The findings I report in this blog are a result of an action research study of four GBLE development projects: Gameli V1, Gameli V2, the Social Responsibility Game and the Suoseikkailu (Peatland Adventure) game. Here is a little bit of info on each of the games:
The aim of the Gameli V.1 project was to develop an engaging learning game on top of the WorldMaker modeling and simulation software developed by Centre of Information Technology for Education of the University of Hong Kong. The project took place in Agora Game Lab in the spring of 2005 in collaboration with the software project studies of the Computer Science Department of the University of Jyväskylä.
Gameli V1 is a simulation game comprising five levels. The aim of the player is to protect endangered species in different parts of the world. Completing the game requires understanding of the behaviour of animal populations, food chains and different factors affecting the well-being of different animal species.
The goal of Gameli V.2 project was to expand on the earlier Gameli V.1 prototype and to produce a simulation game environment/simulation game design environment that could be used in classroom in natural sciences education. The project was a collaboration between Agora Game Lab and the software project studies of the Computer Science Department of the University of Jyväskylä. The project started in November 2005 and finished in March 2006.
Gameli V2 is a simulation game environment that supports understanding and learning about natural scientific phenomena. Gameli supports both learning by playing and learning by designing game world simulations.
The Social Responsibility Game (Gameetta)
The goal of the Social Responsibility Game was to produce a game design for a game that would communicate the social responsibility aspects of a Agora Game Lab’s partner organization. The project was a collaboration between Agora Game Lab and the software project studies of the Computer Science Department of the University of Jyväskylä. The project started in November 2005 and finished in March 2006.
Gameetta is a concept for a game that simulates the retailer network of the Finnish national betting agency, Veikkaus Oy. The game highlights the agency’s social responsibility and the impact it has on the Finnish society through the social interaction between the players and the information the game contains.
Suoseikkailu (Peatland Adventure)
The Peatland Adventure is a web-based adventure game designed to support in learning natural science related to the peatland nature. It is designed to be used both in the school context and as a stand-alone game outside school for various user groups. It is a part of the Virtuaalisuo (Virtual Peatland) virtual environment. The focus in the design of the game was to make a motivating and interesting game that would provide the players with positive attitudes towards the peatland nature and environment in addition to providing the content-specific knowledge.
Suoseikkailu, the peatland adventure, is an adventure game with a strong narrative taking the user on a journey through the origins of the peatlands and their inhabitants. Player takes up one of the available characters – crane, frog, hare, or viper – and it’s point of view to the game world and to the story, thus enabling multiple views and plays of the game to gain a broader understanding of the material. Along the main game there’s various minigames with educating content.
The game is available on the Virtuaalisuo web learning environment (in Finnish only).