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This page gives information on how you can tweak a script to reach a set of learning objectives. On this other page we describe the technicalities of setting up the script.

Stories / communication buttons

technical specs

Forecast table

Conditions

Dictionary / reference manual

Script editor

The script editor should allow for easy reconstruction of the historical timeline. This includes:

  • Method to add historical events.
    This will be facilitated via the .XML file approach. Based on the current XML file (+ documentation) as used in the FEWS game. This scheme can be edited in XMLspy.
  • Assign document files to a script (PDF or TXT)
  • Place the additional data in the historical timeline.
  • Additional functionalities to create events within the timeline, i.e. adapt the script:
  • Choices for the player / Decision points
    This is implemented with an additional screen filled with x phone numbers / contacts. When you click on a contact you get a result which depends on the game time. During certain time windows you will get an answer, outside of those windows not. 
    Whether or not information is available can depend on triggers, such as the forecast as entered in the forecast display.
  • Things going wrong: data and systems not available (electricity failure, etc)
    This can be implemented by manipulating the available data. This is not part of the script editor, but of the scenario editor (see below).
  • Hints and suggestions to modify difficulty level
    Hints and suggestions to help the player should be easily turned on/off
  • Evaluation: player gives a motivation together with the forecast (I used this model, because.. etc). This can be used in the evaluation with a (senior) colleague.
    UI game. 
  • Based on the first uses of the games, the following additions would increase the user experience of the game:
    • Button to jump back to the previous event

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