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Uzunova Elena Department of Business Informatics National Research University Higher School of Economics Perm, Russian Federation uzunovaen@gmail.com. Goleva Ekaterina Department of Business Informatics National Research University Higher School of Economics Perm, Russian Federation
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Uzunova Elena Department of Business Informatics National Research University Higher School of Economics Perm, Russian Federation uzunovaen@gmail.com Goleva Ekaterina Department of Business Informatics National Research University Higher School of Economics Perm, Russian Federation golevakate@gmail.com Perform Subsystem of the Competence-Based Business Game Studio Conclusion A distinctive feature of the CBGS is the separation of the game on the operating and control units. The control unit performs the interpretation of scenario that represented in the form of string in the LSA language. Operating unit is responsible for creating and displaying the scene, whose code is received from the CM. At the moment, developing of the CBGS prototype was started. The prototype will include the functions of the perform subsystem. Among challenges for the future the following task can be identified, namely embedding functions of other CBGS subsystems into the perform subsystem. • Introduction • In order to activate cognitive and practical activities of students in the educational process, various methods, such as business games, are regularly implemented.Simulationalgaming environments may help students practice leading skills, manage unpredictable situations and solve problems. • The paper deals with onepart of the CBGS* complex which is a subsystem of conducting business games. Thus, it is the object ofthe research. The subject is the algorithm of carrying out the game. Results – Algorithmfor carrying out the game Algorithm for carrying out a business game (fig. 2) begins with the start scene displaying the list of business games. The list of BG in the starting scene is based on the data stored in the database. The player chooses BG, after which the string with the Logical Scheme of Algorithm for chosen game is transmitted into Control model. Game state register is the element of the perform subsystem that implements interaction between Operation model and Control model. Game state register is responsible for interchange of information exchange required by models. CM selects the code of the next scene from current LSA that should be shown on the screen and sends it into the OM through the game state register. It was decided to divide the game scene into two forms: form for choosing the action and form for interaction with the resources. OM generates a user form for action selection by dint of the scene code that would be obtained from the game state register. In the form for actions selection is placed the list of actions suitable for the current game scene. Every action in the game is a logical transition to the next scene in the LSA string. OM sends code of logical transition to the game state register in the form of a binary key once a player has committed action. AM receives the code of logical transition from the register and transits it to the next game scene in the LSA string. Code of the game scene to which transition has been made through the register is transferred to the AM. Interaction of models through the game state register is cyclical and continues as long as the player does not pass the game or decide to finish the game. Methods Perform subsystem is decomposed into two models (operational model and control models) and visual modeling with use case diagram was executed during the development. There was built a precedents diagram on the basis of which the structural scheme of the game was developed. The structural scheme of models interaction is presented below on the figure 1. • Additional information about this topic • The idea of competence—based business game belongs to Vikenteva O.L., Deryabin A.I., Shestakova L.V. • The first article about Studio is “Концепция студии компетентностных деловых игр” available at http://www.science-education.ru/pdf/2013/2/199.pdf • Core definitions • CBGS – instrumental environment for design and implementation of competence-based business games. • LSA – the language implementing the decision-making process, used in the automation model. • Perform subsystem – man-machine (ergonomics) system designed for conducting business games. • Decision point –the point at which the player makes a decision affecting future developments (in this point is determined which transition will be accomplished in LSA string). • The list of abbreviations: • BG – business game • CBGS– competence-based game studio • CM – control model • DB – data base • LSA – logical scheme of algorithm • OM –operation model Figure 2. Algorithm for carrying out the game Acknowledgment We would like to express sincere gratitude to ourscientific supervisor Olga Vikenteva for her invaluable support during the work on paper. Figure 1. Structural scheme of interaction between OM and CM