Project Acronym: Version: Contact: Date: xGames 1.1 David Dyet 22 March 2011 Project Document Cover Sheet Project Information Project Acronym xGames Project Title xGames Start Date 17th January 2011 Lead Institution Reid Kerr College Project Director David Dyet Project Manager & contact details Joan Archibald Learning Technologies Manager Reid Kerr College Renfrew Road Paisley PA3 4DR 0141 581 2123 jarchibald@reidkerr.ac.uk Partner Institutions Anniesland College Project Web URL www.xgamesproject.org.uk Programme Name (and number) JISC Learning and Teaching Innovation Grants: SWaNI FE (10/10) Programme Manager Rob Englebright End Date 23rd December 2011 Document Name Document Title xGames Project Plan Reporting Period N/A Author(s) & project role David Dyet, Project Director Date 7th Feb 2011 URL Will be posted on www.xgamesproject.org.uk when approved x-games_Project_plan.pdf Filename Project and JISC internal Access General dissemination Document History Version Date Comments 1.0 7/2/2011 Submitted to JISC 7/2/2011 1.1 9/3/2011 Revisions to baseline measure and licensing. Page 1 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 Project Acronym: Version: Contact: Date: xGames 1.1 David Dyet 22 March 2011 JISC Project Plan Contents Overview of Project...................................................................................................................... 3 1. Background ......................................................................................................................... 3 2. Aims and Objectives ...........................................................................................................4 3. Overall Approach ................................................................................................................ 4 3.1 Pedagogical Principles .......................................................................................................... 4 3.2 Methodology .......................................................................................................................... 5 3.3 Important Issues .................................................................................................................... 6 3.4 Scope and Boundaries .......................................................................................................... 6 3.5 Critical Success Factors ........................................................................................................ 6 4. Project Outputs ................................................................................................................... 6 5. Project Outcomes ............................................................................................................... 7 6. Stakeholder Analysis ..........................................................................................................8 7. Risk Analysis ....................................................................................................................... 8 8. Standards ............................................................................................................................ 9 9. Technical Development ...................................................................................................... 9 10. Intellectual Property Rights .................................................................................................9 Project Resources...................................................................................................................... 10 11. Project Partners ................................................................................................................ 10 12. Project Management ......................................................................................................... 10 12.1 Project Management Framework ........................................................................................ 10 12.2 Project Team ....................................................................................................................... 12 12.3 Training Needs .................................................................................................................... 13 13. Programme Support .......................................................................................................... 13 14. Budget ............................................................................................................................... 13 Detailed Project Planning .......................................................................................................... 14 15. Workpackages ..................................................................................................................14 16. Evaluation Plan ................................................................................................................. 14 17. Quality Plan ....................................................................................................................... 15 18. Dissemination Plan ...........................................................................................................16 19. Exit and Sustainability Plans ............................................................................................. 17 Appendices ................................................................................................................................. 18 Appendix A. Project Budget..................................................................................................... 19 Appendix B. Workpackages .................................................................................................... 21 Page 2 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 Project Acronym: Version: Contact: Date: xGames 1.1 David Dyet 22 March 2011 Overview of Project 1. Background The focus of this project is on the simpler reusable collaborative games based on objective test questions. The CAA centre demonstrated that objective tests are powerful learning tools which can be used for assessing knowledge, application, comprehension, evaluation and synthesis. Initial investigations suggest that much of the research on Games-based learning (GBL) appears to centre on virtual environments and complex games with limited reusability across the curriculum e.g. The project aims to build on previous CAA research and extend the understanding of GBL by focusing on simple reusable collaborative games where the evidence base is currently limited. Over the past decade there has been an increase in the use of ICT for learning and teaching with considerable emphasis being on virtual learning environments and interactive whiteboards and these are now regarded as mainstream technologies. However these technologies are predominantly used to supplement face to face learning or support some form of blended delivery with the emphasis on knowledge transfer rather than engagement. HMIe have identified that “too many teaching staff have levels of confidence and competence that are not yet high enough to enable them to make effective use of ICT in their teaching…. There has been a general improvement across all sectors but the overall impact of the adoption of ICT in learning and teaching does not reflect its potential….There is a clear link between appropriate and effective use of ICT in learning and teaching and increased learner motivation and engagement….Teaching staff use an insufficiently wide range of ICT-based teaching approaches to maintain and increase learner motivation.” HMIe (2007) In a learner survey conducted at Reid Kerr College 74.1% of respondents wanted to see technology being used to help with their learning and 52.5% thought that tutors could make better use of technology in the classroom. Vocational learners form a significant community within the College sector. They are generally less engaged and lack interest in theory based subjects and collaborative group activities. These learners are often visual activists who are enrolled on vocational qualifications where they prefer practical subjects. Various studies have shown that online games are valuable tools for enhancing learning for learner groups who have been disengaged and lack interest. A practically unlimited range of learning games can be used ranging from simple practice games to highly complex and challenging competitive games. Issues such as cost, complexity and lack of suitable resources hinder the adoption of games within mainstream provision, for example licensing and hardware costs can be prohibitive. As a result access is often limited with kit being booked out from central locations and/or timetabling required for specialised IT labs. Setting up these games can also be complex and beyond the skills of many non-IT lecturing staff. A simple portable cost effective and flexible solution is sought to enhance learning through games. It is anticipated that the outputs of the project will be generic in that the games produced could be utilised across all curriculum areas although specific examples will be drawn from the following areas: • ESOL • Hairdressing • Computing, Accounting • Electrical Engineering. Page 3 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 Project Acronym: Version: Contact: Date: xGames 1.1 David Dyet 22 March 2011 To achieve the benefits of GBL it is necessary to overcome existing barriers such as cost, complexity and lack of resources. Currently the hardware required to support even simple collaborative games can be expensive and resource intensive, for example this may require a Computer lab, interactive board and a class set of voting pads or other input/control devices (£1000 to £2000+). In addition many educational games have licence costs varying from a few pounds to substantial sums of money, these games are often difficult to re-purpose and thus introduce a requirement for multiple licensed products. It can also be challenging for teaching staff to set-up the required hardware and software particularly when a range of different products with varying requirements and configurations are used. 2. Aims and Objectives This project aims to use collaborative group games to improve the engagement of vocational learners with group work and theory elements of the curriculum in order to improve attendance, retention and attainment. It will remove barriers to the use of games by utilising wireless games controllers which are cheap and familiar to students and combining them with free open source games whose content is driven by external text or xml files which are easily edited by non-technical lecturers using simple editors. This will allow group games to be played utilising a single PC/laptop, a set of four wireless controllers and free games which have been altered by the class lecturer to support the learner’s educational objectives. Using the controllers in this way will not only reduce costs but will also allow the students to gain the educational benefits immediately by utilising existing skills gained playing games consoles rather than having to learn new skills in using keyboards/pointing devices before achieving the benefits. The class teacher would require no specialised IT skills to add content and configure the games. Objectives: • Develop easily configured and used games templates which will encourage vocational learners to engage with group work and theory elements of the curriculum. • Apply pedagogical principles to the design of the game templates. • Document a series of exemplar case studies to demonstrate the benefits of using the games templates • Produce pedagogical and operational support resources to assist in the adoption and use of the games templates. • Evaluate the effectiveness of games in engaging vocational learners with group work and theory elements of the curriculum. 3. Overall Approach 3.1 Pedagogical Principles The pedagogical principles which will be followed in the development of the xGame templates are derived from the social constructivist approach. The design will take into account cognitive and situational approaches to learning where there is a focus on collaborative learning and on learning relationships with peers. Page 4 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 Project Acronym: Version: Contact: Date: xGames 1.1 David Dyet 22 March 2011 3.2 Methodology Set-Up Project Team –the key staff are already in place within the partners and many have a history of working together. Their line managers have agreed to allow their time to be bought out for the project activities which will allow the team to be assembled quickly. Establish Reference Group – this will comprise key stakeholders including teaching staff and learners. They will be consulted on the design and implementation of the templates. Set-up Project Website – this will be regularly updated at key stages of the project. Conduct Preliminary Background Research – This will include consultation with stakeholders including the Reference Group and desk research on the use of games in education. The purpose is to inform the design process. Design Templates – these will be designed by a team containing curricular and technical experts, making reference to the results of the Preliminary Background Research. The Reference Group will be consulted at the final stage of this process and the designs amended following this if required. Develop and Test Templates – Templates will be constructed based on the designs produced. This process will involve technical and design staff to ensure the templates are both technically robust and users friendly. The templates will be tested with a small control group and members of the Reference Group before proceeding to the pilot stage and changes made as required. Determine and Refine Baseline Measures – The project team will use findings from the preliminary research and feedback from the Project Reference Groups to determine and refine a series of baseline measures. These will be used to measure the effectiveness of the collaborative games in engaging vocational learners with group work and theory elements of the curriculum. Pilot and Refine Templates with Student Groups – the completed templates will be piloted with suitable “live” class groups. Evaluation will be integrated with the piloting of the templates, rather than being purely an end of project activity. This will enable the packages to be refined resulting in a closer match to stakeholders needs. Evaluate the Pilot Result - The evaluation framework will be developed at the beginning of the project, and reviewed in light of findings during development and piloting. A mixture of qualitative and quantitative approaches is proposed to provide detailed evaluation evidence. The evaluation process will also contribute to other project activities such as identification and creation of case studies, and guidance for other institutions. Prepare Case Studies – Case studies will be developed as a result of findings from the piloting and evaluation activities. These will exemplify ways the templates can be used effectively and will form part of the support resources for staff and institutions using the templates. Prepare User Documentation – a range of support resources will be developed including a User Manual, Best Practice Guides, Guidelines, Procedures, Project Evaluations, Development Standards, and Technical Standards. Prepare and Submit Final Report – a final report will be prepared which will describe the project methodology, summarise the evaluation results and provide recommendations. The user documentation and case studies produced will be included as appendices. Page 5 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 Project Acronym: Version: Contact: Date: xGames 1.1 David Dyet 22 March 2011 3.3 Important Issues The following factors must be considered in relation to the games: • Usability – they must be easy to use with no requirement for technical skills. • Engagement – they must be interesting and encourage participation • Collaboration – they must require team work to successfully complete them The support documentation must be: • aimed at a non-technical audience • easy to read and navigate • address all anticipated and observed support requirements 3.4 Scope and Boundaries The project will concentrate exclusively on the collaborative use of the games by vocational learners. The use of the games in a single player or networked multiple player scenarios will not be examined. 3.5 Critical Success Factors • • • • 4. The games must be easy to set-up and configure by non-technical academic staff. The case studies must be interesting and relevant. The support resources must address the anticipated and observed needs of staff and learners whilst being .easy to understand and non-technical. The games must be interesting and engaging for learners and encourage them to collaborate with their peers. Project Outputs Deliverable Description Games templates Four exemplar templates will be provided. These will be capable of being re-purposed for a variety of topics and curricular areas. A bank of example games Copies of each template will be made. Each copy will be populated with content which is relevant for a topic within a specific curricular areas such as: ESOL, Computing, Accounting, Hairdressing, and Electrical Engineering Instruction manuals These will detail: Case studies Page 6 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 • how the templates can be used to effectively support learning and teaching • how to configure and use the templates • how to write imaginative and effective multiple choice questions which can challenge students and test a wider range of levels in Blooms taxonomy. These will be based on the pilots. They will describe how the templates were used in the pilots and highlight the lessons learned. Project Acronym: Version: Contact: Date: xGames 1.1 David Dyet 22 March 2011 Deliverable 5. Description Evaluation report This will evaluate the process involved in the project and the results which were achieved. Recommendations will be made on best practice to adopt and critical success factors. Knowledge and Understanding The project aims to build on previous CAA research and extend the understanding of GBL by focusing on simple reusable collaborative games where the evidence base is currently limited. Project Outcomes Outcome Impact Change Increased student motivation Increased attendance on theory based subjects of learners who are undertaking a practical course. Move from traditional lecture/ exposition (“chalk and talk”) as the key learning strategies for theory based subjects. Increased student to student interaction Increased peer to peer support throughout the learning process and the development of group work skills. Higher level of knowledge retention and higher capabilities in interpersonal skills. Move from surface to deep learning. Increased learner Positive student achievement Enhancement of the learning engagement and participation and outcomes, enhancement and teaching experience of collaboration Increased use of ICT for learning and teaching Increase in the range of tools Enhancement of the quality and techniques available for of the learning and teaching formative assessment experience Reduced barriers to using Ease of use should reduce ICT for learning and teaching fear of new technologies for learning and teaching Increased use of a range of ICT strategies for learning and teaching Evidence of the pedagogical Increased uptake of a range advantages of using games in of ICT tools and techniques an educational context for learning and teaching Increased use of a range of ICT strategies for learning and teaching Enhancement of the quality Stimulate institutional decision makers and teaching of the learning and teaching staff to think about alternative experience methods of formative assessment Development of strategies to include the use of ICT throughout the curriculum for learning and teaching Page 7 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 Project Acronym: Version: Contact: Date: 6. xGames 1.1 David Dyet 22 March 2011 Stakeholder Analysis Stakeholder 7. Interest/Stake Importance College Senior Management Enhancement of learning and teaching through low cost use of ICT High - Support is critical to success Teaching Staff The provision of another tool to engage learners in interactivity, group work and the use of ICT for learning and teaching. The key interest here is that it is simple to populate with questions, easy to access, portable and can be effectively used in the classroom environment. High - Engagement with pilots and participation in evaluation is critical to success Students As a user students will be looking for new High - Engagement with learning strategies that will engage, pilots and participation in motivate and increase attainment. evaluation is critical to success Technical Staff Ensuring templates are compatible with IT High - Engagement with the systems design/development stage critical to success Learning Technologists New simple tools to populate with objective test questions. High - Adoption of end products is essential for sustainability Other Institutions Institutions in the sector will be interested in gaining access to a low cost collaborative teaching strategy making use of ICT. Medium - Widespread adoption of end products is essential for sustainability JISC Community Interest will include all of the above. Medium - Widespread adoption of end products is desirable for sustainability Risk Analysis Risk Probability Severity Score (1-5) (1-5) (P x S) Action to Prevent/Manage Risk Key staff leave 2 2 4 Documentation of project activities will facilitate the induction of new project staff. Sharing of activities will lead to sharing of skills and knowledge. High commitment of staff to their positions. Major IT Systems failure 1 5 5 Secure backup procedures will be established. Hardware with built in resilience will be utilised throughout the project. Page 8 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 Project Acronym: Version: Contact: Date: xGames 1.1 David Dyet 22 March 2011 Risk 8. Probability Severity Score (1-5) (1-5) (P x S) Failure to obtain staff buy-in. 1 4 4 The project has strong support from the College senior management including the Principal Project team members do not have a clear understanding of the project aims and their roles in achieving these. 2 3 6 Project roles will be clearly defined and robust communication mechanisms will be established to ensure clarity and a common understanding of the project aims. Work with Synthesis and Support team. Project delays and scope creep 2 3 6 Robust project management procedures will be implemented to monitor and manage progress. Data loss 1 5 5 Secure backup procedures will be established. Standards Name of standard or specification Version Notes Visual C# 2008 Games Templates Microsoft XNA 3.1 Games Template Interface to xBox controllers pdf 9. Action to Prevent/Manage Risk Project documentation Technical Development The games will be developed using Microsoft Visual Studio 2008, using specifically Visual C# 2008 and XNA 3.1. The games will be played using wireless XBOX360 controllers along with the USB PC receivers for these controllers. Change control procedures will be an integral part of the development process. 10. Intellectual Property Rights The project will use non-exclusive Creative Commons and GPL licences which unless third party restrictions apply: • allow project outputs and deliverables to be made available free at the point of use to the UK HE and FE community in perpetuity in a manner specified by JISC • allow JISC and its partners to utilise, archive and disseminate the project outputs and deliverables • allow project outputs and deliverables to be deposited in Open Jorum or any other repositories specified by JISC Where third party works are used the project will where possible negotiate with the copyright holders to obtain clearance to make the outputs and deliverables available as widely as possible whilst also protecting the rights of any third party copyright holders. Page 9 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 Project Acronym: Version: Contact: Date: xGames 1.1 David Dyet 22 March 2011 Project Resources 11. Project Partners Partner: Anniesland College 19 Hatfield Drive Glasgow G12 0YE Tel: Fax: Email: 0141 357 3969 0141 357 6557 reception@anniesland.ac.uk Partner Role: • • • • • • • • • Consortium Agreement signed: It is planned that this will be prepared and agreed no later than 14th March 2011 Project Managing Partner Activities Participation in Steering and Operational Groups Operation of Partner Reference Group Research Template Development Piloting Evaluation Authoring Partner Case Studies Contribution to Final Report The presence of a partner college in the Project Team will offer a number of benefits including: • The ability to pilot the developed templates with a wider and more diverse range of student groups. • Greater stakeholder input through the formation of a second reference group in the partner institution. • Access to the partners knowledge and experience in the use of educational games. • Access to existing research findings and expertise within the partner. • Access to specific technical development skills within the partner. 12. Project Management 12.1 Project Management Framework Project Steering Group: this will be chaired by the Chief Information Systems Officer from Reid Kerr College and will have representation at senior level from the consortium members. The Project Manager will participate in the group, where they will report on progress, risks, problems and issues and act as a link to the Operational Group. Additional staff with specialist knowledge may be invited to attend specific meetings as required. They may also choose to take advice from third parties as is required. Page 10 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 Project Acronym: Version: Contact: Date: xGames 1.1 David Dyet 22 March 2011 The Project Steering Group will meet at pre-determined key points in the project lifecycle. Additional meetings may be called on the advice of the Project Director or Project Manager. The remit of the Steering Group is to: • Steer and guide the project • Review progress and outputs • Review outcomes and their impact on the community • Advise the project team • Represent the interests of the project partners • Agree important decisions and changes to plan • Discuss risks, problems, and issues, explore solutions, and identify any that should be escalated to the programme manager • Formative evaluation – reflect on how things are going and what could be improved. Operational Support Group: this will consist of key operational staff within the partners who will provide a linkage between project staff, institutional resources and Senior Management in order to support the project teams. This group will report to the Project Steering Group and will prepare recommendations for their approval. The group will meet monthly during academic terms and be chaired by the Project Manager who will report on its activities to the Project Steering Group. The remit if the Operational Support Group will include: • Review progress and outputs from operational activities • Formulate operational approaches to achieve strategic aims and objectives defined by the Steering Group • Discuss operational problems, and issues, explore solutions, and identify any that should be escalated to the Steering Group • Provide a central communication mechanism for operational staff in both partners • Carry out self evaluation on operational activities Reference Groups: these will be established in both partners. The reference groups will broadly operate as focus groups who will provide an end-users perspective at key stages of the project. These groups will contain a representative cross section of students, academic staff and learning support staff. The group will provide input and feedback to the project at key stages including research, development, testing and piloting. Project Director: they will have responsibility for the day-to-day strategic management of the Project. They will: • Develop and oversee project management systems and procedures. • Manage budgets and produce summary reports for the Steering Group • Develop and oversee IPR procedures including clearance, recording and licensing. • Provide strategic advice to the Project Manager • Report to the Steering Group Page 11 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 Project Acronym: Version: Contact: Date: xGames 1.1 David Dyet 22 March 2011 Project Manager: they will ensure planned project outcomes are delivered to time and budget at minimum risk whilst ensuring that the project stays within its defined boundaries. They will also help to develop effective working relationships within project teams and establish effective communications with key stakeholders. Administrator: they will provide administrative assistance to the Project Manager and Director. They will also provide administrative support on an ad hoc basis to other members of the project team. Researchers: they will consult with stakeholders including the Reference Group and carry out desk research on the use of games in education. The purpose is to inform the design process. Development Team: they will be drawn from both partners. The team will employ a range of skills to produce the games templates. They will design, build and test the templates. Skills used will include analysis, design, coding and graphic design. Pilot Staff: academic staff in both partners will pilot the templates with their class groups and assist in the collection of evaluation data. 12.2 Project Team Role Name Contact Details Project Director David Dyet ICT Systems Manager Reid Kerr College Renfrew Road Paisley PA3 4DR 0141 581 2294 ddyet@reidkerr.ac.uk Project Manager/ Researcher Joan Archibald Learning Technologies Manager Reid Kerr College Renfrew Road Paisley PA3 4DR 0141 581 2123 jarchibald@reidkerr.ac.uk Administrator Emma Hanna Online Co-ordinator Reid Kerr College Renfrew Road Paisley PA3 4DR 0141 581 2319 ehanna@reidkerr.ac.uk Developer (Games) David Renton Extended Lecturer in Computing Reid Kerr College Renfrew Road Paisley PA3 4DR 0141 581 2431 drenton@reidkerr.ac.uk Page 12 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 Project Acronym: Version: Contact: Date: xGames 1.1 David Dyet 22 March 2011 Role Name Contact Details Developer (Web/Games) Kenneth Robb Systems Developer Reid Kerr College Renfrew Road Paisley PA3 4DR 0141 581 2165 krobb@reidkerr.ac.uk Developer (Graphic Design) Marianne Gill Multimedia Creative Reid Kerr College Renfrew Road Paisley PA3 4DR 0141 581 2276 mgill@reidkerr.ac.uk Developer (Games) Joseph Mills Learning Technologist Anniesland College Hatfield Drive Glasgow G12 0YE 0141 357 6123 Joseph.mills@anniesland.ac.uk 12.3 Training Needs The project team has no identified training needs at this stage. 13. Programme Support The project team has no identified support requirements at this stage. 14. Budget The total project cost is estimated at £89686 of which £40874 (46%) will be contributed by the project partners. The balance of £48812 will be contributed by JISC. The detail budget is included as Appendix A. Page 13 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 Project Acronym: Version: Contact: Date: xGames 1.1 David Dyet 22 March 2011 Detailed Project Planning 15. Workpackages The project contains seven main workpackages1: 1. 2. 3. 4. 5. 6. 7. Set-up Project Research Development Pilot Evaluation Documentation Interim Report 16. Evaluation Plan It is proposed to gather evaluation evidence using a mixture of qualitative and quantitative approaches. Evaluation activities will be integrated with the project activities rather than being purely an end of project activity. This will enable the packages to be refined as the project progresses resulting in a closer match to stakeholders needs. The evaluation process could then continue to be used after the project is completed. The evaluation framework will be developed at the beginning of the project, and be reviewed in light of findings at each stage of the development and piloting. \for example the project team will use findings from the preliminary research and feedback from the Project Reference Groups to determine and refine a series of baseline measures. These will be used to measure the effectiveness of the collaborative games in engaging vocational learners with group work and theory elements of the curriculum. Some examples of the areas which are likely to be included within the evaluation are provided below. These will be revised and added to as necessary through discussion with the Project team. The evaluation process may then also contribute to other project activities such as identification and creation of case studies, and guidance for other institutions. Timing Sept/ Oct 2011 Factor to Evaluate Review of xGame templates covering: ease of use, relevance to course content, support of learning, quality, features, engaging and interactive, feedback, perceptions, support/training required, instructions, value as a teaching tool, impact etc. The following groups will be targeted: reference group, learners and lecturers 1 Questions to Address Factors to be be evaluated: • ease of use • equality and divesity • relevance to course content • support of learning • quality • features • engaging and interactive • feedback • perceptions • support/training required • instructions • value as a teaching tool Method(s) Survey supplemented by interviews, focus groups and observations. Measure of Success Stakeholders are enthusiastic and want to use the templates. Student engagement is improved. These are described in Appendix B which contains: a) a summary schedule, b) a detailed schedule for the workpackages/component activities and c) a detailed Gantt chart illustrating the scheduling and dependencies Page 14 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 Project Acronym: Version: Contact: Date: Timing xGames 1.1 David Dyet 22 March 2011 Factor to Evaluate Questions to Address Method(s) Measure of Success • impact Nov/ Dec 2011 Success in the achievement of the projects aims • Have the project’s aims and objectives been achieved? • Have stakeholder requirements been met? • Have the levels of collaboration and engagement increased from the baseline measures? • What lessons have been learned? • Do the partners have plans for further development/roll-out? • Have unexpected benefits been realised? All of the Review of documentation, project aims discussion with and objectives are achieved project team, or exceeded. interview with reference group, College management and other key stakeholders; evaluation at dissemination event(s) and the wider community 17. Quality Plan Output Timing Games Templates Quality criteria June 2011 Error checking June 2011 QA method(s) Systematic error checking by developers using test data. Evidence of compliance Quality Quality tools responsibilities (if applicable) Test results Joan Archibald Usability inc User trials with equality and reference groups and diversity members of operational group. Feedback from Reference and Operational Groups Joan Archibald June 2011 Portability Consistent results on Joan Archibald different platforms/ systems September 2011 Usability inc Pilot implementation equality and with live student diversity groups. Testing on a range of different Windows platforms/ systems Output Timing Feedback from Pilot students and staff. Joan Archibald Questions used in games Quality criteria QA method(s) Evidence of compliance Proof reading by specialist academic staff Proofing reports. Joan Archibald Feedback reports. Joan Archibald August 2011 Spelling, grammar and structure September 2011 Educational Review by Reference value Group and Pilot participants Page 15 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 Quality Quality tools responsibilities (if applicable) Project Acronym: Version: Contact: Date: xGames 1.1 David Dyet 22 March 2011 Output Timing Instruction manuals Quality criteria QA method(s) Evidence of compliance August 2011 Spelling, grammar and layout Proof reading by specialist academic staff Proofing reports. September 2011 Readability, Usability, accuracy, equality and diversity.. Review and use of the Feedback reports. manuals by members of the Reference Group and Pilot participants Output Timing Quality Quality tools responsibilities (if applicable) Joan Archibald Joan Archibald Documentation – Final Report and Case Studies Quality criteria QA method(s) Evidence of compliance Spelling, grammar and layout Proof reading by specialist academic staff Proofing reports. Quality Quality tools responsibilities (if applicable) Joan Archibald Readability, Review by members of Feedback reports. equality and the Steering and diversity. Operational Groups. Joan Archibald 18. Dissemination Plan Timing Dissemination Activity Immediate Provide summary for JISC Website Throughout the project JISC Programme Meetings JISC and other project teams Share findings and identify best practice/problems Throughout the project Project updates on partner intranets and websites Internal & External Stakeholders. Awareness raising and • Aims and dissemination of Objectives. findings. • Progress • Successes Throughout the project Updating project website Global community. Provision of detailed historical and current information relating to the project activities and progress • Progress • Outcomes Throughout the project Online discussions and postings Global community Sharing knowledge, Identifying best practice and solutions to issues encountered • Progress • Lessons • Issues/ Solutions Global Awareness raising and • Aims and From Spring Submitting articles for Page 16 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 Audience Purpose JISC Community Provide project overview and link to the project for the JISC community and beyond Key Message • Aims & Objectives. • Contact Details • Progress • Successes • Issues encountered Project Acronym: Version: Contact: Date: Timing 2011 xGames 1.1 David Dyet 22 March 2011 Dissemination Activity publication to relevant journals and newsletters (both digital and printed) Audience Purpose Key Message community dissemination of findings. Objectives. • Progress • Successes • Issues encountered From Spring Project newsletter 2011 Global community Awareness raising and • Aims and dissemination of Objectives. findings. • Progress • Successes • Issues encountered From Spring Presentations at 2011 conferences and workshops Global community Dissemination of findings • Project findings 19. Exit and Sustainability Plans Project Outputs Action for Take-up & Embedding Action for Exit Project website Maintain project website which acts as a record of the projects activities and outputs. Games Template and sample questions Make available via the Project website, Include location of templates in JORUM and other identified Open dissemination activities/ materials. Access repositories. Documentation Make Instruction Manuals, Case Include location of documentation studies, project reports etc available via in dissemination activities/ the Project website, JORUM and other materials. identified Open Access repositories. Project Outputs Games Templates This will be maintained for three years after the project ends Why Sustainable Scenarios for Taking Forward Issues to Address The documented source code will be capable of being further developed and or modified to expand their scope or meet specific requirements. The source code will be made freely available to the wider educational community under a GPL Licence. Access, licences, support and hosting. Using a creative commons licence and a range of open access repositories will address all issues except support. Inserting comments in the code and providing a quick re-purposing guide will significantly reduce support requirements. Page 17 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 Project Acronym: Version: Contact: Date: xGames 1.1 David Dyet 22 March 2011 Appendices Appendix A. Project Budget...................................................................................................... 19 Appendix B. Workpackages ......................................................................................................21 Page 18 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 Project Acronym: Version: Contact: Date: xGames 1.1 David Dyet 22 March 2011 Appendix B. Workpackages WORKPACKAGES2 Dates 1: Set-up Project 17/1/11 to 14/3/11 2: Research 31/1/11 to 25/3/11 3: Development 21/2/11 to 29/8/11 4: Pilot 29/8/11 to 14/10/11 5: Evaluation 17/10/11 to 24/11/11 6: Documentation 17/10/11 to 16/12/11 7: Interim Report 17/6/11 1 2 3 4 5 6 7 8 9 10 11 12 Members of Project Team 2 DD - David Dyet JA - Joan Archibald DR - David Renton KR - Ken Robb JM - J Mill EH - Emma Hanna See Gantt chart at end of this appendix for detailed schedule, Page 21 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 MG - Marianne Gill Project Acronym: Version: Contact: Date: xGames 1.1 David Dyet 22 March 2011 Project start date: 17th January 2011 Project completion date: 16th December 2011 Duration: 12 months Workpackage and activity Earliest start date Latest completion date 17/1/11 14/3/11 1. Set-up project website 17/1/11 24/1/11 Live Project Website 2. Set-up project team and groups 17/1/11 28/1/11 Project Team in place. Minutes from initial Steering and Operational Group meetings 3. Prepare Project plan 17/1/11 7/2/11 Approved Project Plan DD/JA 4. Prepare Consortium Agreement 17/1/11 14/3/11 Signed Consortium Agreement DD Objective: to build on previous research and elicit the views of stakeholders. 31/1/11 25/3/11 5. Conduct preliminary research 31/1/11 25/3/11 Research report 6. Consult reference group 18/2/11 25/2/11 Meeting summary report Workpackage 1: Set-up project Objective: to set up project structure and detailed plan. Outputs (clearly indicate deliverables & reports in bold) Milestone Responsibility DD 1 DD/JA WORKPACKAGE 2: Research Page 22 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 2 JA JA Project Acronym: Version: Contact: Date: xGames 1.1 David Dyet 22 March 2011 Workpackage and activity Earliest start date Latest completion date 21/2/11 29/8/11 7. Consult reference group 21/2/11 25/2/11 Prioritised list of stakeholder requirements JA/DR/JM/KR 8. Design Templates 28/2/11 8/4/11 Specifications for game templates DR/JM/KR 9. Develop and test templates 11/4/11 3/6/11 Completed and tested game templates 10. Consult reference group 6/6/11 10/6/11 Feedback on templates 11. Populate templates 9/5/11 29/8/11 A series of populated templates ready for piloting. 12. Prepare user documentation 9/5/11 26/8/11 User manual and guidelines 29/8/11 14/10/11 13. Pilot and refine templates 29/8/11 7/10/11 Refined templates 14. Gather evaluation data 29/8/11 7/10/11 Evaluation data JA 15. Consult reference group 10/10/11 14/10/11 Feedback on pilot results JA 17/10/11 24/11/11 17/10/11 24/11/11 WORKPACKAGE 3: Development Objective: WORKPACKAGE 4: Pilot Objective: WORKPACKAGE 5: Evaluation Objective: 16. Evaluate pilot results Page 23 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 Outputs (clearly indicate deliverables & reports in bold) Evaluation report Milestone Responsibility 3 DR/JM/KR/MG JA/DR/JM 4 JA/EH/JM JA/EH 5 6 JA JA/DD Project Acronym: Version: Contact: Date: xGames 1.1 David Dyet 22 March 2011 Workpackage and activity Earliest start date Latest completion date 17/10/11 16/12/11 17. Prepare case studies 17/10/11 24/11/11 Case studies 18. Prepare final report 17/10/11 16/12/11 Final report 17/6/11 17/6/11 17/6/11 17/6/11 WORKPACKAGE 6: Documentation Objective: WORKPACKAGE 7: Interim Report Objective: 19. Submit interim report Page 24 of 25 Document title: xGames Project Plan Last saved: 22 March 2011 Outputs (clearly indicate deliverables & reports in bold) Interim report Milestone Responsibility JA 7 DD/JA DD/JA Project Acronym: Version: Contact: Date: xGames 1.1 David Dyet 22 March 2011 Page 25 of 25 Document title: xGames Project Plan Last saved: 22 March 2011
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