to informants and to sign-off the authenticity of the game assets produced Content recommendation: The following content serves as a template good practice. The activities introduced encourage interactions and communication between participants (considered co-designers) and tutors (functioning as facilitators to the design process). This template should be modified as appropriate by facilitators to maximise the potential output from this module based on available time, resources and the identified characteristics and expectations of the participant group. Introduction: In any project-based learning classroom, students need to organise and deliver presentations for a variety of purposes. One of the key components of a successful project is the 21st-century skill of presentation or communication. This presentation can take on any number of shapes, from something formal to a podcast or even a poster session. Activity 1 (~45 minutes) Aim: Familiarise with different presentation techniques and public speaking. Participants can be asked to form small teams and present a well known topic to them in short time (1-2 minutes). They should also be asked to create 2 slides using powerpoint, prezi or any other software. In the end facilitator and participants should discuss of what went wrong and what are the issues one should take into consideration during a formal presentation, such as time constraints, speed, proper language, proper multimedia and need of preparation. Effective presentation skills foster student learning by establishing clear communication and helping students engage in the learning process. By the end of this session, participants will: Recognize that anxiety and stress is normal, be able to discuss how nervousness can affect behavior, and be able to use relaxation techniques to help manage stress Be able to list features of effective presentations and explain why they are important o Preparation! o Makes eye contact o Formality/informality of language o Enthusiasm o Appropriate emotions for the subject matter o If humor is used, it relates clearly to the content and is not offensive. o Knowledge of subject matter o Organization of material and appropriate level of detail o Neither too vague nor too general o Doesn’t overwhelm with too many specifics o Breaks up material into manageable chunks o Includes activities to break up presentation o Leaves time for questions & answers questions well o Visual aids supplement content –not too many pictures not too much text o Visual aids are clear and easy to see/read (big enough text size, in focus, dark enough) 116 o o o o Speaks loudly enough Doesn’t speak too quickly or slowly Doesn’t read directly from notes Instructor’s appearance/ dress (looks professional/ looks casual/ looks approachable, etc.) Be able to explain how planning for presentations involves planning content, delivery, and ways to emotionally connect with the audience Participants can also familiarize themselves with different presentation genres such as: Ignite is a specific genre of presentation. An Ignite presenter only has five minutes to speak about the topic, and 20 slides to do so. Every 15 seconds, slides are moved along automatically. The overall purpose of an Ignite session is to empower and excite the audience around a specific subject matter, idea or topic. Ignite is used at conferences all around the world, even within professional organizations and businesses. Ignite is similar to PechaKucha, where you have 20 slides that change every 20 seconds. Usually, someone is "offstage" to time the event by changing slides, which forces the presenter to stay on task and move forward in the presentation. The slides contain only images, which the presenter prepares. However, the presenter is usually not allowed to prepare a script. This demands improvisation and creativity while still trying to craft a message. Activity 2 (~60 minutes) Aim: Organising a mock-up game presentation and troubleshooting Participants should organize a role-play game testing presentation in order to understand the harsh realities of troubleshooting while on pressure. Participants should be asked to organize a mock-up game testing on more than 2 pcs or mobile devices, organize space, slides and the time and deliver a presentation and exhibition in less than 30 minutes. Participants in groups of 3-5, should be given less than 15 minutes to organize their material and space in order to deliver a successful 5 minutes pitch about their game. Team-members should take into account space and material constraints, existence of wifi/3G if necessary, make sure that software is installed in each pc/mobile device. Participants should also be in control of projection, screen, chairs and logistic materials, decide if they will need to prepare certificates and rehearse the presentation . Following, for 15 minutes, teams will pitch their game or location based game, allowing participants (other team members) to play the game, make questions and and write down constructive criticism notes. In the following 30 minutes and after a 5 minute brake, facilitator and students should discuss their experience and point out issues, considerations and positive outcomes regarding the presentation. Teaching Strategies: Group discussions and group working Experiential learning and peer feedback Reference to other online sources for presentation skills Previous knowledge: 117 - Unit 9.1e, Presentation creation and giving skills (outside the scope of this curriculum) Resources: Projection, Screen, Chairs, Logistics material, certificates, games, software engines and other software tools Assessment criteria: N/A Enhanced Skills: Category: Key competencies – Hard skills Direct: Presentation skills, Event Organisation, Product Pitching, Troubleshooting Indirect: Group working, Social communication, Peer feedback, Glossary: Ignite: is a specific genre of presentation. An Ignite presenter only has five minutes to speak about the topic, and 20 slides to do so. PechaKucha: is a specific genre of presentation, where you have 20 slides that change every 20 seconds. Pitching: to try to persuade someone to use your products or services or choose you to do some work for them: 118 Phase C - Hard skills on well-known game authoring and other supportive software 7.8 Introduction to “Stencyl” (http://www.stencyl.com/) (Unit 7.8) 7.8.1 Summary of planning Unit 7 Participatory digital (educational) games’ design 7.8 Introduction to “Stencyl” Indicative Activity (hours) Indicative student activity (hours) Learning Objectives 1. To learn how to install and 4 × 3 hour sessions configure the Stencyl environment to become ready for game design/development. 2. To learn about the several resources available in Stencyl and their semantics, so as to be able to use them effectively towards the creation of games. Indicative tutor activity (hours) Lesson planning Resources development and preparation At least 2 hours before each student session, provided that knowledge about Stencyl has been already acquired. 3. To obtain basic knowledge about the Stencyl design environment. 4. To understand the Stencyl principles for game design/development, as well as the details in game development, through a prototype educational game developed by a group of students. 5. To learn how to publish the developed games for further exploitation. Sub total Recap of learning 12 hours Reinforcement of learning objectives through discussion of items and through hands-on (small-scale) exercises in game design and development. Student recap skills taught in sessions 1 hr per student 8 hours 1 to 1 support with students where appropriate (assuming around 8 students) 1x8 hour Assessment of skills taught Preparation for and conducting assessment, preferably through Practical assessment with resources used Tutor preparation of assessments using 119 small-projects with clear assessment objectives and not conflicting 1 hour assessment against criteria some teaching strategies identified 2 hours Sub total 9 hours 10 hours Total workload 21 hours 18 hours 7.8.2 Description and Analysis Summary: Using the teaching strategies outlined, students should be able to identify uses and applications for game making software as part of game development projects and should be able to demonstrate skill in using this software for writing and testing basic interactions for discussion and testing. Software and documentation referred to as part of this module can be located at the following address: (http://www.stencyl.com). Aims: This course will help students obtain a basic but complete knowledge about the use of the Stencyl game development environment and enable them to use it for their first projects in class or at home. Learning Objectives: To learn how to install and configure the Stencyl environment to become ready for game design/development. To learn about the several resources available in Stencyl and their semantics, so as to be able to use them effectively towards the creation of games. To obtain basic knowledge about the Stencyl design environment. To understand the Stencyl principles for game design/development, as well as the details in game development, through a prototype educational game developed by a group of students. To learn how to publish the developed games for further exploitation. Learning Activities: Together with students, go through the process of installing and configuring the Stencyl environment on one of supported Operating Systems and get it ready for work. If possible, the students should have access to their own hardware (one each or in groups) to try the process by themselves. Go through the Stencyl environment with screenshots and live examples and explain in details the types and the potential use of available game development resources. Create small examples for students to execute in order to get familiar with the resources and the environment Use an example game and take the class through its development. For convenience, an already available prototype game is offered with this curriculum. Assuming that game ideas have been already created and designed, create Stencyl development exercises and support students to develop their games using the Stencyl resources and environment. The activity is better to run in groups, with the tutor to be facilitating the development process. 120 Support the development groups to publish their ideas and discuss with the students their ideas for exploitation of their games, either for education and/or for fun-creating and business. Content recommendation: Activity 1 (~30 minutes) Aim: Install and configure the Stencyl environment to become ready for game design/development Important Notes: The latest version of Stencyl can be downloaded from: http://www.stencyl.com/download/ Available versions for Windows, Linux and Mac This guide is for Windows installation only Instructions for other platforms can be found online at Break (~15http://www.stencyl.com/download/ minutes) Activity 2 (~60 minutes) Aim: Learn about the several resources available in Stencyl and their semantics, so as to be able to use them effectively towards the creation of games Each game implemented in Stencyl, is built using the available Stencyl resources described briefly in this section. We will use these resources extensively in our example game guide. Actors: Actors represent the living, interactive part of a game. Actors are the players, enemies, projectiles, vehicles, items, interface elements and anything in a game that “lives.” Every actor can be broken up into a few common elements: Appearance - How the actor looks or appears in-game. Behavior - How the actor behaves or acts. Physics - How the actor interacts with the world when it collides with it. Scenes: Scenes are where everything in a game takes place. Scenes can be the “levels” of the game or even menus. Scenes are the place where the player and the actors interact with each other. Scenes are connected with other scenes in order to build the “story” of the game. Scenes are built from tiles (or even custom images) and are organized in layers (which tiles/images are in from of others etc, just like Photoshop). Every scene can be broken up into a few common elements: Scene - How the tiles are organized in space. Behaviour - How the elements (actors, tiles) in this scene behave or act. 121 Physics - How the scene affects its elements (e.g. gravity). Sounds: This resource is all the sound effects associated with the game. Each sound can be utilized by actors or scenes to make the game more appealing and interactive. Tilesets/Backgrounds/Fonts: Resources that allow for having a pre-defined set of building blocks for easily build each scene of the game. Logic: This resource is the “brain” of the game. Logic consists of all of Actor Behaviours and Scene Behaviours. Behaviours are reusable, configurable “abilities” that you attach to Actor Types or Scenes. Together, they handle all interactions that occur in the world of the game. Break (~15 minutes) Activity 3 (~60 minutes) Aim: Obtain basic knowledge about the Stencyl design environment Activity 4 (~ 60 minutes) Aim: Understand the Stencyl principles for game design/development, as well as the details in game development. Activity 5 (~ 30 minutes) Aim: Learn how to publish the developed games for further exploitation. Note: A detailed guide to install the software, understand the tool, create and publish games, is attached to support the tutor in executing the activities of this course. File name: “Annex IIIStencyl Tutorial.pdf” For more advance content, the reader is referred to the official education content shared by the creators, accessible at: http://www.stencyl.com/teach/ . In addition, Annexes III and IV offer short tutorials to assist the understandings of the basic features of Stencyl and its use to creating game prototypes. Teaching Strategies: Hands-on work on software Group-working in small teams for actual game development or for smaller projects with lower-level objectives. Group discussion and analysis of approaches towards development of games. Group decision making techniques Discussion of development approaches and ideas by students Practical exercises with clear outcome-objective. Previous knowledge: Basic ICT Skills (see also ViPi project) Understanding of game development principles and qualities, as well as the game design process (see previous sub-units) 122 Resources: Hardware and software required to run Stencyl environment Equipment for projection of audio-visual material Internet access for resources’ acquisition Assessment criteria: Assessment should be based on small projects’ results. The projects need to be designed in a way to allow testing of knowledge of individual course objectives. Smaller projects can be used for assessing the understanding of Stencyl environment, while bigger projects can be used at the end for the assessment of complete game development skills Enhanced Skills: Category: Key competencies – Hard skills Direct: Use Stencyl game authoring engine Indirect: game designing Glossary: Terms are explained when mentioned in the text of the course. 7.9 Introduction to “Game-Maker” (www.yoyogames.com/gamemaker/studio/standard) (Unit 7.9) 7.9.1 Summary of planning Unit 7 Participatory digital (educational) games’ design 7.9 Introduction to “Game Maker” Indicative Activity (hours) Indicative student activity (hours) Learning Objectives 1. Be able to locate, download and install the software 2. Be able to identify tools and workspaces within the software. 1 x 3 hour session Indicative tutor activity (hours) Installation of software and preparation. Familiarisation with software. Be able to create new design assets using the software. Sub total 6 3 123 Recap of learning 1. Review output from Revisions to work based 1 x 1 hour recap and software. on tutor feedback. review 2. Discuss how output can form part of wider design ideas. Identify where software can form further use as part of project development. Assessment of skills taught Sub total 2 1 Total workload 8 4 7.9.2 Description and analysis Summary: Using the teaching strategies outlined, students should be able to identify uses and applications for game making software as part of game development projects and should be able to demonstrate skill in using this software for writing and testing basic interactions for discussion and testing. Software and documentation referred to as part of this module can be located at the following address: (https://www.yoyogames.com/developers). Aims: This course will help students to understanding the role of games development software in games design projects and to use such software to create new design artefacts for their own work. Learning Objectives: Be able to locate, download and install the software. Be able to identify tools and workspaces within the software. Be able to create new design assets using the software. Learning Activities: Locate and access software, familiarisation with environment. Exploration of software to fulfil simple tutor objectives. Utilisation of software as part of game design project. Content recommendation: The following content serves as a template good practice. The activities introduced encourage interactions and communication between participants (considered co-designers) and tutors (functioning as facilitators to the design process). This template should be modified as appropriate by facilitators to maximise the potential output from this module based on available time, resources and the identified characteristics and expectations of the participant group. This guide is presented as a summary of current Game-Maker developer notes which have been created by the Game-Maker development team and are published as part of the Game-Maker 124 developer resources on the Game-Maker website at http://docs.yoyogames.com. A summary of the content which is presented online and will be discussed as part of this module can be found below. Screen capture of Game-Maker developer resources Introduction: Game-Maker represents subscription free game-authoring software which is available online. Game-Maker allows users to create game resources by moving two-dimensional assets around the screen in order to identify relationships and define actions. This simple ‘drag-and-drop’ interface allows users to then customise these resources via an embedded graphics editor. This software allows for easy modification of existing ideas and permits any user to publish their games for consumption over the web. Game-Maker can be installed either on a local computer or a network server for access. More information can be found at http://docs.yoyogames.com > Introduction. Activity 1 (~30 minutes) Aim: Identify potential uses for the software as part of co-design projects. Participants should be asked to capture a brief description of the game they are going to make. This description should be no longer than a couple of sentences. It is important that each participant aims to create something simple as part of this module that will have an important function as part of their group design project. If not already completed, these ideas should be discussed as a group and collected into a single document. This ‘design document’ should function as a textual descriptor of the game and should summarise agreed decisions regarding gaming assets. These may include theme, structure, player rewards/ feedback and controls. A summary of these design criteria can be found below. This module should focus on experimentation with the design ideas for ‘Game structure’, ‘Game Assets’ and ‘Control Mechanism’. 125 Table 1: Overview of design components for discussion with participants Discussion Topic Title of Game Game overview Core objective Game play theme Game structure Distinctive features Game assets Reward/Scoring Mechanism Control Mechanism Participant Instructions Cheese Factory (see. software.isrg.org.uk/flashgames) Provide a sharp, focussed overview/summary of the game so that the client can quickly get a grasp on the game genre, how the learning objectives will be delivered, game narrative, characters, and setting, etc. State what the player must do in the game and how this relates to/will deliver the learning objectives via these actions. What is the constant theme throughout the game? Use this to tie in the design of the interface, the environment/world, the features, characters. This creates unity in the game, and the player can more readily identify with a game where this theme is consistent. How will the game be broken down? Will it be broken down into different environments which are only accessed once the player obtains the ability to access them? Do they get progressively harder? Are any of the avatars or game features customisable? Is this a unique game narrative? Have you created empathy for your characters? Give a description of all your assets (characters, environments, objects, sounds) what will they look like, what will they do, how will the player interact with them, how will you create them, using which tools? Provide information on any scoring mechanism built into the game. Think about what rewards are envisaged? For completing what tasks? How are rewards differentiated for different tasks? How will the game be controlled? Mouse, keyboard, combination? Break and discussion (~15 minutes) Activity 2 (~75 minutes) Aim: Derive a set of design assets using the software including rooms, sprites and actions The focus of this activity is experimentation with the Game-Maker development environment. This can be delivered either through co-discovery between participants (requires grouping of participants into pairs with one computer workstation between two participants) or via tutor led activities (requires tutor familiarisation with Game-Maker development environment which should be conducted as part of session preparation). Both of the above approaches should make use of the current Game-Maker developer notes (http://docs.yoyogames.com). It is recommended that participants be instructed to read/ directed through the following sections of these developer notes: should focus on the following sections in particular: 1. Topic: Introduction to the Game-Maker workspace Link: http://docs.yoyogames.com > Game-Maker: Studio Overview Developer summary: “This section explains some of the some of the core concepts of how Game-Maker: works so you can start making games as quick as possible”. 126 Objective: Participants should be able to open and navigate around the Game-Maker workspace. They should be able to open a new project and create a room. 2. Topic: Introduction to creating ‘sprites’ Link: http://docs.yoyogames.com > Loading Sprites Developer summary: “In this section you can learn about sprites and how to create them with the Game-Maker: Studio sprite editor”. Objective: Participants should be able to open the Game-Maker sprite editor, define new sprites using existing graphics, and store these sprites within a central library. 3. Topic: Introduction to creating ‘objects’ Link: http://docs.yoyogames.com > Defining Objects Developer summary: “Objects are the fundamental building blocks within Game-Maker”. Objective: Participants should be able to understand the difference between ‘objects’ and ‘instances’ create an object, define an event and add a set of actions. 4. Topic: Introduction to saving and sharing ideas Link: http://docs.yoyogames.com > Distributing your game Developer summary: “Here we talk about how you can distribute your finished game”. Objective: Participants should be able to identify a target platform for their game and export their assets as an executable file. Break and discussion (~15 minutes) Activity 3: (~30 minutes) Aim: Present ideas to tutor for support and to examine design assets. Participants should continue to work through the above ideas in order to create and experiment with their design ideas. Participants should be encouraged to share ideas, provide help for their peers where appropriate and to seek support from their tutor if they need assistance. Participants should also be encouraged to save their work (either locally on a USB pen-drive) or upload their content to a remote location (consider the use of a shared Dropbox or closed-access blog here). This will enable participants to continue work at home where appropriate and to share their design assets via a central resource. Facilitators should observe participant progress and sit with individuals to discuss progress and to offer assistance. Facilitators should aim to question approaches (in terms of visual style, proposed actions/ interactions, use of existing media, ideas for distribution) to encourage participants to revise approaches and perform additional reading of Game-Maker developer 127 resources (http://docs.yoyogames.com/ > Backgrounds and/or Sounds and Music) to enhance the quality of the work which they are creating. Facilitators should reserve time at the end of the session (~15 minutes) for participants to discuss their progress and to identify any new skills or knowledge they have assembled as part of this module. Facilitators can assist with this by highlighting the information from the ‘learning objectives’ and ‘enhanced skills’ sections of this module as discussion topics with participants. Finally, facilitators should examine opportunities for utilisation of Game-Maker (or any other games development software introduced as part of this course) into future workshop meetings in order to quickly create and prototype an idea (image, interaction, control scheme) as the basis for future discussion and examination of the participant design ideas. Break and discussion (~15 minutes) Annex V offers a short tutorial to assist the understandings of the basic features of Game Maker and its use to creating game prototypes. Teaching Strategies: Group exploration: Participants may explore the software either on individual PCs or as small groups (2-3) on a single machine. This should involve the tutor giving the group directions and an overview of the software. The tutor can use small challenges with outcomes which are simple and can be achieved quickly. Group discussion: Participants should also be to discuss their progress and how they plan to use this software as part of their game design. Tutor should be able to add ideas where appropriate and help participants to identify potential uses for this software as part of their game asset development. Previous knowledge: Basic ICT Skills (see also ViPi project http://www.vipi-project.eu/). No other previous knowledge is required to participate with this module. Resources: Access to Game Maker software (https://www.yoyogames.com/developers). Access to PCs with software installed/ with sufficient access privileges to install software. Tables and chairs for discussion and monitoring of student progress. Assessment criteria: Participants should be able to use Game-Maker software to create narrative and to model interactions as part of game ideas. Enhanced Skills: Category: Key competencies – Hard skills Direct: Students should be able to demonstrate knowledge of the value of using such software, identify potential applications as part of their own work, and to use the 128 software both under the supervision of a tutor and via self-directed study to develop design assets which contribute to their work/ the group effort. Indirect: Students should be able to demonstrate knowledge of asset creation for use in educational settings. Glossary: Objects: Game assets which are positioned moved and interacted with within the game environment. Sprites: The visual representations of objects within the game environment. Actions: Object behaviours based on position, time or the result of user intervention. Events: Action and/or reactions which trigger a set of actions. Rooms: Containers used to present collections of objects and permit user interactions. Backgrounds: Large images which are placed within rooms to add a visual style to the environment. Distribution: The process of saving work in a format which can be easily accessed by the player. 7.10 Introduction to “ARIS” (http://arisgames.org/) (Unit 7.10) 7.10.1 Summary of planning Unit 7 Participatory digital (educational) games’ design 7.10 Introduction to “ARIS” Indicative Activity (hours) Indicative student activity (hours) Learning Objectives - Be able to locate, and use the software 2 x 3 hours session 1X3 hours session Installation of software and preparation. - Be able to identify tools within the software. Familiarisation with software. - Be able to create new assets using the software. Sub total Indicative trainer activity (hours) 6 3 129 Recap of learning - Playtest and review output from 1X2 hours Revisions to software. work based on tutor feedback. - Discuss how output can form part of wider design ideas. 1 x 1 hour edits, recap and review - Identify locations than can be part of the game experience Assessment of skills taught Sub total 2 1 Total workload 8 4 7.10.2 Description and Analysis Summary: Using the teaching strategies outlined, students should be able to identify uses and applications for game making software as part of game development projects and should be able to demonstrate skill in using this software for writing and testing basic interactions for discussion and testing. Software and documentation referred to as part of this module can be located at the following address: (http://arisgames.org/). 1: Location Based Games are a type of pervasive games and interactive narratives, in which the gameplay evolves and progresses via a player's location Aims: This course will help students to understanding the role of games development software in location based games design projects and to use such software to create a location based game. Learning Objectives: Be able to locate, download and install the software. Be able to play location based games using the software Be able to alter pre-existing ARIS games by using ARIS platforms. 130 Be able to create new ARIS games using the ARIS web-editor. Learning Activities: Access software, familiarisation with mobile app and with the authoring web environment. Exploration of software to fulfil simple tutor objectives. Utilisation of software as part of game design project. Content recommendation: The following content serves as a template good practice. The activities introduced encourage interactions and communication between participants (considered co-designers) and tutors (functioning as facilitators to the design process). This template should be modified as appropriate by facilitators to maximise the potential output from this module based on available time, resources and the identified characteristics and expectations of the participant group. Introduction: ARIS is a user-friendly, open-source platform for creating and playing mobile games, tours and interactive stories. Using GPS and QR Codes, ARIS players experience a hybrid world of virtual interactive characters, items, and media placed in physical space. iPhone, iPod touch, or iPad users can play ARIS games by downloading ARIS application to their device and start playing ARIS games. Moreover using the web-based ARIS editor as an authoring environment, users can create mobile games, tours and interactive stories with GPS and QR Codes. With ARIS, users are able to create and select audio/video clips, images, and multimedia in order to build enhanced tours and/augmented reality storytelling narratives. This software allows for easy modification of existing ideas and permits any user to design, publish and share their own games. More information can be found at http://arisgames.org/make/ 131 2: The ARIS Editor is how you create and edit ARIS games. It’s not software you download, but a URL you go to in any browser that supports Flash. Activity 1 (~45 minutes) Aim: Familiarize participants with ARIS location based games and identify potential uses for the software as part of co-design projects. Participants should be asked to download the ARIS app on their mobile device, make sure that they have their 3G and GPS on, find and play an ARIS game. In order to download the newest ARIS client version make sure to download it from the App Store http://arisgames.org/get-aris/. In case you want to download one of the older versions of the client, make sure to visit http://arisgames.org/legacy/ with your iphone or ipad and download an older version. Students can play the Code RED games or a game specifically designed or localised by the facilitator in the area near the workshop. If this is no such an option, participants can use the Quicktravel option and have the ARIS experience without leaving the building. One of the proposed ARIS Games “Eve’s Worlds” can be easily accessed using Quicktravel in the comfort of the workshop-room. Upon return, students have to share their experience and thoughts and capture a brief description of the game they are going to make. This description should be no longer than a couple of sentences. It is important that each participant aims to create something simple as part of this module that will have an important function as part of their group design project. If not already completed, these ideas should be discussed as a group and collected into a single document. This ‘design document’ should function as a textual descriptor of the game and should summarise agreed decisions regarding gaming assets. These may include theme, structure, player rewards/ feedback and controls. A summary of these design criteria can be found below. 132 This module should focus on experimentation with the design ideas for ‘Game structure’, ‘Game Assets’ and ‘Control Mechanism’. Discussion Topic Title of Game Game overview Core objective Game play theme Game structure Distinctive features Game assets Reward/Scoring Mechanism Location Participant Instructions Provide a draft title of your game Provide a sharp, focussed overview/summary of the game so that the client can quickly get a grasp on the game genre, how the learning objectives will be delivered, game narrative, characters, location, etc. Is this an interactive guide? Is this an adventure game with historical elements? State what the player must do in the game and how this relates to/will deliver the learning objectives via these actions. Is this an interactive guide? Is this an adventure game with historical information? What is the constant theme throughout the game? Use this to tie in the design of the interface, the environment/world, the features, characters. This creates unity in the game, and the player can more readily identify with a game where this theme is consistent. How will the game be broken down? Will it be broken down into different environments which are only accessed once the player obtains the ability to access them? Do they get progressively harder? Is this a unique game narrative? Have you created empathy for your characters? Have you made sure that your clients can understand the language and the locations? Give a description of all your assets (characters, quests, plaques objects, sounds, etc) what will they look like, what will they do, how will the player interact with them, how will you create them, using which tools? Provide information on any scoring mechanism built into the game, if any. Think about what rewards are envisaged? For completing what tasks? How are rewards differentiated for different tasks? Where will the game be played? Location is very important part of the ARIS experience and designers should choose between having the narrative based on actual buildings and location, between fantastical buildings and sights and/or between a hybrid of reality and augmented reality. Break and discussion (~15 minutes) Activity 2 (~45 minutes) Aim: Familiarise participants with ARIS location based games authoring tool – editor The focus of this activity is experimentation with the ARIS editor. This can be delivered either through co-discovery between participants (requires grouping of participants into pairs with one computer workstation between two-three participants) or via tutor led activities (requires tutor familiarisation with ARIS editor which should be conducted as part of session preparation). Both of the above approaches should make use of the ARIS developer notes (http://arisgames.org/make/training/). It is recommended that in either cases, tutor should be familiar with the editor and tutorials and propose a specific goal to the participants. It takes from one to two hours to get people to where they understand the basics of what ARIS is and how to use the editor to create ARIS content. Facilitators may want to use ARIS - the manual to familiarize themselves with the various features of ARIS. Make yourself familiar with both versions of ARIS as there is also an older version of the editor that requires an older client 133 http://arisgames.org/legacy/. This version has much more playable games and is much more stable for the time being – Currently the website is on a transition and we will make sure to update this document, however, it is advised to familiarize with both versions in order to decide which one you will use (between legacy and current editor and client). Topic: Introduction to ARIS Participants can view the introductory videos and familiarize themselves with the editor o Authoring Basic Objects: https://www.youtube.com/watch?v=J3TH9OAuE-c o Using Requirements and Doing Simple Data Collection Activities (Video) Participants have to register to the web-editor Facilitator will be able to: o allow them to understand the environment through tutor-led activities o The facilitator should make the players aware of locations, characters, plaques, items, quick travel, and the various ways in which media is used in each of the different types of in-game objects. o allow them to edit pro-existing ARIS games by making simple changes e.g. change of a name, change of some text, change of some photos and allow them to create their own simple games by using online guidelines such as Teach yourselves ARIS in an hour or two (gdoc): For small groups wanting to learn ARIS without official facilitation. There are a few basic steps and different activities. . o It may therefore be a good idea to begin by explaining a little about the general idea of augmented reality games, what specific purposes your organization may have in mind for them, and how the ARIS project relates to this general concept and your desires. You can describe ARIS as an open source endeavor, a work-in-progress, its basic structure and infrastructure requirements, and its previous uses. You may also want to explain a little about Apple’s app ecosystem and how ARIS fits in. This section will change a lot depending on who you are talking to and why, but it can be important to get everyone on the same page before working together. o Create a Game: Once logged in, ask the participants to create a new game, and to use a name they will remember 10 minutes from now. o Find a location: The biggest part of the ARIS editor interface is a map. First have the participants decide on a location for their game and zoom into that location on the map. This can be nearby if they want to try it out outside, but they can also use any location anywhere and then playtest using quick travel. As before, using quick travel will speed up this process. o Create a plaque: The first thing to create is a plaque, the most basic type of ARIS object, the metaphor is information that will be located in space. Prerequisites: o Some iOS devices with access to the Internet. It is not necessary to have one per person, but enough so that every person can see what’s going on. 134 o The ARIS app installed on the iOS devices. This can be downloaded for free from the iTunes App Store. Make sure that they can all login using their registered username and passwords. 3: The ARIS client is an iOS only application available for free. Players need to register and login before being able to experience ARIS games and interactive stories. o Some computers with Internet connections. This is for using the ARIS editor. Since the editor is browser based, no additional software is required. However, it is a flash environment, so iOS devices will NOT work. A similar device-to-user ratio as above, with similar reasoning. Break and discussion (~15 minutes) Activity 3: (~45 minutes) Aim: Present ideas to tutor for support and to examine design assets. Participants should start creating their own location based games ideas, based on their experience and discussion from the initial introduction with ARIS and location based games. Participants will be able to work alone or in teams since all ARIS projects allow multiple editors. Facilitators should make sure to be one of the editors in every game or allow peer to peer 135 feedback. Observe participant progress and sit with individuals to discuss progress and to offer assistance. Promote co-design and experimentation as well as different roles within groups. This will enable participants to manage their group, continue work at home where appropriate and to work collaboratively. Participants can continue to work through the above ideas in order to create and experiment with their design ideas. Participants should be encouraged to share ideas, provide help for their peers where appropriate and to seek support from their tutor if they need assistance. Facilitators should reserve time at the end of the session (~15 minutes) for participants to discuss their progress, provide feedback and playtest the games using Quicktravel, in order to identify any new skills or knowledge they have assembled as part of this module. Facilitators can assist with this by highlighting the information from the ‘learning objectives’ and ‘enhanced skills’ sections of this module as discussion topics with participants. Finally, facilitators should examine opportunities for utilisation of ARIS (or any other location based games development software introduced as part of this course) into future workshop meetings in order to quickly create and prototype an experience as the basis for future discussion and examination of the participant design ideas. Break and discussion (~15 minutes) Annex VI offers a short tutorial to assist the understandings of the basic features of Game Maker and its use to creating game prototypes. Teaching Strategies: Group exploration: Participants may explore the software either on individual mobile devices (in order to play the games) or on PCs (in order to edit or create the games) or as small groups (2-3) on a single machine. This should involve the tutor giving the group directions and an overview of the software. The tutor can use small challenges with outcomes which are simple and can be achieved quickly. Group discussion: Participants should also be to discuss their progress and how they plan to use this software as part of their game design. Tutor should be able to add ideas where appropriate and help participants to identify potential uses for this software as part of their game asset development. Personal Experience: Participants is very important to play and playtest location based games and realise the potential uses of augmented reality, interactive storytelling and location based games, in order to realise the potential of the medium and allow participants to identify potential uses for this software as part of their game asset development. Previous knowledge: 136 Basic ICT Skills (see also ViPi project http://www.vipi-project.eu/). No other previous knowledge is required to participate with this module. Resources: Access to ARIS platform and editor (http://arisgames.org/ and http://arisgames.org/legacy/ for the older client/editor.). Access to PCs with sufficient access privileges to access the ARIS website and editor http://arisgames.org/make/ Some iOS devices with access to the Internet. It is not necessary to have one per person, but enough so that every person can see what’s going on. The ARIS app installed on the iOS devices (3G or Wifi available). This can be downloaded for free from the iTunes App Store. Make sure that they can all login using their registered username and passwords. Tables and chairs for discussion and monitoring of student progress. ARIS Manual: https://docs.google.com/document/d/1wW5Zo_bdH2JYD6GlXBTBPfFra_ciiq8EcepH8Y 7fr7Q/edit?hl=en Facilitators can organise their workshops or be inspired by using the following tutorials https://docs.google.com/document/d/1G8veYdOHGK8sC5KcHIZNsdVSKfZdWRaqN4xlU gqzdNc/edit https://docs.google.com/document/d/11negvw2KSOgv0WuHeX9OWmf2ywiOqfILw31n3UKAqg/edit?hl=en# https://localgameslababq.wordpress.com/2014/08/11/first-look-at-aris-editor-2-0/ https://sites.google.com/site/aris2manual/tutorials/getting-started http://manual.arisgames.org/ Facilitators can be inspired and organise their workshops in order to work with ARIS 2.0, a more sophisticated but still beta version of ARIS suite. Facilitators can find more information at: http://manual.arisgames.org/ Assessment criteria: Participants should be able to use ARIS mobile app and ARIS web-editor to create narrative and to model interactions as part of location based game ideas. Enhanced Skills: Direct: Students should be able to demonstrate knowledge of the value of using such software, identify potential applications as part of their own work, and to use the software both under the supervision of a tutor and via self-directed study to develop design assets which contribute to their work/ the group effort. Indirect: Students should be able to demonstrate knowledge of asset creation for use in educational settings. Glossary: Client: This is the iOS app you can download free from the iTunes App Store. It is how you play ARIS games. It runs on any iOS device running iOS 4.0 or higher. Your device will also require an active internet connection to be able to run ARIS. 137 Get the ARIS client now (iTunes link) Location Based Games: a type of pervasive games and interactive playful narratives, in which the gameplay evolves and progresses via a player's location, usually by using location tracking devices such as GPS and mobile devices with GPS. Editor: This is how you create and edit games. It’s not software you download, but a URL you go to in any browser that supports Flash. You can access the alpha editor at: http://arigames.org/editor. Server: This is where your ARIS games live. It is simply a MySQL database with PHP objects. The server that the client points to automatically is http://arisgames.org/server. If you create games on the editor, they are on this server. It is possible to create another server and point ARIS at that server. To change the server on your device, go to Settings > ARIS. 7.11 Introduction to “Chat Mapper” (http://www.chatmapper.com/) (Unit 7.11) 7.11.1 Summary of planning Unit 7 Participatory digital (educational) games’ design 7.1 Introduction to “Chat Mapper” Indicative Activity (hours) Indicative student activity (hours) Learning Objectives 1. Be able to locate, download and install the software 2. Be able to identify tools and workspaces within the software. 1 x 3 hour session Indicative tutor activity (hours) Preparation. Familiarisation with software. Be able to create new design assets using the software. Sub total Recap of learning 6 Review output from software. 3 Revisions to work based 1 x 1 hour recap and on tutor feedback. review Discuss how output can form part of wider design ideas. Identify where software can form further use as part of project development. Assessment of skills taught Sub total 2 1 138 Total workload 8 4 7.11.2 Description and Analysis Summary: Using the teaching strategies outlined, students should be able to identify uses and applications for chat-mapping software as part of games development projects and should be able to demonstrate skill in using this software for writing and testing nonlinear dialogue and events for e-learning. Software and documentation referred to as part of this module can be located at the following address: (http://www.chatmapper.com/). Aims: This course will help students to understanding the role of chat-mapping software in games design projects and to use such software to create new design artefacts for their own work. Learning Objectives: Be able to locate, download and install the software. Be able to identify tools and workspaces within the software. Be able to create new design assets using the software. Learning Activities: Locate and access software, familiarisation with environment. Exploration of software to fulfil simple tutor objectives. Utilisation of software as part of game design project. A significant activity could also be audio resource production (Audio files can be replayed from within ChatMapper using the Conversation Simulator) Simple scripting using LUA (to get more interesting behaviour, scripting can be used to manage user input, calculate and set variables and conditionally display content) Content recommendation: See individual units of [http://www.chatmapper.com/documentation/] Identify potential uses for the software as part of co-design projects. Derive list of game characters from design materials and identify role, motives and content. Understand how to simulate realistic, non-linear dialogue between game characters. Draft game content using software and discuss with group members. Present ideas to tutor for support and to examine developed character dialogue. Teaching Strategies: Group exploration: Participants may explore the software either on individual PCs or as small groups (2-3) on a single machine. This should involve the tutor giving the group directions and an overview of the software. The tutor can use small challenges with outcomes which are simple and can be achieved quickly. Group discussion: 139 Participants should also be to discuss their progress and how they plan to use this software as part of their game design. Tutor should be able to add ideas where appropriate and help participants to identify potential uses for this software as part of their game asset development. Previous knowledge: N/A Resources: Access to ChatMapper software (http://www.chatmapper.com/) Access to PCs with software installed/ with sufficient access privileges to install software. Tables and chairs for discussion and monitoring of student progress. Assessment criteria: Participants should be able to use ChatMapper software to create narrative, dialogue and to model interactions as part of game ideas. Enhanced Skills: Category: Key competencies – Hard skills Direct: Students should be able to demonstrate knowledge of the value of using such software, identify potential applications as part of their own work, and to use the software both under the supervision of a tutor and via self-directed study to develop design assets which contribute to their work/ the group effort. Indirect: Students should be able to demonstrate knowledge of script creation for simple, educational games in general. Glossary: Assets: any component of a ChatMapper project which may include conversations, actors, items and locations. Conversation: a string of dialogue options (known as ‘nodes’) which are connected via a branching tree. Actors: any player (or non-playable character) who is attached to a dialogue node. Each node requires both an actor (speaker) and a ‘conversant’ (listener). Items/ locations: any noun used when defining a condition for progressing the conversation.” -End of document- 140
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