During the two months ibetween the first and second workshops, Alexis, Nela and Matt underwent the process of refining the prototype, and producing an interactive digital version. Whilst its user interface was quite barebones, it incorporated the key systems established in the paper prototypes, bringing together the points-based population investment systems and economic management focus.
By Workshop 2, the game had leapt off of the paper pages and had been brought to life in a digital medium. However, there was still a lot of refinement and improvement to be done. Beginning the session, the goals and focus of the game were reiterated, and the team split up into smaller groups to playtest the digital prototype. This time we were joined by a group of enthusiastic students who were our first testers. We were so lucky to have them with us!
Feedback was then shared, among developers, teachers, and researchers. The main focus would now be on improving the user interface, better communication of games systems to the player, and some streamlining of the way games systems were calculated.
The game was now taking shape and beginning to resemble what it looks like today. The question left to unpick was how teachers could utilise this to enhance learning about the Industrial Revolution itself, thus fulfilling its educational focus. This was scrutinised extensively by the team’s educational professionals and students, with discussion involving how students would connect with the game, how best to utilise it within the classroom, how it could be incorporated into educational modules and curriculums, and discussing whether the game should be used as a passive or active educational tool.
The workshop concluded with a more creative activity. During the previous discussions, we agreed that one of the most successful way to engage with the game for its educative function would be to incorporate characters into the game who could provide perspective on the human impacts the Industrial Revolution. To this end, we took it in turns to think of who these characters could be, with examples including luddites, seamstresses, soldiers, merchants, miners, lords, nobles, and everything in between. As a bonus, these characters would be based on members of the team, making us as much a part of the game as we felt we were.
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