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Project No: LLP-LdV-ToI-09-CY-167919 Skevos Evripidou Project Coordinator Organized by:. www.seiling.eu www.thejobgame.eu. Disclaimer. This project has been funded with support from the European Commission. This report reflects the views only - PowerPoint PPT Presentation
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Project No: LLP-LdV-ToI-09-CY-167919 Skevos EvripidouProject Coordinator
Organized by:
www.seiling.euwww.thejobgame.eu
Disclaimer
This project has been funded with support from theEuropean Commission. This report reflects the views only
of the author, and the Commission cannot be held responsiblefor any use which may be made of the information
contained therein
Agenda
Project & Consortium introduction
Aim and objectives
Transfer of Innovation
WorkPlan
Scenarios Definition
User Requirements
Technology Framework & Platform Architecture
Agenda (cont.)
Platform Build & Features List
Platform Demo
Users Evaluation
Dissemination/Exploitation
Conclusions
Questions & Discussion
Introduction
•SEILING: SEIze LIfe through gamiNGAcronym
•Co-funded by Cyprus Lifelong Learning Program (IDEP)Funding
•Leonardo Da Vinci – TOIProgram•1/10/2009Starting Date
•24 monthsDuration
•€ 299,360.10Budget:
•Prof. Paraskevas Evripidou – University of CyprusCoordinator:
Consortium
One (1) University
Two (2) experts in IT field
Two (2) vocational training centres
Two (2) consultant firms
This in not an Academic exercise!
Aim
Provide an alternative way of training and lifelong learning,
Give special emphasis to the less-qualified workers category,
Combine alternative interactive content adapted to specific training programs
Objectives
• Create an on-line citizens service center especially addressed to low profile and less qualified workers.
• Train based on interactive content with active participation using intelligent simulation “games” and active procedure representation which can improve learning and attract low profile and less qualified people to begin their training process.
• Use a suitable learning format and recognition of individuals’ own characteristics (self-concept, skill acquisition methods) to allow for games personalization.
• Offer information about employment issues and possibilities for educational training to our target group.
• Exchange and share information and ideas with other users.
• Provide a user-friendly, simple, highly interactive and functional system.
Transfer of Innovation
Type of Transfer• Import
Country of Transfer• Italy
Project to be Transferred• eGov (I/04/B/P/PP/154121))
Concepts to be transferred:• based on e-Piazza, an information board and guide to the world of e-government, as
well as a virtual meeting point for identifying and spreading good practices of e-government
• Sei.li.nG project is to transfer the idea of e-Piazza to the world of less qualified workers and enrich it with several other ideas and concepts
e-Piazza
Workplan
User Requirements
Scenarios Definition
Technology Framework
Platform Implementation
Internal Evaluation
Users Evaluation (workshop)
Users Evaluation (online)
Architecture and Final Design
Dissemination & Exploitation Activities
x 3
x 10
x 200
Project Management & Evaluation
1
2
3
4 4
4
User Requirements (collection)
•Users were expressing personal interest
•Team has sufficient expertise and knowledge about users to develop the scenarios Users
contributed indirectly to the development of
the learning scenarios
•Trainers & Educators•Training & Recruiting Centres•VET institutions
Revised User Requirements target group
Methodology
User Requirements
Questionnaires
Interviews
Round Table Discussions
Instruments Used
User Requirements (conclusions)Functional• eTraining has gained popularity even for less
qualified workers Vs manuals and in-class training• Web is the preferential format for training
material• Training centres are well equipped for delivering
our approach to training• Recruiting centres offering online services would
be very interested in our platform and would complement very well their existing services
• Emphasis on evaluation and collaboration tools
Non-Functional• Simple game scenarios – Limited user
options• Enhanced user interactivity – Engage user
at all times• Rewarding – Users need “carrots” to keep
going• Multilanguage support• Expandability – enrich platform with new
training material
Scenarios Definition (1)
Definition of scenarios absorbed most of our efforts after platform development and took more than 1 year to finalize them
It took another 3 months to translate and localize and adapt them on the platform
Experts (through interviews and round-table discussions) outside the consortium were involved in the preparation and optimization of the scenarios
Decision was for a more generic series of courses instead of specialized courses
Prevailing economic conditions and unemployment lead us to focus into assisting our target group the finding a job process and/or helping them to maintain their job
A total of 10 scenarios were developed from which only 5 made it to the platform
Scenarios Definition (2)
1. Career Choice
(explore your skills and interests)
2. CV Builder (prepare your
CV )
3. Job Search (read between
the lines” in job
advertisements)
4. The Interview
(prepare for an interview)
5. Time Management
(effectively manage your
time in the workplace
Scenarios Definition (3)Game 1: Career Choice
• Allow users to explore their skills and interests
• Based on the Holland career interest theory of six work types (Realistic, Investigative, Artistic, Social, Enterprising and Conventional)
• User is presented with a series of interests and skills and is asked to rank them
• An algorithm calculates the ranking and suggests 3 possible work types
• Supplementary material: Document with details about work type (tasks, possible jobs, work environments)
Game 2: CV Builder
• Allow users to build the CV• User visits counsellor and through
an interview session a user prepare his CV
• All user answers are validated• Supplementary material: Europass
CV in editable format, Further tips for CV, Functional CV
Scenarios Definition (4)
Game 3: Job Search
• Users are trained to “read between the lines” in job advertisements
• Learning to “read ” job ads can give a candidate an advantage (type of company, type of person they are looking for, how to apply)
• Users are asked questions about the ads and then the answers are given.
• Supplementary material: Further job search tips
Game 4: The Interview
• Users are trained how to handle an interview
• The user views a video analysis of a previous interview with comments from counsellor and is asked to re-answer
• Supplementary Material: Evaluation quiz for further testing, script of the interview in electronic format, further interview tips
Scenarios Definition (5)
Game 5: Time Management
• Users are trained how to effectively manage their time in the workplace
• User is presented with a schedule which is intermittently interrupted by other activities (email, sms)
• The user is asked to prioritize the activities and put them on a schedule.
• System evaluate the user’s prioritization of tasks and return grading and related guidance
• Supplementary material: Tips on time management
Technology Framework
Objectives •Define the technological basis to build the platform•Emphasis on technology to optimize learning gains
Areas of investigation
•Learning Content Management System•Web Gaming Engine•Web Programming Platform
Main outcomes
•Use only open source technologies to facilitate adoption and expansion
•Refrain from utilizing an LCMS to allow for flexibility in “games”•Develop LCMS functionalities where necessary
Platform Architecture
Technologies
Pages: HTML , CSS
Supporting apps: PHP, AJAX
Gaming Anim.: Flash
Gaming Logic: PHP, ActionScript
Database: MySQL
useruseruser admin
admin
forum
chat grading
coursesgame-play
reports
best pract. user mgt
Data Layer
Presentation Layer
Application Layer
PHP modules
user pages admin pages
Supporting
SQL
Platform Build
•Iterative process•3 rounds of internal evaluation for each system component•each game have its own lifecycle in order to engage all
partners and accelerate development•Tasks segregation
•different teams working on animations, logic and database
Methodology
Implementation order
Gaming Engine
PHP modules for gaming
Data access modules
User Management
Supporting modules
Collaboration modules
Evaluation modulesPortal
Platform Features
Gaming• Career Choice• CV Builder• Job Search• The Interview• Time
Management
Supplementary Material• Interests & Skills• Europass CV• Functional CV• Tips for CV• Job Search Tips• Interview
Recording• Interview Tips• Time
Management Tips
Evaluation & Grading• Interview Quiz• In-line evaluation• Evaluation
Questionnaire• My Results• Grading
algorithms
Collaboration• Fully-featured
forum• Chat rooms – one
per language
Other• Multilanguage
support - 5 languages
• Gamebox – Ability to upload new games
• Best Practices Corner – Customised per country
• Administration module
• Google Analytics• User Guide
Platf
orm
Dem
o
www.thejobgame.eu
Platform Evaluation - Methodology
• 11 workshops in 6 countries, ~ 100 users
• Train the trainer approach (guidelines for running the trials)
• Selection process to simulate target group
• Evaluation through questionnaire and trainer feedback
Workshops
• Heavily promoted with dissemination• > 300 registered users from 20
countries• 30% has evaluated the system online• 1400 unique visitors & 130K page hits
per month• Evaluation through online
questionnaire and Google analytics• Online availability – 3 months
Online
Platform Evaluation - Results
The SEILING approach was an instant success in groups closed to our target group (e.g. Slovenia, Ireland, Italy)
Users found the games educational, fun, and rewarding
Despite the fact that the average time for completion of all games was 4 hours, only few users complained about the time they spent in the workshops
The majority of the users expressed the opinion that they can have the training without the help of an instructor
For users with higher education (University graduates) the overall feeling was very positive but overall scores were lower than the ones of our primary target group
87 % of our users believe that the SEILING approach to training (getting trained through gaming) is preferable to the traditional classroom-based training
Platform Evaluation - Results
Games were the most popular feature of the platform. The “CV Builder”, “The Interview” and the “Job Search” scored the higher among the games.
The “Career Choice” Game received mixed results
The Time Management game although it was well received it seems that it lacked depth
Supplementary material (tips, guidelines, CVs, recordings) have surprisingly scored very high. Users liked the idea of getting something back from the training
Best practices corner has also received very good comments as well as the various evaluation material (quizzes, in-game evaluations)
Collaboration tools have received mixed results with the Forum being in better shape than the Chat application.
Platform Evaluation - Results
Users embraced the online availability of the platform and the ability to complete games at own pace
Most of the online users have completed at least 3 out of the 5 games
The overall platform design (characters, animations, graphics, fonts) were appealing to the users
Most of the users believe that the platform was useful primarily to “acquire new skills” and then to “Increase opportunities for professional growth”
The average overall evaluation score for the SEILING platform was 83%.
Dissemination
• Created and maintained web site since the start of the project• Newsletters & brochure in 5 languages• Created and maintained Facebook presence since 1st year• Participated in several conferences, fairs, congresses (IIMSS-
2011, Ballymun Educational Fair, ISCM 2011)• Email campaigns to all participating countries targeting
government and educational agencies as well as training and recruiting centers
• Several presentations to partners, clients, schools, universities government & private organizations, associations
• Promotion over the web (karriera.gr, skywalker.gr, CS.UCY)• Search engines optimization• …and many others
Exploitation
Internal• KADIS and BJC will continue to use the platform as a tool to offer
training services to their clients• WebRelations will add the platform to their offering portfolio and will
seek partnerships and collaboration with other portals• UCY will use methodologies and outcomes of SEILING to teaching
External• In contact with interested party from Ireland for commercializing the
platform (Janus Training & Development Ltd) • Contacts with government agencies in Cyprus (MoL, HRDA, CPC)• Contacts with relevant portals for cooperation i.e. Banner exchange • Further promotion to attract trainers and convince to upload their
courses to our platform
Conclusions (1)
Getting trained through gaming is a solid concept for attracting the low skilled workers into training and lifelong
learning.
SEILING concept can be expanded to other target groups such as elderly people and high school students
SEILING concept allows for raising the competence levels of groups at risk (less qualified workers)
SEILING facilitates the development of innovative practices in the field of vocational education and training and their
transfer to other countries
SEILING supports users in training and further training activities in the acquisition and the use of knowledge, skills
and qualifications to facilitate personal development
Conclusions (2)
Added time to complete a training is compensated by user engagement and involvement
Audio would have significantly improved the product
Well-thought and innovative game scenarios are vital for applying the concept. The transformation of the scenarios
to games needs some special expertise
Simplicity and standardization are key characteristics for the implementation of the games
Provision for evaluation and immediate feedback is a very important element of this approach
Questions & Discussion
Thank you !www.seiling.eu
www.thejobgame.euwww.facebook.com/SEILING.EU
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