This document describes the initial design proposed for the simulation deliverable element of the PAUSE project. The conceptual design of the pedagogic approach and the gameplay approach is extensively integrated to lead to measurable, reliable, reflective learning, which is a suitable approach to creating attitudinal change, or creating the readiness for change. The developing design model incorporates a wide range of modalities, and it is beyond the scope of the PAUSE project to realise them all, however, they are described here for completeness, and for anticipated post-project expansion of functionality. The document has been completed via the amalgamation of collated data, project definition documents as provided by the project partner consortium.
Version History 3
Overview of Aims and Objectives 4
Project Rationale 4
Project Demographics 4
Hardware Specification 5
Simulation Overview 5
Simulation Purpose 6
Context of Use 6
Outline of Game Play Mechanics 6
Notes on Game Play Mechanics 6
Potential Game Play Schematics 8
Dual Simulation Experience 8
Interactive Exploratory Simulation 8
Potential Game Dialogue Systems 8
The Hub and Spoke Dialogue System 8
Rationale for Hub and Spoke – Social Learning Theory 9
Potential Implementation of Hub and Spoke – Mass Effect Style Paraphrasing 10
Please detail here any changes that you have made to this document and the date the change occurred.
Overview of Aims and Objectives
The Promoting Acceptance Using Simulated Environments (PAUSE) Project aims to remove attitudinal and discriminatory barriers to employment for newly arrived migrants and refugees in the European Community.
The PAUSE project aims to utilise games technologies to produce single and multiplayer games based learning scenarios scoped via user sensitive inclusive design with project stakeholders in the UK, Sweden and Italy.
It is envisaged that the production of interactive 3D scenarios to demonstrate and address the key internal and external attitudinal barriers to employment for this target group, would allow the the target audience to overcome these issues by their own supported problem solving within these scenarios
To include stakeholders in producing the narratives for the scenarios to ensure that the real issues for the target group, which are creating the barriers to employment are addressed
To ensure that end user groups are included throughout each phase of the project.