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=== siLang Serious Game Scenario===
 
=== siLang Serious Game Scenario===
  
The siLang evaluation framework has been inspired by the [[Learning Experiments]] technique. More precisely, case studies that embody features of the [[Learning Experiments]] methodology will be used to explore the dynamic and unfolding interactions of learning events. Case studies are the vehicle to conduct ‘learning experiments’ and to collect qualitative data that will allow us to understand cause and effects in real educational contexts. Participatory observation, interviews and debriefing activities will be also deployed to collect qualitative data.
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A backbone story drives the siLang game play. The siLang story follows a young professional as he applies for a job, goes through a job interview, gets hired, meets colleagues at the office, and participates in an international meeting. The user is introduced to each of the activities through an introductory scene; for example, the user is eased into a scene that unfolds in the corporate offices by an external image of the office building. The story applies a '''‘foldback’''' structure in which activities branch out to mutually exclusive activities that the user may select based on personal and professional interests. Eventually the branched out story lines fold back into the main story path.
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The story line is organized around 7 chapters. An overview of the story line flow appears below:
  
  
 
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====Chapter 1====
 
====Chapter 1====
The siLang sampling strategy can be better described as ‘purposive’ given the fact that a sample that serves specific needs has been chosen. More precisely, the sam-ple consists of groups of learners (professionals, vocational workers and higher education students) which are undertaking foreign language courses and a group of trainers that are active in delivering foreign languages courses to adults. The groups are located in the countries that participate in the consortium namely Greece, Italy, Portugal, Estonia and Norway. In order to limit criticism about the use of a ‘boosted’ sample (Cohen et al, 2007) the purposive sampling strategy was combined with the snowball sampling strategy. More precisely, trainers from the purposive sample where used as informants to identify or to put the researchers in touch with, others trainers who qualify for inclusion in the siLang evaluation activities and are willing to expose their students to the siLang learning tools. Key informants were also identified among the newly-established sample and so on.  
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In Chapter I the user searchers the web for job positions that are related to her professional and educational background. The user is presented with 4 options that span industries allowing her to tailor subsequent game activities to her professional interests and career development needs.  
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The jobs that the user can apply for include ICT engineer, welding engineer, audio visual communication, and corporate trainer. These options have been purposefully selected to allow evaluation of the game learning value among diverse professional groups. The user is asked to write a letter in response to the job application of her choice and email it to the prospective employer. She undergoes an interview in which she replies to questions related to the job of interest and concludes the scene by signing a contract.
  
 
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====Chapter 2 ====
 
====Chapter 2 ====
The siLang evaluation strategy aims at generating effective feedback both internally and externally to ensure that feedback originates both by consortium partners and by representatives of stakeholders beyond the consortium. Moreover, two external experts with different backgrounds will be engaged in the external evaluation process during the second year of the project implementation period. Their combined expertise will cover methodological learning design, game-based learning design, and software engineering for educational purposes.
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In Chapter 2 the user is asked to find the offices of her new employer in a larger building. This is a listening comprehension exercise in which she interacts with a receptionist at the building entrance and is called to mark on a building map the location of the company offices based on her understanding of the receptionist’s description. Once into the company office space the user meets her international team of colleagues that speak with different pronunciations and introduce transfer effects into their verbal communication. She must interact with all colleagues, find out their role in the company, and receive information about the location of her desk. This is a listening comprehension exercise in which the user gets exposed to culturally influenced communication. She is asked to respond to questions about each of her colleagues’ position and mark on a map the location of her desk. Closing the scene, the user receives a phone call from the IT specialist who gives her a login account for the company on-line services. This is a spelling and typing exercise in which the user is asked to enter the correct password for logging into the company IT services.
  
 
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====Chapter 3 ====
 
====Chapter 3 ====
The combination of internal and external evaluation activities and the way evaluation activities are structured help to deal with the problem of ‘methodboundedness’ (Cohen et al, 2007). Coupled with this, in order to achieve a more holistic view on learning outcomes and targeting at cross-cultural views space triangulation is employed: as it has been already mentioned, evaluation activities are not conducted in one country but in five namely: Greece, Estonia, Italy, Norway and Portugal.
 
  
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In Chapter 3 the user receives a phone call or email from her boss informing her that she must participate in an international project meeting. The different mediums of communication provide the user with the opportunity to practice written or oral communication skills. The user must understand information on the meeting location and date. She is asked to contact a travel agent and make travel arrangements based on the transferred travel information taking into account additional rules, for example pursuing the lowest possible cost. The user must apply her understanding of the information provided by her boss for correctly requesting the necessary bookings.
  
 
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==== Chapter 4====
 
==== Chapter 4====
  
Apart from what has mentioned so far, the activities are carried out in an '''on-going manner'''. In a way, this also allow us to adopt a holist view on learning outcomes; this is not to state that the focus in on factors of change or cognitive change but rather on documenting feedback useful for the technological and pedagogical de-sign. More precisely, the feedback that is being generated by internal or external evaluation activities affects directly the development of the siLang tools (i.e the siLang serious game, the learning activities, the educational material and resources and the learning design). Amendments or updates in the design may activate a new cycle of internal and external evaluation activities.  
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In Chapter 4 the user travels to the meeting location. While on the plane she engages in conversation with her co-travellers. Upon arrival to the airport the user interacts with locals soliciting information on the best means of transportation from the airport to her hotel. She is offered different choices that include taking a taxi, riding the subway, or walking to the hotel. Based on her choice the user is presented with mutually exclusive tasks. For example, if taking the taxi the user has a conversation with the driver; if taking the subway she misses a stop and must find anew the correct subway line for reaching the hotel; if choosing to walk she must read a map correctly. Upon arrival at the hotel the user interacts with the receptionist to check in and then orders dinner at the hotel restaurant.
 
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The siLang evaluation framework is designed for producing well rounded feed-back from project partners, representatives of stakeholder groups, and experts with the objective of best implementing the proposal work plan.  
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==== Chapter 5====
 
==== Chapter 5====
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In Chapter 5 the user participates in the project meeting. Meeting participants, who have different cultural backgrounds engage in work related conversation and receive information from the project coordinator on implementation tasks and deadlines. The user is called to understand the role of each participant in the meeting as well as the project tasks and timeline. The user’s understanding is evaluated through multiple choice questions that she is called to respond to in relation to the meeting proceedings. The meeting closes with individuals pre-ordering for a social dinner at a restaurant that is about to follow.
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==== Chapter 6====
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In Chapter 6 the user participates in the social after meeting dinner. Meeting participants engage in social conversation related to typical national dishes and other culturally-influenced customs and practices in their country of origin. Diverse pronunciations and transfer effects are evident during the conversation making this a rich listening comprehension exercise. The user is asked to respond to multiple choice questions related to the content of the conversation evaluating her understanding of the information presented by her co-workers.
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==== Chapter 7====
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In Chapter 7 the user has returned from the meeting to the office and must report to her boss on the meeting events. She writes a report including the main items of the conversation and responds to specific questions on implementation tasks and deadlines. The exercises in this chapter are linked to information presented in several of the previous ones in the story line. The chapter concludes the siLang game play.
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==== The siLang Serious Game ====
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Click [http://si-lang.net/index.php/learner-menu/language-learning-games here] to download the game! Have fun! Document your comments!
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Click [[Main Page|here]] to go to the Homepage
 
Click [[Main Page|here]] to go to the Homepage

Latest revision as of 12:26, 28 November 2013


Contents

[edit] siLang Serious Game Scenario

A backbone story drives the siLang game play. The siLang story follows a young professional as he applies for a job, goes through a job interview, gets hired, meets colleagues at the office, and participates in an international meeting. The user is introduced to each of the activities through an introductory scene; for example, the user is eased into a scene that unfolds in the corporate offices by an external image of the office building. The story applies a ‘foldback’ structure in which activities branch out to mutually exclusive activities that the user may select based on personal and professional interests. Eventually the branched out story lines fold back into the main story path. The story line is organized around 7 chapters. An overview of the story line flow appears below:



[edit] Chapter 1

In Chapter I the user searchers the web for job positions that are related to her professional and educational background. The user is presented with 4 options that span industries allowing her to tailor subsequent game activities to her professional interests and career development needs. The jobs that the user can apply for include ICT engineer, welding engineer, audio visual communication, and corporate trainer. These options have been purposefully selected to allow evaluation of the game learning value among diverse professional groups. The user is asked to write a letter in response to the job application of her choice and email it to the prospective employer. She undergoes an interview in which she replies to questions related to the job of interest and concludes the scene by signing a contract.


[edit] Chapter 2

In Chapter 2 the user is asked to find the offices of her new employer in a larger building. This is a listening comprehension exercise in which she interacts with a receptionist at the building entrance and is called to mark on a building map the location of the company offices based on her understanding of the receptionist’s description. Once into the company office space the user meets her international team of colleagues that speak with different pronunciations and introduce transfer effects into their verbal communication. She must interact with all colleagues, find out their role in the company, and receive information about the location of her desk. This is a listening comprehension exercise in which the user gets exposed to culturally influenced communication. She is asked to respond to questions about each of her colleagues’ position and mark on a map the location of her desk. Closing the scene, the user receives a phone call from the IT specialist who gives her a login account for the company on-line services. This is a spelling and typing exercise in which the user is asked to enter the correct password for logging into the company IT services.


[edit] Chapter 3

In Chapter 3 the user receives a phone call or email from her boss informing her that she must participate in an international project meeting. The different mediums of communication provide the user with the opportunity to practice written or oral communication skills. The user must understand information on the meeting location and date. She is asked to contact a travel agent and make travel arrangements based on the transferred travel information taking into account additional rules, for example pursuing the lowest possible cost. The user must apply her understanding of the information provided by her boss for correctly requesting the necessary bookings.


[edit] Chapter 4

In Chapter 4 the user travels to the meeting location. While on the plane she engages in conversation with her co-travellers. Upon arrival to the airport the user interacts with locals soliciting information on the best means of transportation from the airport to her hotel. She is offered different choices that include taking a taxi, riding the subway, or walking to the hotel. Based on her choice the user is presented with mutually exclusive tasks. For example, if taking the taxi the user has a conversation with the driver; if taking the subway she misses a stop and must find anew the correct subway line for reaching the hotel; if choosing to walk she must read a map correctly. Upon arrival at the hotel the user interacts with the receptionist to check in and then orders dinner at the hotel restaurant.



[edit] Chapter 5

In Chapter 5 the user participates in the project meeting. Meeting participants, who have different cultural backgrounds engage in work related conversation and receive information from the project coordinator on implementation tasks and deadlines. The user is called to understand the role of each participant in the meeting as well as the project tasks and timeline. The user’s understanding is evaluated through multiple choice questions that she is called to respond to in relation to the meeting proceedings. The meeting closes with individuals pre-ordering for a social dinner at a restaurant that is about to follow.


[edit] Chapter 6

In Chapter 6 the user participates in the social after meeting dinner. Meeting participants engage in social conversation related to typical national dishes and other culturally-influenced customs and practices in their country of origin. Diverse pronunciations and transfer effects are evident during the conversation making this a rich listening comprehension exercise. The user is asked to respond to multiple choice questions related to the content of the conversation evaluating her understanding of the information presented by her co-workers.


[edit] Chapter 7

In Chapter 7 the user has returned from the meeting to the office and must report to her boss on the meeting events. She writes a report including the main items of the conversation and responds to specific questions on implementation tasks and deadlines. The exercises in this chapter are linked to information presented in several of the previous ones in the story line. The chapter concludes the siLang game play.



[edit] The siLang Serious Game

Click here to download the game! Have fun! Document your comments!




Click here to go to the Homepage

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