Water-Cooler game trains undergraduate programme students in digital Skills at Hull College and the Hull School of Art and Desgin in UK. The game was developed by Nurogames, and tested among students of mixed ages over 16, mixed skills and backgrounds at the Hull college computer labs. The learning objective is to develop team building skills and reflect on them.
The game is about the interaction at an office while taking a break around the Water-Cooler. This interaction may be brief, or more extended. “Conversations” happening around the water cooler prompt group working and conflict management behavior. The results of these water-cooler discussions affect the morale of the workforce and thus productivity. The player has to choose from multiple-choice questions and answers.
The trials seek to investigate the game’s usability, user experience, and learning gain. Besides the experience with the game itself, testing the game also foresees the application of pre- and post-games usability and user experience soft skills questionnaires, and a post-game focus interview.
Hatch game was developed by Gameware for the Hull College Group UK. It is tested by students aged 16 to 35+yrs from two undergraduate creative and vocational programmes at Hull School of Art and Design and one Further Education programme at Hull College. Students are engaged in creative subjects in their final year/s of study, getting ready to leave education for the world of work.
The game seeks to develop roles required of the graduate looking to set up in business. As they develop a comprehensive business plan appropriate to a particular creative market sector model or start-up enterprise, students explore and gain understanding of the entrepreneurial context, they experiment with effective balance and prioritisation within a “safe” environment and reflect on findings in order to develop an effective tool kit for taking products/services to market.
Skills practiced include writing and implementing business plans, self-motivation, understanding legal business structures and law, identifying and researching relevant information and inspiration, developing, selecting, and presenting ideas appropriately, marketing products, evaluating projects and outcomes.
Game evaluation tools consider usability, such as how easy it is to learn and play the game, user experience to know if they enjoy the game and find it useful for learning; and veracity of the tool in learning related to entrepreneurship, in understanding their own values related to group working practice, and in reflecting on effective team working and interaction methodology.
A pre-post game method is used to test learning effectiveness as well as feedback collected in focus interview.
More information about these tests can be found here.Posts are written and signed by its authors. RAGE Project does not responsabilize for the opinions and comments published in them.