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IO2 – Suite of serious games on accessible learning objects (learning content creation) I SG for competence - 2015-1-TR01-KA201-022247 ISG for competence Intelligent Serious Games for Social and Cognitive Competence Curriculum and scenarios framework IO number 2 Title Suite of serious games on accessible learning objects (learning content creation) Status Final Version V4-EN Project start date 01/09/2015 Project duration 36 months Authors ZGURA-M Bulgaria PhoenixKM Belgium For further information related to the ISG For Competence project please visit: May 2016 1 ISG for competence website: http://isg4competence.eu

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Page 1: isg4competence.comisg4competence.com/assets/...and-scenarios-framework-final-versi…  · Web view1.1 The concept of ISG 4 Competence project. The 3-year project “Intelligent Serious

IO2 – Suite of serious games on accessible learning objects (learning content creation)I SG for competence - 2015-1-TR01-KA201-022247

ISG for competenceIntelligent Serious Games for Social and Cognitive

CompetenceCurriculum and scenarios framework

IO number 2

Title

Suite of serious games on accessible learning objects (learning content creation)

Status FinalVersion V4-ENProject start date 01/09/2015Project duration 36 months

AuthorsZGURA-M BulgariaPhoenixKM Belgium

For further information related to the ISG For Competence project please visit:the project website (http:// i sg4competence.eu );Facebook page (facebook.com/ISG4competence)

This project (Intelligent Serious Games for Social and Cognitive Competence - 2015-1-TR01-KA201-022247) has been funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information

contained therein.

May 2016 1 ISG for competence website: http://isg4competence.eu

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IO2 – Suite of serious games on accessible learning objects (learning content creation)I SG for competence - 2015-1-TR01-KA201-022247

Table of Contents

1. Introduction.................................................................................................................... 41.1 The concept of ISG 4 Competence project..........................................................................................................4

1.2 Rationale and principles of the curriculum development...................................................................................4

1.3 Framework of the curriculum.............................................................................................................................6

1.4 Curriculum requirements....................................................................................................................................7

2. Social and Cognitive competences: a definition.............................................................83. Target groups of learners through game based learning in the frame of ISG4Competence project.......................................................................................................104. Educational settings of application of the suite of serious games................................115. Curriculum – framework and learning scenarios...........................................................12

5.1 Self-esteem and self-confidence.......................................................................................................................13

5.1.1 Identify why self-esteem and confidence is important..............................................................................13

5.1.2 Recognise personal skills and qualities that develop self-esteem and confidence....................................14

5.1.3Develop skills and qualities to build self-esteem........................................................................................15

5.2 Managing anger and stress...............................................................................................................................17

5.2.1 Understanding Anger and Aggression........................................................................................................17

5.2.2 Understanding Own Anger........................................................................................................................18

5.2.3 Managing Anger and Aggression...............................................................................................................19

5.2.4 Understanding Stress.................................................................................................................................20

5.2.5 Responding to Peer Pressure, Bullying and Abuse.....................................................................................22

5.3 Time keeping (management)............................................................................................................................24

5.3.1 Time keeping..............................................................................................................................................24

5.4 Team working...................................................................................................................................................26

5.4.1 Working with peers....................................................................................................................................26

5.4.2 Commitment during team work................................................................................................................27

5.4.3 Targets and deadlines................................................................................................................................29

5.5 Communication................................................................................................................................................30

5.5.1 Importance of listening..............................................................................................................................30

May 2016 2 ISG for competence website: http://isg4competence.eu

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IO2 – Suite of serious games on accessible learning objects (learning content creation)I SG for competence - 2015-1-TR01-KA201-022247

5.5.2 How to distinguish emotions?....................................................................................................................33

5.6 Improving own learning....................................................................................................................................35

5.6.1 Identifying your learning style...................................................................................................................35

5.6.2 Reviewing your learning progress..............................................................................................................36

5.7 Problem solving..........................................................................................................................................38

5.7.1 Following rules and instructions................................................................................................................38

5.7.2 Be creative in problem solving by using the five stage model...................................................................39

6. Initial game product specification.................................................................................41References............................................................................................................................. 43

May 2016 3 ISG for competence website: http://isg4competence.eu

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IO2 – Suite of serious games on accessible learning objects (learning content creation)I SG for competence - 2015-1-TR01-KA201-022247

1. Introduction

1.1 The concept of ISG 4 Competence projectThe 3-year project “Intelligent Serious Games for Social and Cognitive Competence” targets children & youth with disabilities, teaching them on creativity and social competencies, using serious desktop and mobile games.The IO2 is based on the results and conclusions from desktop and survey findings from IO1 Scoping Report. It aims to produce a suite of serious games on accessible learning objects in basic skills, key skills, personal development, work preparation and work sustainability. These serious games will be applicable in the following educational settings:

Schools – special and mainstream with special needs units Day care centres Education and training providers Public sector organizations dealing with inclusive education Public sector – health and social care providers

The aim of this document is to present the curriculum and learning scenarios framework which will be implemented through the development, iterative testing and piloting of the suite of the serious games (desktop and mobile). Curriculum (description): A sequence of course, a set of performance objectives, a course of study, it is a subject matter and statement of ends. 1.2 Rationale and principles of the curriculum development. The ISG4Competence harmonised European curriculum is based on the principles of collaborative blended learning which involves a student/person with mild learning difficulties and a trainer/teacher. People who have completed this curriculum are expected to have increased social and in particular cognitive competences which correspond to their personal educational and employment needs.The interaction between the student with learning difficulties and the trainer is on a conceptual basis, therefore there is no recommendation for frequency of activities or duration of the learning process.

May 2016 4 ISG for competence website: http://isg4competence.eu

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IO2 – Suite of serious games on accessible learning objects (learning content creation)I SG for competence - 2015-1-TR01-KA201-022247

This curriculum is developed (after the Taba Model1) by implementing an inductive approach (beginning with the specifics) with the following sequence:

• Identify the needs of the student with mild learning difficulties (what are the current gaps in terms of social and creativity competences – for reference IO1 Consolidated survey report).

• Develop person-driven aims and objectives.• Select content that matches those aims and objectives.• Organise sessions that take into account the learner’s experience and abilities.• Select an appropriate instructional method that promotes the student’s engagement.• Review mid-term progress after six months.• Regular review of the balance and sequence between different types of activities• Complete monitoring and evaluation forms.• Report to the training coordinators in the respective countries.

The ISG4Competence curriculum is designed on the following principles:• Challenge and enjoyment• Progression• Depth• Personalisation and choice• Coherence• Relevance

The ISG4Competence curriculum is based on a philosophy of education that incorporates the following five principles:

• The full and harmonious development of the individual.• The importance of making due allowance for individual difference.• The importance of activity and discovery methods.• The integrated nature of the curriculum.• The importance of problem-based learning.

1 Taba, H., 1962. Curriculum development: Theory and practice, New York: Harcourt, Brace & World.

May 2016 5 ISG for competence website: http://isg4competence.eu

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The three pedagogical principles dealing with activity and discovery methods, an integrated curriculum and problem-based learning are subsumed into a wider range of learning principles that help to characterise more fully the learning process that this ISG4Competence curriculum envisages. These are:

• the sense of wonder and natural curiosity of students with mild learning difficulties is a primary motivating factor;

• the student as an active agent in his or her lifelong learning and improvement of his/her social and creativity competences;

• improvement of social and creativity competences is developmental in its nature;• learning should involve guided activity and discovery methods; • easy to understand language is central in the learning process;• social and emotional dimensions are important factors in learning;• learning is most effective when it is integrated;• skills that facilitate the transfer of learning should be fostered;• active listening, understanding instructions, problem-solving and observational skills

should be developed;• collaborative learning should be a feature in the learning process;• the range of individual differences should be taken into account in the learning process;• assessment of the impact and progress of the student with mild learning difficulties is

an integral part of process.1.3 Framework of the curriculumBy using the suite of serious games for desktop and mobile usage, students with learning difficulties will increase their skills and competences in achieving goals, managing their behaviour in a social context, anticipating the consequences of their behaviour for self and others, generating creative solutions, building a positive sense of self-efficacy, managing their time and resource to prepare for the school activities, improve cooperation with peers and teachers/trainers, coping with difficulties and managing social interactions. An important goal of the curriculum is to enable people with learning difficulties to learn and understand how to improve their social and cognitive competences and to develop an appreciation of the value and practice of the lifelong learning.

May 2016 6 ISG for competence website: http://isg4competence.eu

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IO2 – Suite of serious games on accessible learning objects (learning content creation)I SG for competence - 2015-1-TR01-KA201-022247

1.4 Curriculum requirementsStudents with learning difficulties could benefit from this course, improving their:

1. Regular attendance and participation.2. Satisfactory performance during practical exercises and gaming.3. Understanding of the concept of different social competences and creativity.4. Transfer of abilities into the world of education, training and employment.

The term “curriculum” is used in the context of additional innovative structured methodology which aims to enhance the existing curricula in mainstream and special education environments. Its aims are not in contradiction with existing ones rather it aims to contribute for the acquision of social and cognitive competencies which are frequently neglected in the mainstream education (for reference IO1 Consolidated findings report). It will be followed by the following activities:

Educational content development including transposing of elements so all units are covered for broad user groups (students with different learning difficulties)

Confirm the methodology by which the content of the learning objects for the scenarios will be scope by the user groups via online meeting between all partners

Work with end user groups (focus groups of 5 stakeholders in each country) to develop the learning objects

Work with end user groups (focus groups of 5 stakeholders) in each partner country to input to the games design document for each scenario

Analyse the results from the user groups in each partner country, to collaborative produce the final full games design document for each scenario

Development of a social competencies unit and creativity using 3D scenarios, web and mobile games

Agreement of final version before translation and gathering feedback from the local focus groups

Translation into national languages Production of the course material Uploading specific pilot testing course content and supporting content

May 2016 7 ISG for competence website: http://isg4competence.eu

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IO2 – Suite of serious games on accessible learning objects (learning content creation)I SG for competence - 2015-1-TR01-KA201-022247

2. Social and Cognitive competences: a definition

Social competence is a complex, multidimensional concept consisting of social, emotional (e.g. affect regulation), cognitive (e.g. fund of information, skills for processing/acquisition, perspective taking), and behavioural (e.g. conversation skills, pro-social behaviour) skills, as well as motivational and expectancy sets (e.g. moral development, self-efficacy) needed for successful social adaptation. Social competence also reflects having an ability to take another's perspective concerning a situation, learn from past experiences, and apply that learning to the changes in social interactions. Social competence is the foundation upon which expectations for future interaction with others are built, and upon which individuals develop perceptions of their own behaviour. Often, the concept of social competence frequently encompasses additional constructs such as social skills, social communication, and interpersonal communication. 2

If we now fine-tune on the core target of the cognitive competences, then we consider those competences through which people can operate their personal experiences and organize and adapt their thoughts to guide their behaviour (e.g. creative thinking, reasoning, problem solving and information processing, decision making, time management, managing resources, orientation, etc.).

According to Piaget, cognitive competence constitutes the cyclical processes of assimilation and accommodation, which indicates that people can manipulate their personal experiences as well as organize and adapt their thoughts to guide their behaviour. Similarly, Fry pointed out that cognitive competence comprises three interwoven and interdependent components: cognitive structures, cognitive processes, and overt behaviours. Among them, “cognitive processes”, such as metacognition, cognitive styles of self-regulation, and cognitive skills of thinking, reasoning, analysing problems, and information processing, can affect one’s “behaviours” like task performance, problem solving, and decision making, as well as “cognitive structures,” such as self-schemas and goal orientation.3

2 Semrud-Clikeman, M. (2007). Social competence in children. New York, NY: Springer Science+Business Media.

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IO2 – Suite of serious games on accessible learning objects (learning content creation)I SG for competence - 2015-1-TR01-KA201-022247

3. Target groups of learners through game based learning in the frame of ISG4Competence project

The target groups of learners who may take benefit from the suite of serious game is related to the following beneficiaries:

Students with mild learning disabilities (slow rate of maturation, reduced learning capacity and inadequate social adjustment)

Students with sensory impairments Students with low level social skills Students with specific learning difficulties (dyslexia, dyspraxia, autism spectrum

disorder, ADHD

The target groups who may take benefit from the exploitation of the suite of serious games and who are working with the above mentioned learners are:

Professionals involved in education - Inclusive education; Special education; Public teachers (resource teacher, speech therapist, etc.); Private teachers (resource teacher, speech therapist, etc.); Professionals working with people with disabilities; Educational planning/methodology experts (evaluates the curriculum for schools and suggest changes); Headmasters/principals.

Families of children and youth with disabilities - (Moderate) learning difficulties (dyslexia, dyscalculia, …); (Moderate) learning disabilities (ADHD, autism spectrum); Low social skills / deviant (actions or behaviours that violate social norms) behaviour;

Intermediaries - Medical centre/authority; Health care organization; Social care organization; Development agency

Training centres – in the context of mainstream education; Inclusive education; Special education

3 As mentioned in “The Scientific World Journal, Volume 2012 (2012), Article ID 210953, 7 pages, http://dx.doi.org/10.1100/2012/210953, Cognitive Competence as a Positive Youth Development Construct: A Conceptual Review, Rachel C. F. Sun and Eadaoin K. P. Hui, Faculty of Education, The University of Hong Kong, Hong Kong.

May 2016 9 ISG for competence website: http://isg4competence.eu

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IO2 – Suite of serious games on accessible learning objects (learning content creation)I SG for competence - 2015-1-TR01-KA201-022247

Academicians - (Special) pedagogy; Psychology; ICT / gaming /Assistive technology etc.

Above mentioned target groups of learners and beneficiaries will be included in all stages of the development and testing of the project intellectual outputs as well as with representatives in the national advisory boards in each partner country.

4. Educational settings of application of the suite of serious games

The ISG4competence serious games will be applicable to support the education and training in the following educational settings:

Classrooms in mainstreaming schools - used as additional approach to fulfil the learning outcomes of particular learning subject

Extracurricular activities in the schools – used as possible alternative approach for acquision of basic and key competencies which cannot be covered during compulsory courses at schools

Private lessons – used as an alternative educational approach for students who cannot attend mainstream courses

Private sessions with resource tutors, psychologist or speech therapist – use as a training method for acquision/improvement of basic and key competencies.

Activities of youth volunteering informal groups – used as a media where peer learning support could be facilitated.

Although that it is not preliminary expected some of the games will be applicable also for kindergarten settings.

May 2016 10 ISG for competence website: http://isg4competence.eu

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IO2 – Suite of serious games on accessible learning objects (learning content creation)I SG for competence - 2015-1-TR01-KA201-022247

5. Curriculum – framework and learning scenarios

Based on the results from the IO1 Consolidated survey findings the consortium has decided on the following curriculum framework and learning objects (scenarios).

The partners who are responsible for the pedagogical framework of the curriculum and learning scenarios are:

P4 ZGURA-M, Bulgaria P5, PhoenixKM, Belgium

In all partners’ countries, the cognitive competencies students should obtain / enhance during their school years (6-18) are identical and should therefore guide the project partners to the following domains:

Self-esteem and self-confidence Managing anxiety and stress Team working Communication Problem solving Improvement of own learning Time management

The learning challenges which children & youth with learning difficulties face are almost everywhere the same on an educational and social level, with especially basic & key competences skills (on educational level), task management skills, social learning skills, self-presentation skills. The creative thinking is a competence which will be considered throughout all domains mentioned in above. Therefore the creativity unit will be considered as part of each of the 7 domains.

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IO2 – Suite of serious games on accessible learning objects (learning content creation)I SG for competence - 2015-1-TR01-KA201-022247

5.1 Self-esteem and self-confidence5.1.1 Identify why self-esteem and confidence is important

1 Title: Identify why self-esteem and confidence is important2 Aims:

This unit will help the students to recognise the importance of self-esteem and confidence.

3 Learning objectives: To understand why self-esteem and confidence is important in personal development. Be able to identify what is meant by self-esteem and self-confidence. Demonstrate the reasons why self-esteem is important. Demonstrate the consequences of the loss of self-esteem.

4 Content of the scenarios: Students to understand why self-esteem and confidence is important in their

personal development o Self-esteem and confidence are important because people who have high self-

esteem are likely to be happy, well adjusted, successful and healthy.o It is important to personal happiness and personal success to feel valued and that

you matter. Students to be able to identify what is meant by self-esteem and self

confidenceo Definitions of self-esteem and self-confidence.o Self-esteem as having a favourable regard and respect for oneself.o Self-confidence as a belief and trust in own abilities, qualities and judgment.

Demonstration of the reasons why self-esteem is importantIf you have self-esteem then you will:

o feel good about yourself, o feel that you matter to others,o have the confidence to try new things, takes risks, meet new people, and talk to

others. Demonstration of the consequences of the loss of self-esteem

May 2016 12 ISG for competence website: http://isg4competence.eu

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IO2 – Suite of serious games on accessible learning objects (learning content creation)I SG for competence - 2015-1-TR01-KA201-022247

o If you don’t have self-esteem you could: Feel lonely and unhappy Feel unsure of yourself Worried about things Not feel like behaving well Find it difficult to try doing something new Find it difficult to meet new friends Find it difficult try new job opportunities Feel bad about yourself

5 Teaching strategies Role play situations Picture cards to recap learning of examples of positive and negative body language

6 SummaryThrough using outlined framework to recap skills, learning outcomes can be measured and recognised.7 Glossary

Self-esteem: having a favourable regard and respect for oneself. Self-confidence: a belief and trust in own abilities, qualities and judgment.

5.1.2 Recognise personal skills and qualities that develop self-esteem and confidence

1 Title: Recognise personal skills and qualities that develop self-esteem and confidence2 Aims:

This unit will help students to recognise their personal qualities and develop self-esteem.

3 Learning objectives: Recognise personal skills and qualities that develop self-esteem and confidence Reappraise past experiences

4 Content of the scenarios:

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IO2 – Suite of serious games on accessible learning objects (learning content creation)I SG for competence - 2015-1-TR01-KA201-022247

Recognition of personal skills and qualities that develop self-esteem and confidence

o Recognising his/her personal qualities involves knowing his/her good points, s/he will be able to talk about them and feeling good enough about himself/herself that they won’t be too upset by people saying bad things about them and won’t keep thinking about bad things people have said.

Reappraise past experiences o Recognising our qualities can allow us to look at things that have gone wrong for

us in a different way. We may then realise that things that have happened in the past may not be our fault. This can help us to learn how to move on from past experiences.

5 Teaching strategies Role play scenarios on past experiences Recap learning actions

6 SummaryStudents should be able to select/list what makes them feel good about themselves and recognise their own achievements and abilities.7 Glossary

Reappraise: To look at something again to see if you feel the same about it. Your personal qualities: Something that is particularly good or nice about you. Achievements: Something you have done well or a task you have completed

successfully.

5.1.3 Develop skills and qualities to build self-esteem

1 Title: Develop skills and qualities to build self-esteem 2 Aims:

This unit will help students to identify ways to improve their levels of confidence and self-esteem.

3 Learning objectives:

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IO2 – Suite of serious games on accessible learning objects (learning content creation)I SG for competence - 2015-1-TR01-KA201-022247

Develop skills and qualities to build own self-esteem. Develop skills at supporting other people to build their self-esteem.

4 Content of the scenarios: To help students to recognise their own skills and abilities:

o Learn to know when they have done something well and should be proud of themselves.

o Students to set targets and be determined to meet them.o To train them I they’re not able to do something right the first time, they should

not give up and try again. To help students to support others to build their self-esteem :

o Offer encouragement o Tell them when they’ve done wello Offer support when they’re finding things difficult

5 Teaching strategies Target sheet to identify new skills to develop. Role play scenarios.

6 SummaryThrough role play and initiating sheet (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 in place for new targets to be reviewed.7 Glossary

Be determined: make your mind up that you’re definitely going to do something.

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IO2 – Suite of serious games on accessible learning objects (learning content creation)I SG for competence - 2015-1-TR01-KA201-022247

5.2 Managing anger and stress

5.2.1 Understanding Anger and Aggression

1 Title: Understanding Anger and Aggression2 Aims:

This unit will help students to identify what makes them feel angry and what makes their anger turn into aggression.

3 Learning objectives: Understand and recognize the feelings of anger and aggression. Recognize situations and conditions that trigger aggression.

4 Content of the scenarios: The student will understand and recognize the feelings of anger and

aggressiono What does it feel like to be angry?o What kinds of behaviour show aggression?o Can you be angry without being aggressive?o Is it right to get angry?o Is it right to be aggressive?

Recognize situations and conditions that trigger aggressiono Feelings of frustrationo Feeling out of control o Being unsure of how to react to other’s behaviour sometimes leads to aggressiono Not being able to talk about your feelingso Feeling you’re not being listened to o Fear caused by being in new situations

5 Teaching strategies Picture cards showing different emotions/ scenarios Simulation/interaction on anger and aggression Case scenarios

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6 SummaryThrough interaction, simulation, picture recognition and case scenarios, students should be able to identify aggression and its triggers more easily.7 Glossary

Glossary: Anger and aggression are strong reactions to things going wrong or not getting everything our own way or being upset with the things that other people do or say to you.

Anger: A strong feeling of not being pleased or feeling very cross. Aggression: Outward display of anger, attacking somebody physically or verbally.

5.2.2 Understanding Own Anger

1 Title: Understanding Own Anger2 Aims:

This unit will help students to identify what makes them feel angry and what makes their anger turn into aggression.

3 Learning objectives: Recognise aggressive reactions Understand the consequences of aggression

4 Content of the scenarios: Recognise aggressive reactions:

Symptoms of anger building up to aggression include:o Feeling your heart beat fastero Tensed muscleso Clenched fistso Bulging eyes o Face going red. o Swearing, shouting and saying rude things

Understand the consequences of aggression:o Sometimes these aggressive feelings get so bad it makes people become violento Violence can lead to people getting seriously hurt or killed

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o Violence can lead to a criminal conviction and a prison sentenceo Being violent can damage your relationships with friends and family

5 Teaching strategies Use of picture cards and news cuttings Simulation of situations Role play

6 SummaryStudents should through picture cards, simulations and role play be able to identify their own reactions and reactions of others.7 Glossary

Violence: Attacking somebody or something with force, deliberately trying to hurt or damage them.

5.2.3 Managing Anger and Aggression

1 Title: Managing Anger and Aggression2 Aims:

This unit will help students to develop positive strategies to managing their own anger and aggression and to understand how to manage them in other people.

3 Learning objectives: Students to be able to identify strategies to manage your own aggression. Students to be able to identify strategies to cope with aggression in others.

4 Content of the scenarios: To manage own aggression (possible situations and activities):

o Relaxing own shoulders o Taking deep breaths to slow down the heart beato Counting to 10 to give you time to think o Walking away and doing something else you enjoyo Find a way to burn off that energy that won’t hurt anybody else – punch a pillow

not another person

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IO2 – Suite of serious games on accessible learning objects (learning content creation)I SG for competence - 2015-1-TR01-KA201-022247

o 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:o Find out what you want to happeno Important to do something before things get too bado People who are trying to help of stop a fight or argument have to keep their own

opinions to themselves5 Teaching strategies

Picture game consisting of aggression triggers Role play of containment of own aggression tactics

6 SummaryA developing understanding of own triggers should enable students to plan strategies for aggression.7 Glossary

N/A

5.2.4 Understanding Stress

1 Title: Understanding Stress2 Aims:

This unit will help students to understand the causes and results of stress.3 Learning objectives:

Recognition of situations and conditions that trigger problems and stress. Understanding that some stress can be helpful in some situations. Recognition of typical reactions to problems and stress. Understanding of the consequences of allowing stress to build up.

4 Content of the scenarios: Recognise situations and conditions that trigger problems and stress

Stress is the worked up feeling students get when things are happening to them or they are asked to do things that challenge them in a bad way or good way.Things that stress people in a bad way include:

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o Fear of failureo Confrontationo Peer Pressureo Bullyingo Family problemso Being Scared

Understand that some stress can be helpful in some situationsThings that stress us in a good way include:

o Competitions, e.g. sport, quiz, team gameso Be given a challenge, e.g., job interviewso Challenges that may push us to do better

Recognise typical reactions to problems and stressReactions to problems and stress include:

o Increased heart rate o Tensed muscleso Sweaty palmso Butterflies in stomacho Faster breathingo Feelings of anger o Frustration and loss of controlo Not sleeping very wello Not eating properlyo Hurting yourselfo Not talking to otherso Not feeling like doing anythingo Feeling tired all the timeo Feeling ill

Understand the consequences of allowing stress to build upAllowing negative stress to build up can cause

o Physical illness

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o Mental illnesso Problems with worko Problems with relationships

5 Teaching strategies Identification of personal stress triggers. Stress scenarios. Picture cards for recognition of stress and its factors.

6 SummaryThrough identification of personal stress triggers implemented in scenarios which are presenting stress situations or through visualisation of picture cards for recognition of stress the students will understand how to deal with individual levels of stress. They will be able to identify their own and others’ reactions to stress. By these means, strategies implemented through scenarios can be developed to give some help to cope with situations as they arise.7 Glossary

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.

5.2.5 Responding to Peer Pressure, Bullying and Abuse

1 Title: Responding to Peer Pressure, Bullying and Abuse2 Aims:

This unit will help students to recognise when others are putting pressure on them to do the wrong thing or when they are being bullied or abused and to respond appropriately.

3 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.

4 Content of the scenarios:

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To understand the meaning of “peer pressure”, bullying and abuse and be able to recognise them

o Peers are people around the age of the students, who might go to school or college with, or hang out with.

o The peers might look out, keep the student out of trouble, or even lead the student into trouble.

o If the peers try to make the student to do something against his/her will or better judgement, this is called “peer pressure”.

o When someone deliberately threatens, frightens, abuses or hurts another person repeatedly this is called bullying.

o 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 pressureo Being made to do something against your will can make you feel bad about

yourselfo It can get you and them into troubleo It can spoil your friendshipo It can make you lose respect for each other

To develop strategies for responding appropriately to peer pressureo It will take some courage to do the right thing if the student thinks it might make

him/her look silly in front of their friends.o To ask the students to think about what they might be able to say to a friend and

make them to do something they didn’t want too To point out the consequences of doing that thing o To try and get to do something elseo To tell peers that s/he doesn’t feel comfortableo To tell peers that s/he feels bullied and remind peers that friends should be

supportive not bullyingo If the student has being bullied or abused how s/he should report ito If the student feels that a friend wants him/her to do something bad or wrong

s/he could tell a responsible adult in confidence

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5 Teaching strategies Examples of peer pressure / bullying Reasoning on the consequences of peer pressure Role play situations to highlight differences in peer group pressure

6 SummaryThrough 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.7 Glossary

Peer: Your peers are people around your age, who 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.

5.3 Time keeping (management)5.3.1 Time keeping

1 Title: Time Keeping2 Aims:

This unit will help students to understand the importance of good timekeeping and recognize the consequences of being out of the time frame for a particular activity.

3 Learning objectives: Understand the importance of planning own time. Recognise the activities that are needed to prepare for going out to school.

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Learn how to work out how much time s/he needs to allow from getting out of bed to leaving to school and for all the activities that need to be done during the school day.

Understand the consequences of not planning the time. Understand the importance of time keeping at school and what is involved in good time

keeping. Learn how to develop basic time keeping strategies.

4 Content of the scenarios: Understand the importance of planning the time

o This means being ready to start school day at the right time and not just turning up at this time. For example, leave enough time before s/he is due to start school classes to get ready to leave for the school premises.

o The student should work out how many things s/he has to do before s/he is ready to leave for school and how long each activity takes.

o The student needs to know what time s/he has to go out to catch a bus or train and how long this journey will take.

Learn how to work out how much time you need to allow from getting out of bed to leaving to work and for all the activities that need to be done in between

Understand the consequences of not planning the timeo Might miss the bus or train if s/he doesn’t leave enough timeo S/he might be late for school

Learn how to develop basic time keeping strategieso Choosing to do some things in advance e.g. ironing and laying out clothes the

night beforeo How to calculate and remember the time you need to takeo Leaving reminders set upo How to remember everything needed for each day

5 Teaching strategies Simulations of time management activities before leaving for school. Clock to show how quickly time mounts up. Looking at bus/train timetables to time journeys.

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Planning time keeping at work using timetables. Recapping basic strategies for time keeping and work related issues.

6 SummaryThe student should be able to identify how to plan time keeping and develop skills to think ahead for planning though out working day.7 Glossary

Strategies: An action plan for achieving a goal.

5.4 Team working5.4.1 Working with peers

1 Title: Working with peers2 Aims:

To enable and stimulate student to work and cooperate as part of a team.3 Learning objectives:

Team building. To establish good working relationships and environment.

4 Content of the scenarios: Working (interacting) with peers

o Understanding the importance to cooperate with peers during lessons and for other creative ideas as part of students clubs etc.

o Demonstration of possible situations of collaborationo Demonstration of challenges in communication while working in a team

Working (interacting) with teachers, resource tutors etc.o Understanding the importance to follow the instructions by the teacher (resource

tutor etc.) for a group exercise or group activityo Demonstration of possible situations of given instructions by the teachero Demonstration of different types of teacher’s behavior

Overall the following points for a good team player could be included:A good team player consists of the following characteristics:

Works toward the understood goals of the team

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Contributes to an informal, comfortable, and tension-free work environment Enthusiasm about working with the team Follows through on commitment Takes pride in the team’s work Shows interest in other team members’ achievements Readily accepts feedback on performance Encourages others to achieve at high levels Stay focused on team tasks Openly communicates with others in the group Sensitiveness to the feelings of other group members Ability to resolve conflict effectively Eager to try new approaches

5 Teaching strategies: The student should comment the reactions and the scenes in the demonstrations while

gaming. The student should discuss with the teacher the behavior of the peers while

cooperating. The student should reflect on how the challenges in the team work could be overcome.

6 Summary This unit outlines illustrative approaches on team building and collaboration with peers and teachers (educational staff) in the school environment. The student will received demonstrations and tips for good interaction and cooperation.7 Glossary

Team work - In the context of school environment the term refers to students working together, often on an assignment or an activity. Group work is the more neutral term, whereas teamwork implies something about how the students are working together.

5.4.2 Commitment during team work

1 Title: Commitment during team work2 Aims:

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This unit will help student to recognize the importance of commitment and understand how to demonstrate it at school.

3 Learning objectives: To understand what is meant by the term “commitment”. To recognize the importance of demonstrating commitment at school. To demonstrate an understanding of how to show commitment at school. To understand the consequences of appearing to be lacking in commitment at school.

4 Content of the scenarios: To understand what is meant by the term “commitment”?

The teachers and educational staff are expecting students to show commitment during different activities at school.

o Commitment to the school work is the strength of the bond between the student and his/her peers and teachers

o Defined by a sense of belongingo Demonstrated by dedication, hard work and enthusiasmo A belief in the values of the school group activities

To recognize the importance of demonstrating commitment at schoolThe scenario should point the benefits of doing this as to:

o Make him/her feel good about school activitieso Help him/her to fit ino Increase his/her chances of inclusion in the group school activitieso Gain the respect of his/her peers

To demonstrate an understanding of how to show commitment at school?The scenario should implement situations to show commitment by:

o always turning up on time, o working hard, o being enthusiastic about the school activityo good team work among peers at schoolo A willingness to learn new skills.o Talking positively to other peers about the school activity

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To understand the consequences of appearing to be lacking in commitment at schoolThe scenario should demonstrate that if the student appears to lack commitment s/he may:

o Receive low scores o His/her peers may neglect him/her from future team worko S/he may become unpopular among peers

5 Teaching strategies Role play- team work situation linked to different learning domains. Discussion to develop understanding of concepts. Demonstrations of situations to show commitment and about consequences in case of

lack of commitment 6 SummaryDemonstrations and role play activities implemented in the game based scenario will give students the opportunity to practice good skills for working relationships.7 Glossary

Commitment: the bond of a student, the strength of which depends on the degree of his/her involvement and belief in the values of the school cooperation.

5.4.3 Targets and deadlines

1 Title: Targets and Deadlines2 Aims:

This unit will help the student to know what a target is and how to set targets and deadlines.

3 Learning objectives: To understand the importance of setting targets. To demonstrate the process of target setting. To demonstrate an understanding of developing a simple action plan to meet targets. To demonstrate an ability to prepare a timed work plan. To demonstrate an understanding of how to review own progress.

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4 Content of the scenarios: To understand the importance of setting targets

o Simulations of working to targets and working without targetso Why we need targets

To demonstrate an understanding of developing an action plan to meet targets

o What is a simple action planningo Examples action planso How to write a simple action plan

To demonstrate an ability to write a timed work plano Realistic time scaleso How to write a work plan

To demonstrate an understanding of how to review the progresso Recording progress against a plano Reviewing your plan

5 Teaching strategies Demonstration of time planning A scenario based on individual target planning with understanding of deadline and how

to monitor time revision and evaluation of process to be presented. 6 SummaryThrough exploration of target planning, evaluation and review process, students can experience how to plan time and manage workload to meet deadline effectively.7 Glossary

N/A

5.5 Communication

5.5.1 Importance of listening

1. Title: Importance of listening2. Aims

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This unit will improve the listening skills of the student. Not listening creates various difficulties that affect students’ performance, problem solving, and interactions with others (peers and teaching staff).

3. Learning objectives:

To realise the importance of listening. To understand the effects of not listening. To understand the barriers to listening. To understand the effects caused by not listening. To overcome barriers in everyday listening.

4. Content of the scenarios: To describe what good listener means:

o I maintain an eye contact with the speakero I ask clarifying questions.o I show concern, noting the feelings that the speaker feels.o I retell or paraphrase the speaker's words to show that I have understood

correctly.o I seek first to understand, then to be understood.o I am ready to control my feelings.o I respond with a smile, nod, and frown or touch when necessary.o I pay special attention to the situation and do not distract myself.o I react responsibly to what I hear.o I stick to the topic.

To describe/simulate what bad listener means:o I often interrupt the speakero I rush to conclusions.o I finish the speaker's sentences. o I change the subject without a notice.o I make my conclusions before I have heard everything.o I am not fully focussed.

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o I do not give any reply.o I am anxious.o I instantly become defensive.o I think over my answer until the other person speaks.

5. Teaching strategies Simulation of situations which are presenting good and bad listening behaviour Provision of feedback by the game Reflection between the student and the teacher/trainer

6. SummaryThrough the simulation of good and bad listening behaviours and selection of reactions which are applicable to different situation the student will improve his/her listening skills and in additional will reflect on his/her own experience so far. 7. Glossary

Active listening - That is fully concentrating on what is being said rather than just passively ‘hearing’ the message of the speaker.

Assumptions - you are busy thinking about what the other person thinks and feels: "She wants to come with us, but I think she's tired and wants to be alone";

Reflections on your own answer - while the person you are talking to the person you are talking to speaks;

Selective listening – you listen to some things and deliberately miss a lot of things - especially negative, critical, unpleasant, threatening;

Criticizing/labelling - if you think the other person is stupid, incompetent, unreliable, you stop listening and react mechanically;

Dreaminess /distraction - other's speech triggers associations related to your past experience and events, you return to them and not listen to the person you are talking to;

Association - the person you are talking to 's statement awakens associations that link what is shared by them with your experience - before they finish you start telling your story, what you have done and experienced;

Advice/problem solving - even before the other person has finished speaking, you have an idea and suggestions what to do and you stop listening;

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Disputes and disagreements - even before the other person has completed their statement, you disagree in as many ways as possible - this can be belittling, sarcastic remarks.

Highlighting of your own righteousness – you try to be necessarily righteous and this makes you unconditional, accusatory, you do not accept the opponent's opinion; you want to find contradictions in the explanations, arguments, and evidence in order to gain an advantage;

Redirecting the conversation to another topic - the boredom and frustration you feel can push to change of the subject or you can start answering not seriously;

Agreeing – in order to remain calm or to keep the image of a kind and supportive person you agree with everything.

5.5.2 How to distinguish emotions?

1. Title: How to distinguish emotions2. Aims:

This unit will help the student better to understand the expression of own emotions and those expressed by peers and other people in the society. It will focus on differentiation of emotions from thoughts, using the appropriate emotional vocabulary that allows to precisely and clearly expressing what s/he feels.

3. Learning objectives: To recognise the difference between emotions and thoughts. To recognise the difference between thoughts and feelings that others have for me. To experience positive emotions of recreation. To develop the ability to express emotions.

4. Content of the scenarios: To distinguish thoughts from feelings – it is not so easy. In everyday language the

word "feel" often denotes things that are not related to emotions "I feel that the decision I made is not very good" – in this case the word feel actually means "think" . If the word "feel" is followed by words such as like, as, or words denoting people ... it

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certainly does not reflect distinct feelings "I feel like a fool, I feel that my parents are responsible ... "

To distinguish what s/he feels from what s/he thinks about himself/herself – our evaluation is not equal to emotions that we feel for ourselves "I feel I am not good as a student" is different from "I feel concerned about my achievements as a student ";

To differentiate own feelings from the way s/he believes others react and think for him/her - "I feel ignored" does not express personal experience, but rather personal understanding of the action of others towards him/her, and for example the feeling hurt remains unexpressed.

5. Teaching strategies Demonstrations of different facial emotions (angered, bored, anxious, confused,

disappointed, disrespected, scared, valued, capable, calm, confident, joyous, excited etc.). Experienced emotions, needs and expectations, especially in situations where others show thoughtlessness, stubbornness, arrogance, and selfishness, can be expressed either by I-messages or through you-messages.

Presentation of narrative where the student could differentiate his/her feelings from the way s/he believes others react and think for him/her.

6. SummaryThis unit will help the student to understand better the expression of emotions. It will suggest differentiation of emotions from thoughts, using the appropriate emotional vocabulary that allows to precisely and clearly expressing what we feel.

7. Glossary Emotional vocabulary - Verbal and non-verbal expression of emotions is a

prerequisite for effective communication; it shows others how we experience different situations and what our perspective is.

5.6 Improving own learning

5.6.1 Identifying your learning style

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1 Title: Identifying your learning style2 Aims:

This unit will help the student to decide on his/her own best way of learning something. S/he will learn how to improve on how well s/he is doing the learning activities.

3 Learning objectives: Demonstrate knowledge of the different learning styles. Demonstrate an understanding of visual learning. Demonstrate an understanding of auditory learning. Demonstrate an understanding of kinaesthetic learning. Demonstrate that the student can use different learning methods to improve his/her

progress.4 Content of the scenarios:

Demonstrate knowledge of the different learning stylesThere are different ways of learning something – for example:

o By reading about ito To learn from visual aids (e.g. pictures or a DVD or computer game etc.)o By listening to someone tell him/her how to do somethingo By trying different ways of doing somethingo When s/he needs to learn something new this scenario will help him/her to know

that there are different ways of learning and to reflect on which way will work best for him/her

Demonstrate an understanding of visual learningo What is visual learning?o Simulation with visual learning method

Demonstrate an understanding of auditory learningo What is auditory learning?o Simulation with auditory learning method

Demonstrate an understanding of kinaesthetic learningo What is kinaesthetic learning?o Simulation with kinaesthetic learning method

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S/he can include this into the simple action plan to help him/her to meet own targets. If one way of learning does not seem to be working well and s/he thinks that could do better than s/he can change his/her own way of learning to help improving his/her performance.

5 Teaching strategies A creation of a check list `How I learn best?` so the student can establish how as

individual s/he can apply skills to school work to meet targets and deadlines more effectively.

Simulations to experience different ways of learning to help the student internal process how s/he learn best to apply it to own learning.

6 SummaryBy experimentation/simulation the student should be able to gain understanding on how s/he can identify which learning style works best and how to use other resources to develop other ways of learning new skills.7 Glossary

Visual learning: learning by seeing. Auditory learning: learning by listening. Kinaesthetic learning: learning by doing.

5.6.2 Reviewing your learning progress

1 Title: Reviewing your learning progress2 Aims:

This unit will help the student to judge how s/he is doing in meeting his learning targets and how to do things better.

3 Learning objectives: Demonstration of what you have learned and how you learned it. Understanding how to judge what has gone well and what has gone less well. Understanding how to make changes to help him/her to perform better.

4 Content of the scenarios: Demonstrate what you have learned and how you learned it

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o It will help the student to meet his/her learning targets and will improve his/her performance. This will involve reflection, careful and honest self-judgement about how well s/he is doing and what s/he has achieved.

o Reviewing performance on regular base Understand how to judge what has gone well and what has gone less well

o Measuring successo Being objectiveo Listening to others

Understand how to make changes to help you to perform bettero Making the decision to do things differentlyo Planning for improvemento When to make changes

5 Teaching strategies Using simulated target plan (a check list) from activities to explore task/target set and

review. Reflection and discussion on performance and exchange information, experiences and

ideas for improving performance.6 SummaryThe student should be able to evaluate his/her learning performance and review what went well and how to improve for future planning of learning targets.7 Glossary

Being objective: seeing things as they really are without being influenced by feelings or personal opinions.

5.7 Problem solving

5.7.1 Following rules and instructions

1. Title: Following rules and instructions

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2. Aims: This unit will improve students’ skills to follow rules and instructions which are

supporting each subject at the school curriculum and frequently is the problematic area where the students with learning difficulties discovered obstacles because they were not prepared how to follow the instructions.

3. Learning objectives: To recognise the process of problem solving and the skills those are engaged. To achieve an understanding of the need to follow rules and instructions. To increase the sensitivity to the sequence of what is being done and the consequence

of what is done.4. Content of the scenarios:

To develop sensitivity and understanding of the need to follow different instructions and guidelineo Explaining that any behaviour (all we do) has consequences. If you do not follow the rules the consequences can be unpleasant.o Demonstration of the examples that if the student will not follow the rules (i.e. discipline in the class room, paying attention what the teacher requested) could have serious consequences towards achieving understanding of the learning content and therefore to further accomplishment of a homework task.

5. Teaching strategies Presenting different simulation of following and not following rules the student will be

able to reflect on them and to understand the possible consequences. Learning by observing others will help to increase the level of self-efficiency

6. SummaryThe student will be able to understand the importance of following rules and tasks at the school environment. Through demonstration of different peers behaviour towards following and not following rules will increase students’ understanding about the possible consequences which such behaviour may cause and how this affect the efficiency of the

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learning process and especially influencing the percentage of obtaining maximum value from the school education.

7. GlossaryN/A

5.7.2 Be creative in problem solving by using the five stage model

1. Title: Be creative in problem solving by using the five stage model2. Aims:

This unit will support the students’ reflection and performance towards problem solving process by following a sequence of stages.

3. Learning objectives: To improve the process of problem solving which involves the three stages: seeking

information, generation new knowledge and making decisions. To support the decision making process through a sequence of 5 stages which will

make student more resilient towards this process. 4. Content of the scenarios:

How to understand the problem - It's important that student understands the nature of a problem and its related goals.

How to describe the barriers – The student need to be aware of any barriers or constraints that may be preventing them from achieving their goal. In short, what is creating the problem?

Identify various solutions. After the nature and parameters of a problem are understood, the student will need to select one or more appropriate strategies to help resolve the problem. The student needs to understand that they have many strategies available and that no single strategy will work for all problems. Here are some problem-solving possibilities which could be implemented in the scenarios:o Create visual images. Many problem-solvers find it useful to create “mind pictures” of a problem and its potential solutions prior to working on the problem. Mental imaging allows the problem-solvers to map out many dimensions of a problem and “see” it clearly.

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o Guesstimate. Give the student opportunities to engage in some trial-and-error approaches to problem-solving. It should be understood, however, that this is not a singular approach to problem-solving but rather an attempt to gather some preliminary data.o Create a table. A table is an orderly arrangement of data. When student has opportunities to design and create tables of information, they begin to understand that they can group and organize most data relative to a problem.o Use manipulatives. By moving objects around on a table or desk, the student can develop patterns and organize elements of a problem into recognizable and visually satisfying components.o Work backward. It's frequently helpful for the student to take the data presented at the end of a problem and use a series of computations to arrive at the data presented at the beginning of the problem.o Look for a pattern. Looking for patterns is an important problem-solving strategy because many problems are similar and fall into predictable patterns. A pattern, by definition, is a regular, systematic repetition and may be numerical, visual, or behavioural.o Create a systematic list. Recording information in checklist form is a process used quite frequently to map out a plan of attack for defining and solving problems. Encourage the student to record their ideas in lists to determine regularities, patterns, or similarities between problem elements.

5. Teaching strategies Demonstration of the problem based learning concept Simulation of situation where problem solving strategies (visual images, guestimate,

work backward, look for a pattern, creation of systematic list) could be implemented6. Summary

This unit will improve the problem solving skills of the student. It presupposes that student can take the responsibility for their own learning and can take personal action to solve problems, resolve conflicts, discuss alternatives, and focus on thinking as a vital element

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of the curriculum. It provides student with opportunities to use his/her newly acquired knowledge in meaningful and real-life activities.

7. Glossary Problem-solving – it is a process of on-going activity in which we take what we know

to discover what we don’t know. It involves overcoming obstacles by generating hypo-theses, testing those predictions, and arriving at satisfactory solutions.

Problem-Based Learning - (Kiili, 2007). It is based on the experiential learning theory (Kolb,1984) The model describes learning as a cyclic process through direct experience in the game world and a reflection on this experience. The model emphasizes reflective thinking and also makes it clear that reflection may take place in isolation or with collaboration with other people.

6. Initial game product specification

There are four partners in the consortium which are responsible for the development of the serious games (both for desktop and mobile) as following:

P1 Istanbul Sehir University, Turkey P2 University of Pannonia, Hungary P3 University of Maribor, Slovenia P7 ACT Creative, Turkey

The information contained within this section is to be used to ensure a common understanding of the intended product delivery. The data contained within this section can also be utilised for the development of a technical glossary as means of ensuring a common understanding of delivery.

Specification Component

Description

Working title of the game:

(title of the game)

Description (game overview and

Description of the learning context into which it will be used.

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learning objectives):Curriculum covered (learning scenarios):

Selection of the specific cognitive competencies which the game covers.(include scenario ID and activity number)

Game structure: Activity 1Activity 2…

Distinctive features: Supported platforms:3D environment:Automation:Interactions:Game map:Text-to-speech:Language support:Control mechanism (buttons, joystick):Individual profile:Online/offline use:

Characters and environment:

Playable characters:Non-playable characters:

Style: StructureContent customisationGraphics quality

Game narrative: Description of the game narrative.Audio playback:

Reward mechanism: Type of reward:Feedback of the game

The ISG4Competence consortium agreed to develop the following serious games for desktop and mobile usage based on the above described curriculum:

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ISG4Competence - Games matrix - summary of covered topics of the

curriculum

University of Pannonia University of Maribor Istanbul Sehir University ACT CREATIVE

MATH

GAME

PAIR CARDS

Labyrinth

Cars Race

VR SHOP

Kitten

Game

Team working

and team

building

Following the

instruction to solve the

problem

Into the

ForestMemori Sequence

Weekend Wonderla

nd

Self-esteem, and self-

confidence

5.1.1 Identify why self-esteem and confidence is important5.1.2 Recognise personal skills and qualities that develop self-esteem and confidence5.1.3Develop skills and qualities to build self-esteem

Managing anger and

stress

5.2.1 Understanding Anger and Aggression5.2.2 Understanding Own Anger5.2.3 Managing Anger and Aggression5.2.4 Understanding Stress5.2.5 Responding to Peer Pressure, Bullying and Abuse

Time keeping

(management) 5.3.1 Time keeping

Team 5.4.1 Working with

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working

peers5.4.2 Commitment during team work5.4.3 Targets and deadlines

Communication

5.5.1 Importance of listening5.5.2 How to distinguish emotions?

Improving own

learning

5.6.1 Identifying your learning style5.6.2 Reviewing your learning progress

Problem solving

5.7.1 Following rules and instructions5.7.2 Be creative in problem solving by using the five stage model

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In the following tables the developing partners has described the content of each game which will be developed under the ISG4Competence project:

P1 Istanbul Sehir University, TurkeySpecification Component

Description

Working title of the game: SequenceDescription (game overview and learning objectives):

It enhances communication and social skills of the children by team building and negotiation. Each player will be assigned to a picture. Everyone will describe their own picture while the pictures are not visible to others. Pictures need to be placed in the correct order such that the sequence of the picture will make sense. There are multiple rooms that the users can log in to and play the game with their group. There are no levels in the game. But always the difficulty of the picture sequence may vary. If the difficulty of the picture sequence gets harder, team members need to put more effort in communication, problem solving, describing, active listening, understanding, negotiation, team building and etc.

Curriculum covered (learning scenarios):

5.1 Self-esteem and self-confidence(5.1.2 Recognise personal skills and qualities that develop self-esteem and confidence);5.4 Team working(5.4.1 Working with peers,5.4.2 Commitment during team work,5.4.3 Targets and deadlines);5.5 Communication(5.5.1 Importance of listening, );5.7 Problem solving(5.7.1 Following rules and instructions)

Game structure: Understanding own picture frameDistinctive features: Communicating with everyone to understand overall pictureCharacters and environment: Trying to order them in sequenceStyle: Cross platform: iOS, Android, Windows Phone, Tizen,

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Windows, Windows Store Apps, Mac, Linux/Steam OS, WebGL, PlayStation 4, PlayStation Vita, Xbox One, Xbox 360, Wii U, Nintendo 3DS, Oculus Rift, Google Cardboard, Steam VR, Playstation VR, Gear VR, Microsoft Hololens, Android TV, Samsung SMART TV, tvOS

Game narrative: YesReward mechanism: No

Specification Component

Description

Working title of the game: Into the ForestDescription (game overview and learning objectives):

We have designed and implemented a serious game in which children can learn to speak specific words that they are expected to know before the age of 7. If they had significant progress we will teach them some sentences and poems by the game. So, it can be used both as therapy and as a tool to measure the performance of children with speech impediments.

Curriculum covered (learning scenarios):

5.1 Self-esteem and self-confidence (5.1.3 Develop skills and qualities to build self-esteem, Following rules and instructions)5.2 Managing anger and stress (5.2.3 Managing Anger and Aggression, 5.2.4 Understanding Stress)5.5 Communication (5.5.1 Importance of listening)5.6 Improving own learning (5.6.1 Identifying your learning style, 5.6.2 Reviewing your learning progress)5.7 Problem solving (5.7.1 Following rules and instructions)

Game structure: Learning words and then sentences by listening and repeating after hearing.Memorizing the name of the objects he/she met in the game step by step.

Distinctive features: Supported platforms: OS X, Windows3D environment: YesAutomation: NoInteractions: YesGame map: No, but we have a guide in the game to help the

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child.Speech-to-text: NoLanguage support: EnglishControl mechanism (buttons, joystick): Arrow keys, space buttonIndividual profile: YesOnline/offline use: Offline

Characters and environment:

Playable characters: AvatarNon-playable characters: Objects

Style: StructureContent customisation: YesGraphics quality: Normal

Game narrative: The child walks into the forest to find objects such as fruits, numbers, … . As he/she find an object and collide with it, the child will earn coin. Then, its sound will be played and the child is supposed to repeat after hearing.Audio playback: Yes

Reward mechanism: Type of reward: CoinFeedback of the game: No negative feedback.

Specification Component

Description

Working title of the game: MemoriDescription (game overview and learning objectives):

We have designed an Origami based paper folding game for diagnosing and/or treating children who suffers from visual sequential memory deficit.

Curriculum covered (learning scenarios):

5.1 Self-esteem and self-confidence (5.1.3 Develop skills and qualities to build self-esteem5.2 Managing anger and stress (5.2.4 Understanding Stress)5.3. Time keeping (managing) (5.3.1. Time keeping)5.5 Communication (5.5.1 Importance of listening)5.6 Improving own learning (5.6.1 Identifying your learning style, 5.6.2 Reviewing your learning progress)5.7 Problem solving (5.7.1 Following rules and instructions)

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Game structure: After watching the paper folding animation, children should recall the folds sequence from their memory and try to duplicate the folds.

Distinctive features: Supported platforms: All desktop, mobile and tablet web browsers3D environment: YesAutomation: NoInteractions: YesGame map: In main menu all origami shapes can be foundSpeech-to-text: NoLanguage support: It can be transcribed to all languagesControl mechanism (buttons, joystick): Touch screen and mouseIndividual profile: NoOnline/offline use: Online/Offline

Characters and environment:

Playable characters: Origami shapesNon-playable characters: Table, next button, back button, camera reset button, animation play button

Style: StructureContent customisation: YesGraphics quality: Normal

Game narrative: After the child plays the tutorial, s/he starts playing the "diagnosis" origamis, then, moves on to the therapy origamis. In diagnosis origamis, the whole animation is played at once, when the child is ready, then s/he begins folding by memory and tries to duplicate the origami shape. Same process is valid for therapy origamis, except in this case, after the child finishes folding, if s/he couldn't remember all the folds, then s/he can watch the folding step by step and completes the shape.Audio playback: No

Reward mechanism: Type of reward: NoFeedback of the game: An e-mail regarding the performance of the child will be sent to the parents.

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P2 University of Pannonia, HungarySpecification Component DescriptionWorking title of the game: AndMath ( MathGame)

Description (game overview and learning objectives):

Math game can be use to teach basic mathematical operations for children.

Curriculum covered (learning scenarios):

Communication5.5.1 Importance of listening

Game structure:Practice of basic numeracy

Distinctive features:

Supported platforms: Android3D environment: NOAutomation:Interactions: touch via screenGame map: NOText-to-speech: NOLanguage support: under development

Control mechanism (buttons, joystick): touchscreen

Individual profile: NOOnline/offline use: OFFLINE

Characters and environment:

Playable characters: NO

Non-playable characters: table, numbers, operations, results

Style: Structure: simple table surfaceContent customisation : NO

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Graphics quality: NORMALGame narrative: Description of the game narrative.

Audio playback: NO

Reward mechanism:Type of reward: points

Feedback of the game: points based high score

Specification Component DescriptionWorking title of the game: Labyrinth Game

Description (game overview and learning objectives):

The player can navigate in the labyrinth via moving her/his own mobile, this movement controls the game. The user can learn fine hand coordination. With the collection of gems the player receives letters, after that he /she should organise these letter into words.

Curriculum covered (learning scenarios):

Communication, problem solving5.5.1, 5.7.1

Game structure:Labyrinth collecting gemsCreation of words (bonus track)…

Distinctive features:

Supported platforms: Android3D environment: NOAutomation:Interactions: touch via screen, gyro sensorGame map: NOText-to-speech: NOLanguage support: under development

Control mechanism (buttons, joystick): touchscreen and gyro sensor

Individual profile: NOOnline/offline use: OFFLINE

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Characters and environment:

Playable characters: NO

Non-playable characters: table, gems, letters

Style:Structure: simple table surfaceContent customisation: NOGraphics quality: NORMAL

Game narrative: Description of the game narrative.Audio playback: NO

Reward mechanism:Type of reward:points, letters

Feedback of the game: points based highscore

Specification Component DescriptionWorking title of the game: Cards Pairing Memory Game

Description (game overview and learning objectives):

After a short memorising time all cards roll back, and the user has to find all pairs.

Curriculum covered (learning scenarios):

Communication, impotrtance of listening5.5.1

Game structure:Memorising the position of pairsPairing the cards…

Distinctive features:

Supported platforms: Android3D environment: NOAutomation:Interactions: via touchscreenGame map: NOText-to-speech: NOLanguage support:under development

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Control mechanism (buttons, joystick): touchscreenIndividual profile: NOOnline/offline use: OFFLINE

Characters and environment:

Playable characters: NO

Non-playable characters: cards

Style:Structure: simple table surfaceContent customisation: YESGraphics quality: NORMAL

Game narrative: Description of the game narrative.Audio playback: NO

Reward mechanism:Type of reward: points

Feedback of the game: points besed highscore

Specification Component DescriptionWorking title of the game: Cars racing

Description (game overview and learning objectives):

The user can navigate with the car through a track, by using their two-fingers touch on the screen. They can collect small rewards. The bonus track is a word formation game.

Curriculum covered (learning scenarios):

Targets and deadline, Following rules and instructions,5.4.3 (but not in TEAM), 5.7.1

Game structure:Navigate the with the car through the trackcollect rewardscomplete bonus track

Distinctive features:

Supported platforms: ANDROID3D environment: NOAutomation:Interactions: via touch screenGame map: NO

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Text-to-speech: NOLanguage support: under development

Control mechanism (buttons, joystick): touchscreenIndividual profile: NOOnline/offline use: OFFLINE

Characters and environment:

Playable characters: CAR

Non-playable characters: track, obstacles, rewards

Style:Structure: simple table surfaceContent customisation: NOGraphics quality: NORMAL

Game narrative: Description of the game narrative.Audio playback: NO

Reward mechanism:Type of reward: stars, points, letters

Feedback of the game: points based high score

Specification Component DescriptionWorking title of the game: Kitten Game

Description (game overview and learning objectives):

In the game the Kitten character sould be taken care of (keep healthy, happy).

Curriculum covered (learning scenarios):

Self-esteem, understanding stress, problem solving.5.1, 5.2.4, 5.7.1

Game structure:Taking care about Kitten characterSolve Kitten's problems…

Distinctive features:

Supported platforms: ANDROID3D environment: NOAutomation:Interactions: via touchscreenGame map: NO

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Text-to-speech: NOLanguage support:under development

Control mechanism (buttons, joystick): touchscreenIndividual profile:NOOnline/offline use: OFFLINE

Characters and environment:

Playable characters: Kitten

Non-playable characters:background, accessories

Style:Structure: simple table surfaceContent customisation NOGraphics quality: NORMAL

Game narrative: Description of the game narrative.Audio playback: NO

Reward mechanism:Type of reward: no rewardsFeedback of the game: actual state of Kitten

Specification Component DescriptionWorking title of the game: VR Shop

Description (game overview and learning objectives):

With the using of VR Shop game the players can learn and practice the money management, shopping.

Curriculum covered (learning scenarios):

Self-esteem, self-confidence. time keeping, problem solving.5.1.2, 5.3.1, 5.7.1

Game structure:Money management: predefined money and list of products for shoppingGive answers to the shop keeper…

Distinctive features:

Supported platforms: FLASH3D environment: YESAutomation:Interactions:via mouse and keyboardGame map: NOText-to-speech: NO

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Language support:under development

Control mechanism (buttons, joystick): keyboard, mouseIndividual profile: NOOnline/offline use: OFFLINE

Characters and environment:

Playable characters: customer, shop keeper

Non-playable characters: shop, products, shop environment

Style:StructureContent customisation: NOGraphics quality: NORMAL

Game narrative: Description of the game narrative.Audio playback: NO

Reward mechanism: Type of reward: -Feedback of the game: -

P3 University of Maribor, SloveniaSpecification Component

Description

Working title of the game:

Following the instruction to solve the problem

Description (game overview and learning objectives):

We will build up special classroom for communication.Two teams will work on the same problem (building the construction). One group will give instruction and other will try to build construction according to this instruction. We will train two task:

Communication without feedback. The second group will follow instruction without putting any question

Communication with feedback. The second group can put the question to clarified problems.

Learning objectives (5.5, :Problem solving (5.7), Communication with and without feedback, following the instruction (5.7.1), putting the question

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Curriculum covered (learning scenarios):

Selection of the specific cognitive competencies which the game covers. Problem solving, communication competences, social competences (Team working, multiplaying, social interaction)(include scenario ID and activity number)

Game structure:1. Known the players, introduces, select the team2. Orientation3. Follow the instruction4. Putting the question5. Solve the problem6. Evaluate (analize) the results7. Explain deviation8. Improve the solution/optimization

Distinctive features: Supported platforms: Windows3D environment: Mindcraft eduInteractions: yesAutomatization: noGame map: yesText-to-speech: noLanguage support: AllControl mechanism (buttons): Mouse, keyboardOnline/ofline use:Online use

Characters and environment:

Playable characters: yesNon-playable characters:

Style: StructureContent customisation: yesGraphics quality: 3D

Game narrative: Description of the game narrative.Audio playback: no

Reward mechanism: Feedback of the game: yes

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Possible reward to be included: yes (printing rewards on 3D printer).

Specification Component

Description

Working title of the game:

Team working and team building

Description (game overview and learning objectives):

Description of the learning context into which it will be used.

(Team building, establish good working relationships and environment.

Problem solving, Communication with and without feedback, following the instruction, putting the question

Curriculum covered (learning scenarios):

Team working, Problem solving, communication competences, social competences (Team workingng, multiplaying, social interaction)

Game structure:1. Known the players, introduces, select the individual role in the team2. Team building3. Follow the instruction4. Establishing working relationship5. Negotiation, understanding goals of the team6. Solve the problem7. Evaluate (analize) the results8. Explain deviation9. Improve the solution/optimization…

Distinctive features: Supported platforms: Windows3D environment: Mindcraft edu

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Interactions: yesAutomatization: noGame map: yesText-to-speech: noLanguage support: AllControl mechanism (buttons): Mouse, keyboardOnline/ofline use:Online use

Characters and environment:

Playable characters: yesNon-playable characters:

Style: StructureContent customisation: yesGraphics quality: 3D

Game narrative: Description of the game narrative.Audio playback: no

Reward mechanism: Feedback of the game: yesPossible reward to be included: yes

P7 ACT Creative, Turkey

Specification Component

Description

Working title of the game:

Weekend Wonderland

Description (game overview and learning objectives):

Problem Solving, Self Care, General Responsibility, Improvement of own learning

Understand the importance of planning the time Learn how to develop basic time keeping strategies Recognise the activities that are needed to prepare for

daily life Understand an action plan developing

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Understand how to review the progress Realise the importance of listening Understand the effects of not listening Understand the visual learning Learn to follow rules and instructions

Curriculum covered (learning scenarios):

5.3 Time Keeping,5.4.3 Targets and Deadlines,5.5 Communication,5.6 Improving Own Learning,5.7 Problem Solving

Game structure: Activity 1Waking up, and prepare for the journey

Activity 2Arriving wonderland and playing the games within the stories

Activity 3Leaving wonderland, bed time

Distinctive features: Supported platforms: Multiplatform.3D environment: NoAutomation: YesInteractions: Yes, by text and touch.Game map: YesText-to-speech: NoLanguage support: Turkish, English, DutchControl mechanism (buttons, joystick): Mouse, finger touch on supported devices.Individual profile: YesOnline/offline use: Offline

Characters and environment:

Playable characters: Main characterNon-playable characters: All others

Style: Structure: Text Based

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IO2 – Suite of serious games on accessible learning objects (learning content creation)I SG for competence - 2015-1-TR01-KA201-022247

Content customisation: Character's clothes.Graphics quality : 2D

Game narrative: A simulation of daily life from wake up to bed time in a story.Audio playback: Yes

Reward mechanism: Type of reward: PointsFeedback of the game: NO

May 2016 59 ISG for competence website: http://isg4competence.eu

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IO2 – Suite of serious games on accessible learning objects (learning content creation)I SG for competence - 2015-1-TR01-KA201-022247

References

Amory, A., 2007. Game object model version II: a theoretical framework for educational game development. Education Tech Research Dev, Volume 55, pp. 51-77.Annetta, L. A., 2010. The “I's” have it: A framework for serious educational game design. Review of General Psychology, 14(2), pp. 105-112.Barron, J. B. et al., 1998. Doing with Understanding: Lessons from Research on Problem- and Project-Based Learning. The Journal of Learning Sciences, 7(3/4), pp. 271-311.Boud, D. & Feletti, G., 1991. The Challenge of Problem-Based Learning. London: Kogan Page.Breuer, J. & Bente, G., 2010. Why so serious? On the Relation of Serious Games and Learning. Eludamos. Journal for Computer Game Culture, 4(1), pp. 7-24.Charsky, D., 2010. From Edutainment to Serious Games: A Change in the Use of Game Characteristics. SAGE, 5(2), pp. 177-198.Collins, A., 2006. Cognitive Apprenticeship. In: R. K. Sawyer, ed. The Cambridge Handbook of the Learning Sciences. London: Cambridge University Press.Freitas, S. d. & Jarvis, S., 2009. Towards a development approach for serious games in Games-based learning advancements for multi-sensory human-computer interfaces. In: Towards a development approach for serious games. s.l.:Information Science Reference, pp. 215-231.Freitas, S. d. & Oliver, M., 2006. How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?. Computers & Education, Volume 46, pp. 249-264.Hmelo-Silver, C. E., 2004. Problem-Based Learning: What and How Do Students Learn?. Educational Psychology Review, September.16(3).Hmelo-Silver, C. E., Duncan, R. G. & Chinn, C. A., 2007. Scaffolding and Achievement in Michael, D. & Chen, S., 2005. Serious Games: Games that educate and inform. Course Technology PTR.Raybourn, E. M. & Bos, N., 2005. Design and Evaluation Challenges of Serious Games. Utecht, J. R., 2003. Problem-Based Learning in the Student Centered Classroom.Watkins, C., 2009. Easier said than done: Collaborative Learning. School Leadership Today, 10 May, pp. 22-25Wood, D., Bruner, J. & Ross, G., 1976. The role of tutoring in problem solving. Journal of Child Psychology and Psychiatry, Volume 17, pp. 89-100.

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