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IP Escape room:

A case study of prototype designing of education game on Intellectual Property Rights

Gauri Pednekar, 2nd Year, M.Sc. e Learning, MIT ADT University

Dr. Ajita Deshmukh, Program Leader, M.Sc. e Learning, MIT ADT University

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  • Description:

IP Escape Room is an innovative and immersive educational experience that transforms the complex world of Intellectual Property (IP) into an engaging adventure.

  • Presented For Smart India Hackathon (SIH) :

Problem Statement :Developing an interactive gaming software / mobile application on Intellectual Property Awareness for school students.”

IP Escape Room:

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Objectives:

  • Importance of games in education
  • Gamifying theoretical subject like history and political science
  • Selection of game type: escape room
  • Design game mechanics and challenges in the IP Escape Room that cater to diverse learning styles and educational needs of potential players.
  • To examine how the complexity of the rule system within the IP Escape Room game contributes to the development of problem solving skills
  • To provide simulated-based learning

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Scope of paper:

  • Observation done during paper prototype testing of the game
  • Design and implementation of an interactive educational game for teaching Intellectual Property Rights (IPR)
  • It explores the effectiveness of gamification in enhancing the learning experience, particularly in theoretical subjects such as history and political science.
  • Steps and levels involved in game design
  • The scope extends to examining the impact of game dynamics in paper prototype and engagement of the learner.
  • potential of simulation-based learning approaches in making complex topics like IPR more accessible and enjoyable for learners.

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Concept

Students Becomes detectives and solve puzzles, challenges in immersive IPR environment

Structure

Multi-level structured Escape room with IP scenario and condition.

Objectives

Awareness about IPR and how to file it.

Target Audience

12 year to 18 years

Game Basics:

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Design Thinking

Creating making Intellectual Property Rights (IPR) education engaging for school students

Accessible and enjoyable way to teach IPR to school students

Introduced multi-level gameplay, interactive elements, and a narrative-driven approach to make IPR education engaging

Developed concept art and storyboards to visualize the game's look and feel

Conducted user testing to gather feedback

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Fig. Subject sample collected from survey (google form)

Sample Data:

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Common Game dynamics

Give energy i.e. Knowledge to player. With which player enters the room

Video

1

Energy drains as player proceed

Quiz/ Situation

2

Gains the score as proceed with solving puzzle

Score board

3

45 mins for each Room. Energy drops as player proceed.

Time & Energy

4

Pop ups at learning situations

Guideline

5

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Game levels:

Player enters IP room and has to identity correct IPR for the asked property(Quiz based).

Level 1

Player will be put into the situation where they will be guided regarding application & processing of the IPR(Situation based)

Level 2

Player will be put in the situation based environment where infringement & counterfeit happens. Player has to solve and save them self by guessing correct IPR and applying it.

Level 3

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Rules and dynamics:

  1. Game is multiplayer and physical escape room.
  2. Students were shown animated video which explains the concept
  3. Different rooms: Patent, design, copyright and trademark
  4. Players has to select the chits, discuss and answer to the teacher/instructor.
  5. Players will get 2 extra points giving continuous correct answers
  6. After solving one room they can go another room.

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Paper prototype:

Design questionnaire

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Paper prototype:

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Observation & Findings:

  • Moderate engagement level
  • Enthusiasm to learn and analyze the situation.
  • Problem solving
  • Active participation as compared to traditional teaching.
  • Curiosity to know the situation.

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Conclusion:

  • This study highlights the importance of gamification in education especially in theoretical subjects such as history and political science.
  • The game designing of this study is focused on making topics like Intellectual Property Rights interesting and immersive with the help of simulation-based learning and problem-solving skills.
  • The finding of the study indicates the need for further testing of engagement factors of application-based games like music, energy level, scoreboards etc should be done to study learner engagement as compared to prototype testing done in this study. This will help to make online escape rooms better.

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Thank you