ProjectMe Description
ProjectMe is an educational video game that has been developed by the Pontificia Universidad Javeriana (Bogotá, Colombia), within the framework of the project “Development of software for the promotion of a culture of care with young people from vulnerable sectors of Barranquilla, Atlántico”, identified with BPIN 2020000100647, and financed by the General Royalties System (Colombia) and under the supervision of the Ministry of Science, Technology and Innovation. As partner entities, we had the support of the Universidad de Atlántico (Barranquilla, Colombia) and Purdue University (West Lafayette, United States).
The video game was developed from field inputs collected in four educational communities in the city of Barranquilla (Colombia). These were: 1) Brisas del Río; 2) Citadel July 20; 3) Evardo Turizo Palencia; 4) Bolivarian World. In total, the students linked to the process were 120.
As a result of this joint work, the project team developed the serious video game ProjectMe, an educational software from which young people will be able to work on their life project along four levels that have two dimensions: 1) entertainment, platform missions focused on skill challenges in which the user must achieve their objective in a limited time, with platform and runner missions; 2) life project, at the end of each level the user will work on an interface designed to record in a written and guided manner the fundamental elements for the construction of a life project. At the end of the plot, the user will have built a life project that compiles objectives, work strategies, habits and associated values.
The video game has been built considering the life project as an attitude that has the following elements:
Emotional (level 01), every life project involves and generates feelings.
Cognitive (level 02), identifying our place in the world is only possible thanks to the knowledge we acquire throughout our lives.
Behavioral (level 03), to stay on the path we have chosen, physical and emotional habits are necessary that guarantee well-being.
Community (level 04), sharing our life project with others offers the opportunity to deepen our learning about what we have done and to find ways to achieve our goals.
Narrative
The story begins when the main character, whose name must be entered by the user, realizes that there are vandals who have entered his school. These people are damaging the facilities and stealing some things just when there is a visit from the supervisor of the Ministry of Education, who upon seeing what has been done states that if the situation does not change, the school will have to be closed because it is not a safe place for the students. young people Could it be that he can prevent the school from closing? That is something that you can only solve when you reach the end of the story.
The video game was developed from field inputs collected in four educational communities in the city of Barranquilla (Colombia). These were: 1) Brisas del Río; 2) Citadel July 20; 3) Evardo Turizo Palencia; 4) Bolivarian World. In total, the students linked to the process were 120.
As a result of this joint work, the project team developed the serious video game ProjectMe, an educational software from which young people will be able to work on their life project along four levels that have two dimensions: 1) entertainment, platform missions focused on skill challenges in which the user must achieve their objective in a limited time, with platform and runner missions; 2) life project, at the end of each level the user will work on an interface designed to record in a written and guided manner the fundamental elements for the construction of a life project. At the end of the plot, the user will have built a life project that compiles objectives, work strategies, habits and associated values.
The video game has been built considering the life project as an attitude that has the following elements:
Emotional (level 01), every life project involves and generates feelings.
Cognitive (level 02), identifying our place in the world is only possible thanks to the knowledge we acquire throughout our lives.
Behavioral (level 03), to stay on the path we have chosen, physical and emotional habits are necessary that guarantee well-being.
Community (level 04), sharing our life project with others offers the opportunity to deepen our learning about what we have done and to find ways to achieve our goals.
Narrative
The story begins when the main character, whose name must be entered by the user, realizes that there are vandals who have entered his school. These people are damaging the facilities and stealing some things just when there is a visit from the supervisor of the Ministry of Education, who upon seeing what has been done states that if the situation does not change, the school will have to be closed because it is not a safe place for the students. young people Could it be that he can prevent the school from closing? That is something that you can only solve when you reach the end of the story.
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