PROJECT SUMMARY
The project will trial games and simulation based solutions to teaching business skills in the creative industries. This project will seek to develop an innovative, engaging, art and design prototype business game in Adobe Flash, which could be re-used in other contexts.
The project will focus on the commercialisation stages of business development:
PROJECT CONTEXT
From September 2007 the game will be used with Diploma of Art, Craft and Design students. These students are used to hands-on learning in a studio based setting. They are often strong visual and kinaesthetic learners with literacy and numeracy issues, and are mostly mature age students. In the past the students have struggled with the business units in the course; and we have had a pass rate of around 30%. The teaching and learning approach has been:
The students are often not interested in learning these business skills however these skills are key skills for success in the creative industries. This project is about taking a radically new learning approach for the area.
PROJECT TARGET GROUPS
STRATEGIES FOR SHARING KNOWLEDGE
The development of the project will be tracked on my blog at http://www.otheredge.com.au/weblogs/teaching/ This has been started.
Other ways the project will be shared are:
Learning Strategies |
Timeline |
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Blog |
Started to use and is ongoing |
Literature review |
Major Review completed by June |
Review and experimentation with business games mods |
Completed by June |
Conversations with other game developers e.g. Nursery Live |
Completed by June |
National online conference |
June |
Conversations with other educators about using games (note these may be online conversations) |
Ongoing |
Developing the actual game |
July - September |
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July |
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July |
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July and then ongoing
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August 16th mid term progress session |
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July completed by September |
Trial with students |
September to November |
Sharing of the results |
November networking event and December showcasing day. |
ANTICIPATED OUTCOMES
LEARNERS / CLIENT / INDUSTRY ENGAGEMENT
From September 2007 the game will be used with Diploma of Art, Craft and Design students
IMPACTS ON LEARNER / CLIENTS
The impact for the students will be
The students will be able to learn through a simulated experience:
This impact will be measured by student feedback and improvements to pass rates.
REPORTING END OF PROJECT
The final report will take the following forms.
Risk analysis
Risk |
Strategy |
The project being too large |
Prototype in Excel first and then this Prototype becomes the backup |
Other non-teaching parts of Team Leader role take over |
Use the time release in way where blocks of time can found. |
Lack of IT skills in the Art, Craft and Design students |
Focus on easy to use simple interfaces. |