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Eve’s World - Interactive Storytelling Game & Location Based Game
Summary
Play Experience by Assistive Technology for play
Devices, services & contexts for play with children with disabilities
Name of Play Experience by AT
Eve’s World - Interactive Storytelling Game & Location Based Game
Type of project
Intervention
Finished research project
Ongoing research project
Summary
(~150 words: target group, aims, kind of activities, Play Experience by AT (devices, services and contexts) used, play experiences and results)
Eve’s World is an interactive storytelling game that invites players to learn about game design, addressing early school leaving through a co-operational game-design methodology. Eve’s World, includes topics of CodeRED curriculum in different levels of participation and engagement as it has been developed as a game design inspiration. The game has been designed for teenagers and young adults with and without disabilities and requires reading skills.
Play Experience by Assistive technology
Low-tech, high-tech products, services and contexts for play
Description, intended use(s), intended target group(s), manufacturer/developer, reference
Eve’s World for Android is an interactive storytelling game promoting game design qualities and processes as a motivational incentive using the CodeRED curriculum. Android users can download the interactive storytelling game by downloading it from this link. The game has been also developed in the open source ARIS platform as a location based game for iOS users. Eve’s world for ARIS is a Location Based Game using the ARIS Games platform, for iOS devices (iPad, iPhone, iPod Touch), teaching users the basics of Location Based Game Design development as well as integrating content of the CodeRed curriculum, in a unified experience. PCs, Quests and other information appear in specific locations on the map, although one can play and complete the game without physically being on the locations themselves. iOS users can download the game following the ARIS installation instructions. Eve’s World for Android is an interactive storytelling game and Eve’s world for ARIS is a Location Based Game using the free ARIS Games platform, for iOS devices (iPad, iPhone, iPod Touch), teaching users the basics of LBG development as well as integrating content of the CodeRed curriculum, in a unified experience. Player progresses the narrative through conversation based quests and meaningful choices she has to make along the way, according to the CodeRed curriculum (Language skills, Interview skills, ICT skills, Management skills, Self esteem and self confidence, Working with others etc) while at the same time learning the basics of how to actually follow up a game design process. The mobile game in both platforms, was implemented to develop skills against educational de-motivation and dropout from VET, using input from workshops, CodeRed updated curriculum, educational game design principles (Hero’s Journey, exploration, humour, pop references, use of text, video&emoticons, connection with real life situations).
Picture
Download
Context
The context of use
(home, school, rehab center or other environments)
Home, School, Vocational Center, Training Center
Type of Play
Type of play in this play system
LUDI Classification of types of play
Cognitive Dimension
Practice
Symbolic
Constructive
Rule play (including videogames)
Social Dimension
Solitary
Parallel
Associative
Cooperative
Objectives
Objectives related to play according to ICF-CY
International Classification of Functioning, Disability and Health - Children & Youth Version (ICF-CY)
Play for the sake of play
Major life areas - d880 engagement in play
d8800 solitary play
d8801 onlooker play
d8802 parallel play
d8803 shared cooperative play
d8808 engagement in play, other specified
d8809 engagement in play, unspecified
Community social and civic life - d920 recreation and leisure time
d9200 play
Play-like activities
Therapeutic and educational objectives
b1 Mental functions
b2 Sensory functions and pain
b3 Voice and speech functions
b4 Functions of cardiovascular, hematological, immunological and respiratory systems
b5 Functions of digestive, metabolic and endocrine systems
b7 Neuromusculoskeletal and movement related functions
d1 Learning and applying knowledge (learning through symbolic play, learning through pretend play)
d2 General tasks and demands
d3 Communication
d4 Mobility
d7 Interpersonal interactions and relationships
Participant
Participant(s)
Number
1-5
5-10
10-20
>20
Chronological Age
0-3 years
3-6 years
6-12 years
12-18 years
Development Age
0-3 years
3-6 years
6-12 years
12-18 years
LUDI Categories of disabilities
Mental/intellectual impairments:
mild
moderate
severe
profound
Hearing impairments
Partially hearing impaired
Deaf
Visual impairments
Partially sighted
Blind
Communication disorders (speech and language disorders)
Physical impairments
Mild
Moderate
Severe
Autism Spectrum Disorders
Multiple disabilities
Explanation
Explanation on the use of low-tech, high-tech devices, services or contexts
Explanation
No instruction, self-discovery of the participant/subject
Verbal instruction, language and communication fitting to chronological age
Verbal instruction, language and communication is adapted
Visual and/or verbal instruction with AAC (Aumentative and Alternative Communication)
Visual instruction with written language
Visual instruction with pictures or drawings
Modeling by therapist/researcher
Hand over hand: therapist/researcher leads the actions of the participant
Prompting: therapist/researcher touches the participant as a key for further actions
Guided discovery: therapist/researcher coaches the participant so s/he discovers how to use the assistive technology
Modeling by peer
Visual instruction by peer
Verbal instruction by peer
Involvement
Adult: therapist/educator/researcher
Parent or significant others
Peer with disabilities
Peer without disabilities
Role
Non-participatory observer
Participatory observer
Providing instruction
After the instruction, providing supervision during play
Evaluation
Evaluation of objectives and outcome measures
Description of outcome measure(s)
Observation by professional/researcher providing the play experience
Observation by other professional/researcher
Video analysis
Feedback from client/parents/professionals
(validated and reliable) outcome measures like tests, self-reports of client/system, questionnaires
References
References to the intervention or research project
Contact Person
Maria Saridaki
Website
http://codered-project.eu/public/?p=998
Publication
Saridaki, M., Mourlas, C. (2014) Playing in the special education school: from gamers to game designers. European Conference in the Applications of Enabling Technologies, 20-21 November 2014 Glasgow
Keywords
Keywords
Example: Robots, Virtual Games, Mobile Phone, Public Playground, Adapted Toys
digital games, location based games, interactive storytelling,
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