scholarly journals Ready for Drought? A Community Resilience Role-Playing Game

Water ◽  
2020 ◽  
Vol 12 (9) ◽  
pp. 2490
Author(s):  
Markéta Poděbradská ◽  
Mary Noel ◽  
Deborah Bathke ◽  
Tonya Haigh ◽  
Michael Hayes

Drought is an abstract and complex phenomenon that can be difficult for many people to comprehend. Proactive planning to improve response during drought events is necessary but complicated because it involves stakeholders and decision-makers with competing interests. A category of games, called serious games, have proven to be helpful when learning about abstract concepts, and for improving communication and conflict resolution with respect to water-related issues. In this study, we present a new in-person role-playing game that serves as a drought educational tool in both classroom and professional settings. The message of the game emphasizes the importance of communication and cooperation between various communities and sectors that can be affected by drought. Furthermore, it also encourages discussions and collaborations between stakeholders involved in drought planning and can serve as an icebreaker activity. The game has been played in a variety of settings including university classes, university extension workshops, and drought workshops. This study describes the game itself, its development, and the results of surveys from game participants that were used to evaluate the usability of the game as an educational and icebreaker activity.

2021 ◽  
Author(s):  
Marleen de Ruiter ◽  
Anaïs Couasnon ◽  
Philip Ward

<p>The increased complexity of disaster risk due to climate change, expected population growth and the increasing interconnectedness of disaster impacts across communities and economic sectors, require Disaster Risk Reduction (DRR) measures and practitioners that are better able to address these complexities. Nonetheless, in the traditional risk paradigm, there is a strong focus on single-hazards and the risk faced by individual communities and sectors.</p><p><em>Breaking the Silos</em> is a narrator-led, role-playing game designed to support decision makers and stakeholders in understanding and managing the complexities of implementing DRR measures in a multi-(hazard) risk setting. The game starts in de aftermath of a (randomly selected) disaster. The different roles include key decision-makers and stakeholders of a country. The team is responsible for the post-disaster recovery process and can decide to implement DRR measures. However, while some of these DRR measures can decrease risk of one hazard, they can increase the risk of another hazard. In each subsequent round, the team faces another (randomly selected) disaster. Unlike many other risk serious games, <em>Breaking the Silos </em>includes many random factors to better simulate reality. The roles are designed such that expert knowledge and objectives are spread throughout the participants and they can even be conflicting at times.</p><p>The game was successfully launched during the World Bank’s 2020 Understanding Risk conference. Before and after playing the game, participants were asked to complete surveys asking them about their perception of the challenges of Disaster Risk Management and whether the game raised their awareness of these challenges. The preliminary findings indicate that <em>Breaking the Silos</em> is a useful tool in supporting decision makers and practitioners to become aware of (the risks of) hazard-silo thinking and possible (a)synergies of DRR measures.</p>


2012 ◽  
Vol 2 (2) ◽  
pp. 44-59 ◽  
Author(s):  
David A. Jones ◽  
Maiga Chang

It has been stated that people need to improve their knowledge of finances and make better choices with their money. Many programs have been created to teach basic finances. These programs target people of all ages from adults all the way down to kindergarten students. The vast majority of opinions on teaching finances state that education begins with children – the younger the better. The goal of this research is to create a fun to play multiplayer online role playing game (MORPG) capable of teaching younger students how to better manage their personal finances. The game is designed as an educational tool with an attempt to balance both the entertainment and educational components. It simulates a real world where the player must make financial decisions for their avatars in an attempt to develop enough wealth to allow that avatars to retire at a specified age.


2022 ◽  
Vol 14 (1) ◽  
pp. 554
Author(s):  
Fotios Spyropoulos ◽  
Ioannis Trichakis ◽  
Anthi-Eirini Vozinaki

In the framework of a water resources management class in the Technical University of Crete, a narrative-driven role-playing game (RPG) was planned and tested in the classroom, with the intent to raise awareness among the students on how floods can have an impact on the everyday lives of different citizens. During this game, the students had the opportunity to act as different stakeholders. In order to assess the impact of this game on participants’ thoughts of who might be affected by a flood event, two questionnaires were used, one before and one after the game. The results show that there was very positive feedback from the participants on how this RPG helped them realize the different implications a flood event might have on citizens and decision makers. The community-based aspect that was chosen for this RPG implementation showed the difficulties the specific roles would face as single individuals and as a community in general. Using a similar approach can help any stakeholder understand the challenges in a more direct way than with traditional lecturing and presentations.


2019 ◽  
Vol 3 (3) ◽  
pp. 55 ◽  
Author(s):  
Varvara Garneli ◽  
Konstantinos Patiniotis ◽  
Konstantinos Chorianopoulos

The design of educational serious games to be used as motivational learning environments is very rewarding but also very challenging. The integration of learning with playing activities seems to be one of the major challenges. Previous work has not examined the integration of science content based on the school curriculum in the gameplay mechanics of a computer role playing game (CRPG) and in a storyline which ends with a dramatic conflict. In this study, an educational CRPG was designed for learning concepts in the physical sciences according to the curriculum of the correspondent book. We integrated the content into the gameplay which included several tasks to be performed and puzzles to be solved, advancing players to successfully complete the game, according to the game’s storyline. Finally, we performed a usability test for ease-of-use and enjoyment issues. Most testers considered the educational CRPG entertaining. Computer role playing game’s gameplay mechanics provide affordances for the integration of science and technology courses in a playful learning environment.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-29
Author(s):  
Azhan Ahmad ◽  
Effie Lai-Chong Law

Although multiple studies have shown the efficacy of Serious Games (SGs) in improving students' performance and learning experience, the wide use of SGs is yet to be realised. One of the challenges towards the adoption of SGs can be attributed to the complex and costly development process. In this paper, we present ARQS (Authentic Role-playing-game Quest System) tool, an educator-oriented authoring tool we developed for supporting the implementation of a serious role-playing-game (RPG). The authoring tool consists of features that simplify the creation of important RPG components e.g. avatars, virtual world. Furthermore, the authoring process employs block-based programming to configure aspects of RPG such as creating quests. The concept is adopted in order to provide a platform where educators without programming knowledge are able to use. A formative evaluation was conducted with ten educators from secondary and university levels, using a low-fidelity prototype. Outcomes from the evaluation showed promising results, attesting the potential of ARQS as an educational tool for the creation of interactive learning instructions in the form of real-world scenarios embedded within a role-playing-game.


2020 ◽  
Vol 1 (1) ◽  
pp. 28-33
Author(s):  
Iu. V. Amelina ◽  
R. V. Amelin

The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main interaction, plot development and group activities occur in dialogs, conversations and groups of social networks. This approach has shown its viability in teaching legal disciplines, and also has prospects for use in IT education.


2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


2019 ◽  
Vol 21 (2) ◽  
pp. 1289-1299
Author(s):  
Daniel Victor Martins de Araújo ◽  
Cleire Lima Da Costa Falcão

A utilização de novas metodologias em sala de aula é um assunto recorrente dentro das discussões sobre o ensino de geografia. Possuindo isso em mente, como produto da disciplina de Oficina em Geografia II da Universidade Estadual do Ceará (UECE) foi elaborado um material didático alternativo com objetivo de auxiliar os docentes na construção de um ensino contextualizado de Geografia. Essa pesquisa objetiva apresentar uma metodologia alternativa para o ensino de Geografia que visa praticar além da ação cognitiva de memorizar um conceito, trabalhando a interdisciplinaridade, a criatividade, o emocional e a cooperação. A proposta foi construir um RPG (Role Playing Game), que é um jogo que se utiliza da interpretação de personagens para criar e contar histórias coletivamente nas quais todos os agentes se tornam ativos dentro desse processo. Realizaram-se os seguintes procedimentos: revisão bibliográfica, seleção e adaptação do sistema de regras. Por fim, produziu-se a aventura de RPG intitulada “A busca pelo arco de Gelo”, que trabalha alguns aspectos físicos do nordeste brasileiro principalmente do estado do Ceará. Após a elaboração do material constatou-se a importância de trabalhar perspectivas para além do conteudismo. Sentiu-se a necessidade de aplicar no ensino básico para mensurar seu real impacto. Palavras-chave:  Recurso Didático. RPG. Geografia Física. ABSTRACTThe use of innovative methodologies in the classroom is a recurring subject in discussions about geography teaching. With that in mind, as a result of the discipline Workshop in Geography II from the State University of Ceará (UECE) was created, an alternative didactic material with the aid of teachers in the construction of a contextualized geography teaching. This research looks to show an alternative perspective for the teaching of geography that aims to practice beyond the cognitive action of memorizing the concept, but also working on interdisciplinary, creativity, the emotional and cooperation. The proposal was to build an RPG (Role Playing Game), which is a game that uses character interpretation to create and tell stories collectively in which all agents become active within that process. The following procedures were executed: bibliographic review, selection and adaptation of the rules system. At the end, it produced an adventure of RPG "The search for the arc of Ice" that works on physical aspects from the Brazilian northeast, focusing on the state of Ceará. After the material elaboration, it was clear the importance to work on perspectives beyond content. It felt the need to apply the didactic resource to measure its real impact. Keywords: Didactic Resource. RPG. Physical geography.     RESUMEN El uso de metodologías innovadoras en el aula es un tema recurrente en los debates sobre la enseñanza de la geografía. Con eso en mente, como resultado de la disciplina Taller de Geografía II de la Universidad Estatal de Ceará (UECE), se creó un material didáctico alternativo con la ayuda de los maestros en la construcción de una enseñanza de geografía contextualizada. Esta investigación busca mostrar una perspectiva alternativa para la enseñanza de la geografía que tiene como objetivo practicar más allá de la acción cognitiva de memorizar el concepto, pero también trabajando en la interdisciplinaria, la creatividad, lo emocional y la cooperación. La propuesta era construir un juego de rol (RPG), que es un juego que utiliza la interpretación de personajes para crear y contar historias colectivamente en las que todos los agentes se vuelven activos dentro de ese proceso. Se ejecutaron los siguientes procedimientos: revisión bibliografico, selección y adaptación del sistema de reglas.   Palabras clave: Recurso didáctico. RPG Geografía Física.  


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