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Contract No. 250482


                                       CEMSDI
               Civil-Servant Empowerment for Multi Media Service Delivery ICT-
                                         enabled


                          Interim Review Meeting
                   WP4 – Instruments and e-learning tools
                                 DLAVILLE

                               ICT Policy Support Programme
                          Call 3 objective 3.3 Inclusive eGovernance
Project start date: 1st June 2010                                                 Date: 28-11-2011
Duration: 24 months                                                Dissemination Level: Confidential
Coordinating partner: INNOVA Spa                  Work package 4: Instruments and e-learning tools
Published by the CEMSDI Consortium              Task 4.4: Design and implementation of the CEMSDI
Project co-funded by the European Commission                                         serious game.
within the CIP ICT-PSP Programme                                         Document owner: CATTID
Outlines



 EU Inspiration
 Why serious gaming ….
 Game structure
 Playable demo
 Sustainability & expected cost
DLAVille - Overview

DLAVille is an "educational-management” serious game, aimed at policy
makers and practitioners of public administration.

The game puts the player in the shoes of a director involved in adoption of
strategic action forward adoption of DLA plan.
Mixing elements of “decision making process simulation” and “self
assessment tool” the game proposes to provide a clear scenario on the main
DLA topics, putting together awareness functions and knowledge management
elements.

The model implemented aims to create an interactive and innovative ICT
“learning environment”, in line with the overall vision of the CIP –PSP program
“The ICT Policy Support Programme (or ICT PSP) aims at stimulating
innovation and competitiveness through the wider uptake and best use of ICT
by citizens, governments and businesses”
GALA PROJECT (FP7 – ICT TEL)


The GALA motivation stems from the acknowledgment of
the potentiality of Serious Games (SGs) for education and
training and the need to address the challenges of the main
stakeholders of the SGs European landscape (users,
researchers, developers/industry, educators).
ASPIS PROJECT (LLP Programme)

ASPIS is a 3-year European project co-funded by the Lifelong
Learning Programme (Transversal Programmes – Key Activity 3 ICT
– Multilateral Projects) and involves 7 European countries and 9
organisations, including universities, planning and IT consultancies,
research institutes and local authorities

The ASPIS project aims to stimulate dialogue between urban
citizens and professional architects and planners, with a focus on
the sustainability of public open spaces. To achieve this aim, innovative
IT tools and methods are used, including games- based learning, web
2.0, podcasts, interactive forum, online discussion groups.
LUDUS PROJECT (South East Europe Prog)


European Community has gathered the best practices in the Serious
Games field through the LUDUS project: objective of LUDUS is the
creation of a European network for the transfer of knowledge and
dissemination of best practices in the innovative field of Serious
Games.
          Examples of Serious Games awarded in the 2011 edition:

                               EnerCities




                              SimSafety

                                                                   6
SAVE ENERGY (CIP – PSP Programme)


         GREEN MY PLACE
DLAVille – Tag Cloud



   Empowerment                  Self Assessment
                    Profiling
Learning material                       Community

                          Knowledge
       ePortfolio
                                   Open Source
         Sustainability
                                  HMI
Why Serious Gaming ….

A	
  Serious	
  Game	
  is	
  an	
  interac+ve	
  experience.	
  It	
  could	
  have	
  different	
  aims,       	
  
like	
   business	
   training,	
   educa+onal	
   or	
   social	
   campaigns,	
   and	
   promo+onal          	
  
ac+vi+es.	
  Moreover,	
  it	
  reproduces	
  real	
  situa+ons	
  in	
  which	
  using	
  knowledge            	
  
and	
  ac+ng	
  with	
  strategy	
  could	
  help	
  achieve	
  a	
  final	
  goal.	
  
Serious	
   games	
   are	
   based	
   on	
   a	
   teaching	
   model	
   aimed	
   to	
   provide	
   learners
                                                                                                                	
  
with	
  an	
  involving	
  and	
  mo6va6ng	
  ac+vity	
  through:	
  
     •  	
  Ac6ve	
  par6cipa6on	
  of	
  the	
  learners	
  	
  
     •  	
  Hands-­‐on	
  approach	
  based	
  on	
  problem	
  solving	
  	
  
     •  	
  Con6nuous	
  feedback	
  
Why Serious Gaming ….


	
  
The	
  use	
  of	
  a	
  serious	
  game	
  s+mulates	
  and	
  involves	
  par+cpants.	
  
The	
   ability	
   to	
   involve	
   learners	
   in	
   a	
   hands-­‐on,	
   prac+cal	
   and	
   realis+c
                                                                                                             	
  
imita+on	
   of	
   DLA	
   implementa+on	
   could	
   be	
   crucial	
   for	
   the	
   eventual          	
  
effec6veness	
  of	
  the	
  forma6ve	
  plan.	
  
The	
   implementa+on	
   of	
   the	
   DLA	
   represents	
   in	
   fact	
   a	
   challenging	
   ac+vity,
                                                                                                             	
  
especially	
  in	
  a	
  digital-­‐divide	
  areas.	
  
The	
  different	
  exis6ng	
  approaches,	
  that	
  should	
  be	
  harmonized	
  in	
  a	
  common     	
  
European	
   methodology,	
   all	
   require	
   par6cipants	
   to	
   carry-­‐out	
   different,       	
  
interrelated	
   tasks	
   aimed	
   at	
   helping	
   the	
   development	
   of	
   the	
   Informa+on	
  
Society.	
  	
  
Why Serious gaming …


	
  

The	
  aforemen+oned	
  background	
  highlights	
  how	
  serious	
  games	
  can	
  be	
  used                     	
  
to	
   educate	
   civil	
   servants	
   who	
   will	
   be	
   a	
   part	
   of	
   the	
   DLA	
   implementa6on	
  
program.	
  

The	
   complexity	
   of	
   the	
   DLA	
   scenario	
   requires	
   skills	
   that	
   cannot	
   be	
   taught	
   by	
  
simply	
  providing	
  informa+on	
  and	
  no+ons	
  to	
  the	
  learners.	
  

This	
   calls	
   for	
   a	
   more	
   ar6culated	
   learning	
   curriculum	
   that	
   places	
   side	
   by	
  
side	
  tradi+onal	
  learning	
  and	
  e-­‐learning.	
  
Back	
  to	
  DLAVille	
  !!!!!	
  

The	
   game’s	
   aim	
   is	
   to	
   increase	
   the	
  
welfare	
  of	
  the	
  ci+zens	
  (according	
  to      	
  
specific	
   indicators	
   like	
   “numbers	
   of      	
  
inhabitants”	
   or	
   “level	
   of	
   DLA            	
  
implementa6on”).	
  	
  
	
  
Achievement	
   of	
   objec+ves	
   need	
   to         	
  
reach	
  three	
  main	
  areas:	
  
           •  Library	
  
           •  Classroom	
  
           •  office	
  
	
  
                                                                           12
OS	
  Tools	
  -­‐	
  Blender
                            	
  


               The	
   GUI	
   (graphic	
   user	
   interface)  	
  
               was	
   developed	
   using	
   Blender	
   for   	
  
               crea+ng	
  3D	
  contents.	
  	
  
               	
  
               Blender	
   is	
   open	
   source	
   and        	
  
               released	
  under	
  the	
  GNU	
  license.	
  
               	
  
               This	
   tool	
   allows	
   a	
   real	
   modular
                                                                 	
  
               structure	
   of	
   the	
   city,	
   which	
   is
                                                                 	
  
               necessary	
   for	
   the	
   achievement	
   of  	
  
               par+al	
  aims	
  of	
  the	
  game.	
  


                                                                  13
OS	
  Tools	
  -­‐	
  jQuery
                                                                     	
  

For	
  the	
  development	
  of	
  the	
  game	
  we	
  decide	
  to	
  use	
  jQuery,	
  a	
  framework                	
  
for	
   web	
   pages,	
   coded	
   in	
   JavaScript	
   which	
   allows	
   a	
   higher	
   level                  	
  
abstrac+on	
   for	
   programming	
   client-­‐side	
   behavior	
   of	
   every	
   single	
   HTML                  	
  
page.	
  
This	
   framework,	
   released	
   under	
   GPL,	
   allows	
   us	
   to	
   easily	
   handle	
   the              	
  
graphics	
   and	
   to	
   interface	
   the	
   game	
   with	
   a	
   database	
   that	
   will	
   contain	
   the	
  
scores	
  of	
  individual	
  players,	
  uploaded	
  documents	
  and	
  tests	
  that	
  you	
  can                   	
  
do	
  online.	
  




                                                                                                                       14
Evolution of the game


                                Prague, Consortium meeting – May 2011




Bruxelles, Review – July 2011
Evolution of the game
Different	
  Areas	
  for	
  Different	
  Needs	
  	
  

	
  
In	
   the	
   Office	
   is	
   simulated	
   the  	
  
process	
   of	
   implementa+on	
   of           	
  
specific	
   ac+on	
   in	
   line	
   with	
   the	
  
DLA.	
  
	
  
The	
   process	
   of	
   decision	
   making    	
  
and	
   the	
   implementa+on	
   of              	
  
specific	
   processes	
   is	
   simulated        	
  
according	
   to	
   a	
   specific	
   form       	
  
shared	
  with	
  experts.	
  
	
  
Different	
  Areas	
  for	
  Different	
  Needs	
  	
  

Classroom	
   is	
   the	
   area	
   of	
   study	
   in	
   which	
   you	
   can	
   prac+ce	
   your                	
  
knowledge	
  about	
  DLA.	
  
New	
   tests	
   and	
   contents	
   are	
   easy	
   to	
   upload	
   even	
   by	
   users,	
   thanks	
   to	
   a	
  
Content	
  Management	
  System	
  with	
  a	
  “user	
  friendly”	
  interface.	
  
Different	
  Areas	
  for	
  Different	
  Needs	
  
                                                           	
  

	
  
The	
   Library	
   provides	
   access	
   to	
   a	
  
various	
   number	
   of	
   learning              	
  
m a t e r i a l s	
   a n d	
   r e l e v a n t     	
  
documents.	
  
	
  
T h i s	
   s e c + o n	
   m e e t s	
   t h e     	
  
commission’s	
   sugges+on	
   to                   	
  
d e s i g n	
   a	
   “ p r o b l e m	
   s o l v e r
                                                    	
  
instrument”,	
  with	
  contents	
  useful          	
  
to	
   accomplish	
   the	
   task	
   in	
   the   	
  
game.	
  
DLAVille Evolution Trend
Sustainability plan & expected cost



All the involved technologies are open source, and this will ensure the
alignment with European policies on the adoption of open source
technologies by the PA and a reduction of the implementation
costs.




Technical assistance will be guaranteed by CATTID and INESC after
the end of the project in the framework of ELANET Network.
Play the Demo!
Thanks for your attention!


WAITING YOU IN DLAVILLE
Main questions by the reviewers:


1.  Main benefits of the Serious game solution

2.  Main costs of the proposed solution

3.  Final usage
Main benefits


	
  
The	
  Serious	
  game	
  reproduces	
  real	
  situa+ons	
  in	
  which	
  using	
  knowledge      	
  
and	
  ac+ng	
  with	
  strategy	
  could	
  help	
  achieve	
  a	
  final	
  goal.	
  
	
  
Serious	
   games	
   are	
   based	
   on	
   a	
   teaching	
   model	
   aimed	
   to	
   provide	
  
learners	
  with	
  an	
  involving	
  and	
  mo+va+ng	
  ac+vity	
  through:	
  
     •  	
  ac6ve	
  par6cipa6on	
  of	
  the	
  learners	
  	
  
     •  	
  hands-­‐on	
  approach	
  based	
  on	
  problem	
  solving	
  	
  
     •  	
  con6nuous	
  feedback	
  
Main benefits


The relationship between game and learning is supported by
many theories and researches that investigate their connection.
These theories have, in recent years, supported the
development of this type of learning. With simulations we have
the possibility to create and repeat any kind of experience,
including unlikely scenarios and/or dangerous ones.

In this sense simulations can be used to broaden the student’s
experience and learning field.

Dewey	
   (Dewey,	
   1938)	
   states	
   the	
   importance	
   of	
   an	
   in6mate          	
  
rela6onship	
  between	
  the	
  process	
  of	
  real	
  experience	
  and	
  educa6on.	
  	
  
Main costs



All the involved technologies are open source, and this will ensure the
alignment with European policies on the adoption of open source
technologies by the PA and a reduction of the implementation
costs.




Technical assistance will be guaranteed by CATTID and INESC after
the end of the project in the framework of ELANET Network.
Play the Demo!
Scenarios: Ontology

GS1 National & EU strategies               GS2 Innovative Services

• MT1 Digital Local Agenda in Europa       • MT4 New services opportunity and
 and in the Country                         vision of citizen centric solutions

• MT2 European scenario on                 • MT5 Strategic management of ICT in
 eGovernment                                the ICT organization strategy

• MT3   Local legislation on egovernment   • MT 13 eInclusion




GS3 Governance and change                  GS4 DLA & Action Plans
management                                 • MT10 Methodology for the
• MT6 Strategic management of Public        implementation of DLA
 Communication and innovative
 instruments                               • MT11 DLA as strategic tool for
• MT7 Process analisys and Business         management of innovation in
 Process reengineering                      consortium of small municipalities
• MT8 Economic sustainability of
 pubblic innovation                        • MT12 Quality Assurance of DLA and
• MT9 Project management and                Mesurement of programme benefits
 change management
Benefits of the Serious Game


	
  
	
  
In	
   this	
   context	
   experience	
   is	
   crucial.	
   Dewey	
   (Dewey,	
   1938)	
   states	
   the	
  
importance	
   of	
   an	
   in6mate	
   rela6onship	
   between	
   the	
   process	
   of	
   real	
  
experience	
  and	
  educa6on.	
  	
  
                	
  	
  
	
  
Speaking	
   of	
   skills	
   acquisi6on,	
   in	
   par6cular	
   soT	
   skills,	
   the	
   prac+ce	
  
becomes	
   essen+al	
   for	
   the	
   forma+ve	
   process:	
   having	
   a	
   real	
   experience	
  
about	
   each	
   object	
   of	
   interest	
   can	
   be	
   quite	
   complex,	
   especially	
   if	
   we	
  
consider	
   the	
   amount	
   of	
   funds	
   and	
   resources	
   that	
   would	
   be	
   needed	
   to	
  
recreate	
  all	
  the	
  situa6ons	
  that	
  we	
  want	
  to	
  experience	
  or	
  interact	
  with.	
  	
  

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  • 1. Contract No. 250482 CEMSDI Civil-Servant Empowerment for Multi Media Service Delivery ICT- enabled Interim Review Meeting WP4 – Instruments and e-learning tools DLAVILLE ICT Policy Support Programme Call 3 objective 3.3 Inclusive eGovernance Project start date: 1st June 2010 Date: 28-11-2011 Duration: 24 months Dissemination Level: Confidential Coordinating partner: INNOVA Spa Work package 4: Instruments and e-learning tools Published by the CEMSDI Consortium Task 4.4: Design and implementation of the CEMSDI Project co-funded by the European Commission serious game. within the CIP ICT-PSP Programme Document owner: CATTID
  • 2. Outlines  EU Inspiration  Why serious gaming ….  Game structure  Playable demo  Sustainability & expected cost
  • 3. DLAVille - Overview DLAVille is an "educational-management” serious game, aimed at policy makers and practitioners of public administration. The game puts the player in the shoes of a director involved in adoption of strategic action forward adoption of DLA plan. Mixing elements of “decision making process simulation” and “self assessment tool” the game proposes to provide a clear scenario on the main DLA topics, putting together awareness functions and knowledge management elements. The model implemented aims to create an interactive and innovative ICT “learning environment”, in line with the overall vision of the CIP –PSP program “The ICT Policy Support Programme (or ICT PSP) aims at stimulating innovation and competitiveness through the wider uptake and best use of ICT by citizens, governments and businesses”
  • 4. GALA PROJECT (FP7 – ICT TEL) The GALA motivation stems from the acknowledgment of the potentiality of Serious Games (SGs) for education and training and the need to address the challenges of the main stakeholders of the SGs European landscape (users, researchers, developers/industry, educators).
  • 5. ASPIS PROJECT (LLP Programme) ASPIS is a 3-year European project co-funded by the Lifelong Learning Programme (Transversal Programmes – Key Activity 3 ICT – Multilateral Projects) and involves 7 European countries and 9 organisations, including universities, planning and IT consultancies, research institutes and local authorities The ASPIS project aims to stimulate dialogue between urban citizens and professional architects and planners, with a focus on the sustainability of public open spaces. To achieve this aim, innovative IT tools and methods are used, including games- based learning, web 2.0, podcasts, interactive forum, online discussion groups.
  • 6. LUDUS PROJECT (South East Europe Prog) European Community has gathered the best practices in the Serious Games field through the LUDUS project: objective of LUDUS is the creation of a European network for the transfer of knowledge and dissemination of best practices in the innovative field of Serious Games. Examples of Serious Games awarded in the 2011 edition: EnerCities SimSafety 6
  • 7. SAVE ENERGY (CIP – PSP Programme) GREEN MY PLACE
  • 8. DLAVille – Tag Cloud Empowerment Self Assessment Profiling Learning material Community Knowledge ePortfolio Open Source Sustainability HMI
  • 9. Why Serious Gaming …. A  Serious  Game  is  an  interac+ve  experience.  It  could  have  different  aims,   like   business   training,   educa+onal   or   social   campaigns,   and   promo+onal   ac+vi+es.  Moreover,  it  reproduces  real  situa+ons  in  which  using  knowledge   and  ac+ng  with  strategy  could  help  achieve  a  final  goal.   Serious   games   are   based   on   a   teaching   model   aimed   to   provide   learners   with  an  involving  and  mo6va6ng  ac+vity  through:   •   Ac6ve  par6cipa6on  of  the  learners     •   Hands-­‐on  approach  based  on  problem  solving     •   Con6nuous  feedback  
  • 10. Why Serious Gaming ….   The  use  of  a  serious  game  s+mulates  and  involves  par+cpants.   The   ability   to   involve   learners   in   a   hands-­‐on,   prac+cal   and   realis+c   imita+on   of   DLA   implementa+on   could   be   crucial   for   the   eventual   effec6veness  of  the  forma6ve  plan.   The   implementa+on   of   the   DLA   represents   in   fact   a   challenging   ac+vity,   especially  in  a  digital-­‐divide  areas.   The  different  exis6ng  approaches,  that  should  be  harmonized  in  a  common   European   methodology,   all   require   par6cipants   to   carry-­‐out   different,   interrelated   tasks   aimed   at   helping   the   development   of   the   Informa+on   Society.    
  • 11. Why Serious gaming …   The  aforemen+oned  background  highlights  how  serious  games  can  be  used   to   educate   civil   servants   who   will   be   a   part   of   the   DLA   implementa6on   program.   The   complexity   of   the   DLA   scenario   requires   skills   that   cannot   be   taught   by   simply  providing  informa+on  and  no+ons  to  the  learners.   This   calls   for   a   more   ar6culated   learning   curriculum   that   places   side   by   side  tradi+onal  learning  and  e-­‐learning.  
  • 12. Back  to  DLAVille  !!!!!   The   game’s   aim   is   to   increase   the   welfare  of  the  ci+zens  (according  to   specific   indicators   like   “numbers   of   inhabitants”   or   “level   of   DLA   implementa6on”).       Achievement   of   objec+ves   need   to   reach  three  main  areas:   •  Library   •  Classroom   •  office     12
  • 13. OS  Tools  -­‐  Blender   The   GUI   (graphic   user   interface)   was   developed   using   Blender   for   crea+ng  3D  contents.       Blender   is   open   source   and   released  under  the  GNU  license.     This   tool   allows   a   real   modular   structure   of   the   city,   which   is   necessary   for   the   achievement   of   par+al  aims  of  the  game.   13
  • 14. OS  Tools  -­‐  jQuery   For  the  development  of  the  game  we  decide  to  use  jQuery,  a  framework   for   web   pages,   coded   in   JavaScript   which   allows   a   higher   level   abstrac+on   for   programming   client-­‐side   behavior   of   every   single   HTML   page.   This   framework,   released   under   GPL,   allows   us   to   easily   handle   the   graphics   and   to   interface   the   game   with   a   database   that   will   contain   the   scores  of  individual  players,  uploaded  documents  and  tests  that  you  can   do  online.   14
  • 15. Evolution of the game Prague, Consortium meeting – May 2011 Bruxelles, Review – July 2011
  • 17. Different  Areas  for  Different  Needs       In   the   Office   is   simulated   the   process   of   implementa+on   of   specific   ac+on   in   line   with   the   DLA.     The   process   of   decision   making   and   the   implementa+on   of   specific   processes   is   simulated   according   to   a   specific   form   shared  with  experts.    
  • 18. Different  Areas  for  Different  Needs     Classroom   is   the   area   of   study   in   which   you   can   prac+ce   your   knowledge  about  DLA.   New   tests   and   contents   are   easy   to   upload   even   by   users,   thanks   to   a   Content  Management  System  with  a  “user  friendly”  interface.  
  • 19. Different  Areas  for  Different  Needs       The   Library   provides   access   to   a   various   number   of   learning   m a t e r i a l s   a n d   r e l e v a n t   documents.     T h i s   s e c + o n   m e e t s   t h e   commission’s   sugges+on   to   d e s i g n   a   “ p r o b l e m   s o l v e r   instrument”,  with  contents  useful   to   accomplish   the   task   in   the   game.  
  • 21. Sustainability plan & expected cost All the involved technologies are open source, and this will ensure the alignment with European policies on the adoption of open source technologies by the PA and a reduction of the implementation costs. Technical assistance will be guaranteed by CATTID and INESC after the end of the project in the framework of ELANET Network.
  • 23. Thanks for your attention! WAITING YOU IN DLAVILLE
  • 24. Main questions by the reviewers: 1.  Main benefits of the Serious game solution 2.  Main costs of the proposed solution 3.  Final usage
  • 25. Main benefits   The  Serious  game  reproduces  real  situa+ons  in  which  using  knowledge   and  ac+ng  with  strategy  could  help  achieve  a  final  goal.     Serious   games   are   based   on   a   teaching   model   aimed   to   provide   learners  with  an  involving  and  mo+va+ng  ac+vity  through:   •   ac6ve  par6cipa6on  of  the  learners     •   hands-­‐on  approach  based  on  problem  solving     •   con6nuous  feedback  
  • 26. Main benefits The relationship between game and learning is supported by many theories and researches that investigate their connection. These theories have, in recent years, supported the development of this type of learning. With simulations we have the possibility to create and repeat any kind of experience, including unlikely scenarios and/or dangerous ones. In this sense simulations can be used to broaden the student’s experience and learning field. Dewey   (Dewey,   1938)   states   the   importance   of   an   in6mate   rela6onship  between  the  process  of  real  experience  and  educa6on.    
  • 27. Main costs All the involved technologies are open source, and this will ensure the alignment with European policies on the adoption of open source technologies by the PA and a reduction of the implementation costs. Technical assistance will be guaranteed by CATTID and INESC after the end of the project in the framework of ELANET Network.
  • 29. Scenarios: Ontology GS1 National & EU strategies GS2 Innovative Services • MT1 Digital Local Agenda in Europa • MT4 New services opportunity and and in the Country vision of citizen centric solutions • MT2 European scenario on • MT5 Strategic management of ICT in eGovernment the ICT organization strategy • MT3 Local legislation on egovernment • MT 13 eInclusion GS3 Governance and change GS4 DLA & Action Plans management • MT10 Methodology for the • MT6 Strategic management of Public implementation of DLA Communication and innovative instruments • MT11 DLA as strategic tool for • MT7 Process analisys and Business management of innovation in Process reengineering consortium of small municipalities • MT8 Economic sustainability of pubblic innovation • MT12 Quality Assurance of DLA and • MT9 Project management and Mesurement of programme benefits change management
  • 30. Benefits of the Serious Game     In   this   context   experience   is   crucial.   Dewey   (Dewey,   1938)   states   the   importance   of   an   in6mate   rela6onship   between   the   process   of   real   experience  and  educa6on.           Speaking   of   skills   acquisi6on,   in   par6cular   soT   skills,   the   prac+ce   becomes   essen+al   for   the   forma+ve   process:   having   a   real   experience   about   each   object   of   interest   can   be   quite   complex,   especially   if   we   consider   the   amount   of   funds   and   resources   that   would   be   needed   to   recreate  all  the  situa6ons  that  we  want  to  experience  or  interact  with.