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Games Framework

The aim of the second summer school was to introduce the game frameworks of each NMS partner.

After the Polish Summer school each school played their games in real environment.

View the games developed by the schools

 

Partners presented in Torun their games according to following structure:

  1. game structure used (algorithm),
  2. list of the tasks used,
  3. list of the interaction ways used,
  4. an example of one level,
  5. successfully tested game components,
  6. failures and the components which "dont work",
  7. Narrative Matrix document.


A series of training sessions were organized as well to help NMS with their final game development and tasks in other work packages – evaluation, repository, collection of learning objects, etc.

During the second and third day the Torun game has been played in real environment in order to experience the game by the participants.

The Polish game includes three groups of children working on the chosen subject that covers the 20th century history of Poland. The game is divided into three paths. Each path is a subject of interest to each group working in the eMapps project:

  • period of regaining an Independence 1918-1939
  • period of WWII (1939 – 1945)
  • and the Solidarity period (1975-1989)


Three groups work independently but meet once a month in order to discuss the work progress and any open issue.

The game selected for Torun is one of three strands of the Polish game, and is based on actual historical events which took place in Torun during the years of the second world war. The version played on 5 June took the children to the town jail, a church, a historical building and a former city library.

The equipment used in the territory was a Nokia N70 mobile smartphone with 3G data transfer capability, a GPS device and a laptop computer. At control base the team was managed by members of the team (children) using a networked laptop with internet access from where they accessed the game desktop and other internet sites as required to help solve clues. Also at control base was the person known as the ‘puppet master’, who, from a control view of the desktop on a separate computer, passed clues and tasks to the game desktop, checked solutions of those tasks from the players, and allowed progression to the next level as the tasks on one level were completed. A technical assistant was also present in case of problems. The game took around three hours to play.