4Ts Game

# Record card
242
Thematic areas
Tourism, social sciences and cultural heritage
ICT & Electronics
Tourism, social sciences and cultural heritage / Technologies for preservation of cultural heritage
Tourism, social sciences and cultural heritage / Education & learning
ICT & Electronics / IT and Telematics applications
ICT & Electronics / Augmented Reality
ICT & Electronics / Multimedia
Tourism, social sciences and cultural heritage / Socio-economic models
Tourism, social sciences and cultural heritage / Multimedia technologies
Description

4Ts Game was born in ITD in 2017 to indicate a board game for teacher training, which aims to develop skills in designing collaborative learning activities. The game was originally conceived as a 'tangible' game, consisting of a board and 4 decks of paper cards which contain inputs that guide the teachers/players' design process. Subsequently the game evolved and was developed in its digital version. In this version, developed in Unity and with an underlying knowledge base in Prolog, the game is able to provide feedback to teachers regarding the design/game choices made. Finally, a 'hybrid' format version was also created, which keeps the board and cards in paper format, but uses the digital component to provide feedback. 4Ts Game is available in 4 languages ​​and is designed to be easily translated into other languages ​​and customizable based on the context. For game documentation see: https://sites.itd.cnr.it/4TsGame/

Type of innovation
Product / process innovation in integration with an already existing technology
Description of innovative features / Competitive advantages

4Ts Game contains elements of educational innovation (there are no games with the same purpose) and technological innovation (the hybrid setting was created ad hoc and is new, as it is featured with QR codes that detect the cards on the board, thus providing feedback basing on their position and associations among cards). The game code is Open Source, having been developed in the context of European projects. Consequently, all its components can be downloaded free of charge from the website and can be easily 'customised' by the user. The rationale is that the game can be used in the context of teacher training by any institution/school/training body wishing to develop learning design skills with a playful approach. The possible applications of the product are scientific (research in the serious games sector for teacher training, research in the interaction design sector in the development of games, especially hybrid games) and use in the context of teacher training initiatives (in school or university).

Reference market
Impacts on existing markets
Development stage
Prototype
TRL
3
4
5
Advantages
New product/process/service/technology
Patentable technology
No
Patented technology
No
Publication of technology
Published
Technology validation/demonstration
External validation
Market positioning
Italian
European
International
Partner required
Enteprise
Public research center/university
Private research center
Cooperation in national /european / international project

Information
For more information and/or to be put in contact with the Research Team, please contact the Project Manager:

Barbara Angelini - Project Manager
CNR - Unità Valorizzazione della Ricerca
Phone number 06.49932415
E-mail barbara.angelini@cnr.it