Project Activities

Within the IDEAL GAME project we focus on five IOS and several results.

IO 1: IDEAL GAME – Research on learning with serious games in higher education

Activity 1: Questionnaire and guideline design
Every university (UPB, WSEI, UoD, UPIT and UDIMA) has to decide which lecturer and higher education institutions they will involve in the development and the testing. UPB and UoD will design and provide the research guideline and the categories on the basis of discussions with the partners. IK will produce an online questionnaire.

Activity 2: Research on learning with serious games in higher education
The research will be conducted in all partner countries and gathers information on the use of Serious Games in higher education and its pedagogical appraoches so far. It will collect
information on the status quo about currently used ways for activating the learners in lectures and about motivating students. We collect information on didactic aproaches in higher education and current use of IT and digital environments. We will gather data on the use of flipped classrooms and on the chances and challenges concerning the use of mini serious games in lectures and study modules in higher education as well as on current experiences and future perspectives.

Activity 3: Collecting and presenting best practice learning and teaching resources
Every Universiy will have a look at existing learning and teaching resources in their institutions and provide best practice bundles. Such resources can be improved and restructured into OER within the IDEAL GAME project. UPB and IK will work on criteria for a database to search through these best practice learning and teaching resources will be made available on the internet. IK will provide a platform for this which can be opened by browser and UPB will focus on the structure and the way to present the information to make it easy for teachers to search for such resources.

IO2: IDEAL GAME Creator Tool Development

The IDEAL GAME Tool will be the most important result of the project. The tool will be created as a browser tool which is made available for free. The tool will offer the chance to
create different types of Serious Games, e.g. (a) serious games for learning professional and subject related vocabulary, (b) serious games for assignement of corresponding facts and terms (c) serious games which focus on process flows (d) competitive serious games to enhance learning (e) Puzzle Games to get in contact with models and theories etc. Users, e.g. higher education providers (Professors, Assistants, etc.) can register as store own game information and pedagogical information. The tool will be available in all project languages. The tool will be designed in a way that the small serious games can be adapted to different scientific diciplines and field individually. It can be used for modules and lectures and can be equipped by the users with different content. Thus, the goal is to create a flexible tool that can be used to design module-based serious games that promote student with digital learning, improves student activity and also incorporate a motivational game-based learning approach that can be combined with a flipped-classroom concept.

O2-Activity 1: Graphics and UI design
This activity of IK as concerned with the design and creation of the user interfaces and all graphics that built the system in whole. Therefore, this activity influences the shape and the
way of how the future system looks like in the mist essential way possible to imagine.The graphics and illustrations must be attractive for young learners and so, they have to be
designed that way. All partners discuss the graphics follow the devise that form follows function which is why this the design acitivites will take the theoretical concepts and research results of O1 into consideration. Here, we will also build the basis for the user-experience and usability but we will also influence how engaging and appealing the future system will be. Therefore, such aspects will be evaluated as we show mock-ups to potential future users which will rate them.

O2-Activity 2: Programming
Within the programming activity of IK the source code behind the application that we are going to develop will be created. Here, we focus on the creation of an approach which runs on
the different common browsers. Within the Programming activitity there will also be a prototype created which can be used to showcase the basic functionalities, the design and the user-interfaces to stakeholders.

O2-Activity 3: Usability and user-experience test
Usability means that the tool has to be easy. Lecturers and also students in Higher Education must have the chance to use it without much help and without long introduction of it. This test is to understand as an evaluation of the IDEAL GAME tool at an comparatively early stage based on the prototype. The work carried out here will provide us with valuable
insights about the user-satisfaction and the praticability of tool, which is why the feedback we receive here highly valuable. The evaluation will take place systematically to derive hints
and recommendations for the further development and improvement of the tool. The usability study will be created by UPB and uses a modified TAM (Technology Acceptance Model) version. Also the user-experience questionnaire will be provided by UPB . IK will provide the online platform for the adopted TAM questionnaire and the user-experience questionnaire and the schools will provide the questionnaires during the testing of the tool. UPB will analyse the data and write a report.

O2-Activity 4: Revision
Based on the results of the evaluation, improvements on the graphics/ design and user interface will be made and the corresponding source code will be adjusted by IK. The partners comment on the revision.

O2-Activity 5: Final development
After the revision phase respectively after the feedback of the IDEAL GAME tool stakeholders found its way into the actual tool, the further-developed tool will be evaluated within the consortium systematically. Constructive feedback regarding the appealingnes of the design, the estimated potential for being engaging, etc. will be gathered and this feedback will be used by IK to make the last, final adjustments of the tool. After this phase, the tool will exist in its final version. The partners comment on this development.

O2-Activity 6: Translation
The different text-elements that are displayed within the tool will be translated into the partners languages by all partners, so that the most huge scale of potential users will be
addressed. This includes the translation of the guiding mechanism as well.

O2-Activity 7: Showcasing the tool
With the final tool aside but also with the prototypes we have the opportunity to disseminate the project and its outcomes very effectively. In contrast to other projects where the
dissemination is based only on providing stakeholders with research.

IO3: IDEAL GAME – OER Development of Serious Games
and learning materials and Implementation

Using the IDEAL GAME Tool the partners create different Serious games for their modules and lectures. Moreover, they develop learning materials which can be used hand in hand
with the Serious Games. The partners create learning scenarios in which the games will be embedded. In addition to the innovative Serious Games, the innovative element is to
combine the games with materials to provide a flipped classroom approach. Here, the learners become active, learn new aspects at home with the game and additional materials and within the face-to-face lectures the focus is set on discussion, reflection and deepening the knowledge as well as using it in realistic contexts. The Serious Games and the material will all be created according to the OER standards of EU-StORe and will be rated in the EU-StORe Tool as well to create a broader perspective and get to a broad audience. The
pedagogical and didactical elements within the additional learning materials (Power-Point-Presentations, Texts, Graphics and Audios) will be designed according to the criteria:
activation of students, providing different perspectives, clarity, structure, reflection elements, feedback possibilities and assessment.

IO4: IDEAL GAME – Development of Books

The handbooks will be needed in order to make the use of the Game Deisgn Tool from IO2 understandable and easy. Also the didactical concept has to be made available,
understandable, and usable by the users – lectures, Professors, Assistants and also to the students. It will be a guide for them that suggests different ways of optimizing learning
results for their learners, ways of motivating those who had bad experiences with learning expectations, methods for working with them, etc. One of the main aspects of the tool is that
it becomes sustainable and gains impact as the number of measures available grows.
Within the IDEAL GAME project duration the partners will already create two different handbooks. It is our intention to create encompassing handbooks that consists of different foci which will be developed within the following activities:

O4-A1: Didactical handbook for lecturers
The didactical handbook aims to provide future measure creators (lecturers in higher education) with the knowledge that is necessary to create the curriculum behind a tool and how the tool can be integrated in the planing of learning situations and lesson plans. It offers overviews and examples of teaching scenarios and focusses on learning outcomes matrixes. Moreover it offers didactical materials and resources. In additon to that it will be provided curriculum- and learning outcomes matrix-blueprints that they only need to fill in. Core idea is to guide lecturers in a way that they can create a sound structure on which the later measure will be based and where they integrate the use of the IDEAL GAME tool.

O4-A2: IDEAL GAME tool handbook for lecturers
The lecturers are most interested how to handle the tool itself. The IDEAL GAME tool handbook offers a short guide how to use the tool and the different Serious Game formats
provided with the tool. Choosing the contents for the Games is only one part of planning a certain lecture, module or course and their preparation is also only a first part of the creation
process. The serious Games have to be part of a whole didactical setting. And also flipped classroom approaches have to be explained. And the tool handbook provides lecturers with
the knowledge and the skills to deal with the tool itsself.

O4-A2: IDEAL GAME tool handbook for students
The students are also interested how to handle the Games created with the IDEAL-GAME tool. The IDEAL Game tool handbook for students offers a short guide how to use the games and the different formats provided with the tool as well as the learning scenarios.

IO5: IDEAL GAME – Policy Paper and Layman´s Report

UPIT will lead IO 5 the policy paper and the layman´s report creation.

Activity 1: Policy Paper
Together with IK and the feedback of the higher education institutions the partners will create recommendations for higher education providers and European policy makers on the use of the IDEAL GAME tool and the Serious Games as well as flipped classroom approaches. UPIT will provide additional facts and results from the surveys and the testing evalution for the policy paper to have a solid basis. IK will provide grahics and images and the policy paper design elements.
The proposed policy paper will consider 3 key issues:
(a) the importance of Serious Games and innvoative motivating learning and teaching resources for higher education
(b) the importance of a common European approach on Flipped Classroom designs in higher educational with regard to ECTS regulation and acceptance of modules from other
European universities
(c) the professionalisation of lecturers with regard to the IDEAL GAME tool

The policy paper will consider why a change of policy approach might be relevant; the policy options available and the pros and cons of each option. Finally the policy paper will
recommend a course of action based on the experiences and lessons learned in the course of the IDEAL GAME project.

Activity 2: Layman´s report
The layman’s report includes all the basic information from the whole project, the flipped classroom approach, innovative forms of higher education, the IDEAL GAME tool and the
game examples as well as insights in the learning materials.
Also here UPIT will provide the text in plain easy English and the partners will translate to the different partner languages. IK will be doing the design with many illustrations and
pictures to keep the structure quite simple and easy to understand.

Within the IDEAL GAME project the following results are expected:

(a) the online IDEAL GAME Serious Game Creator tool
(b) 50 Serious Games created with the creator tool of IDEAL GAME
provided on the online platform
(c) a flipped classroom concept for higher education modules and coureses
for the intergation of Serious Games
(d) Collection of best practice teaching resources (OER)
(e) Research report on the use of Serious Games in higher education
(f) a IDEAL GAME Policy Paper with recommandations to school education,
policy makers and teachers
(g) the IDEAL GAME website with information on the project and links
to the Creator tool and the Serious Games
(h) the IDEAL GAME dissemination material
(flyer, poster, newsletter, social media, marketing material, leaflets etc.)
(i) the IDEAL GAME didactical handbook for lecturers
(j) the IDEAL GAME tool handbook for lecturers
(k) the IDEAL GAME handbook for students
(l) the IDEAL GAME video presentation of the tool