Development of an educational game (web-based and mobile- based) on groundwater conservation and management

      

ABSTARCT :

Learn while you play is considered the most effecting way of teaching. Internet/mobile based games could be one of the best ways to lure school kids, youth and water enthusiasts to learn the nuances of ground water management. With this backdrop it is proposed to develop an internet/mobile based game that teaches good practices in groundwater conservation in an interactive and fun way. The game should take into account various interventions (artificial recharge, microirrigation, crop diversification) and possible scenarios (drought, surplus rain, contamination etc). The gamer can earn points or coins based on the choices that he (or she) makes. The scores of registered gamers will be stored online and water-smart youths can be identified and certified. The game can be used for training and awareness creation.

EXISTING SYSTEM :

The present study provides such systematic testing of the effect of collective action games on collective action for natural resource management. Most experimental studies lack a collective debriefing session and can thus contribute to individual learning, but not social learning. To address this shortcoming, our approach includes community-level debriefing to discuss the outcomes of the games and their relevance to the local situation. There are similarities between the use of such behavioral experiments as a tool for learning and role-playing games (RPGs) used for natural resource management. Many RPGs involve complex interactions, where players are asked to take on different roles, either acting them out or using board games or computer simulations. Shah, Verma and Krishnan (2013) report on the use of a detailed RPG to simulate groundwater irrigated production dynamics and possible reform options in India. Although RPGs are often used as a research tool to understand local ecological knowledge and strategies or to validate models, they are also now being used in interventions to improve management of resources such as irrigation systems, biodiversity, or landscape planning (Barreteau et al., 2007, Bousquet et al., 2003).

DISADVANTAGE :

Platform Compatibility: Ensuring the game works across various devices and operating systems (iOS, Android, different browsers) can be complex and resource-intensive. Accurate Information: Developing scientifically accurate and educational content requires input from experts in groundwater science and education, which can be time-consuming and costly. Market Saturation: The educational game market is crowded. Standing out and attracting users can be difficult, especially if the game does not offer unique features or a compelling narrative. Development Costs: Creating a high-quality game often requires a significant investment in terms of both time and money, including hiring developers, designers, and subject matter experts. Age Appropriateness: The game needs to be suitable for different age groups, which can complicate design and content decisions. Content that appeals to children may not engage adults, and vice versa.

PROPOSED SYSTEM :

This game is simple in its rules, and there are few options for making decisions, which means that game outcomes can be more easily understood by students, making it a useful addition to a course on water resource management. In the following, we address how effective games are in teaching about water resource sharing to different educational levels, through both game play and game development. An evaluation of Irrigania in the classroom setting is first presented, supported by feedback from several educators who have used Irrigania for teaching about water resource conflicts at both university and high school levels. We then discuss our experiences, together with student feedback, from a course on water games that we facilitated for masters students in geography, where students developed a board and computer game, to be used in secondary school classrooms.

ADVANTAGE :

Interactive Learning: Games can make complex topics like groundwater conservation more accessible and engaging through interactive gameplay, keeping players motivated to learn. Visual and Experiential Learning: Games can use graphics, simulations, and scenarios that depict real-world groundwater issues, making learning more tangible and relatable. Wide Reach: Being web-based and mobile-compatible allows the game to reach a broader audience, including students, educators, and the general public. Multiplayer Features: Including collaborative or competitive elements can foster teamwork and communication among players, promoting discussions about groundwater conservation. Scenario-Based Learning: The game can simulate real-world challenges related to groundwater management, helping players understand the complexities and trade-offs involved in conservation efforts.

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