Projector ViewDuring the game the learners can follow their own and the competing teams at the projector screen. They can see if they are winning the game and how much time they have left. Introduction for learnersTeachers will introduce learners to the game before start and the information listed below should be included in the initial presentation of the game. (This check list is also included in the document DJEEO On the Day, which is filed in the Playbox and availably in the menu on the left). - Teams receive their team booklets with team passwords and go to Game: http://game.djeeo.net and log in.
- Once inside Game the learners must:
- Choose a team name.
- Enter team member names and email addresses (min. 2 members). Results will be sent to their email addresses after the game.
- NOTE WHICH GPS device they will be using.
- Give notification when they are ready.
- Learners will then need to decide which of them will be starting as Agents and exchange phone numbers.
- Agents receive their Assignment booklets and reflective vests.
- Agents then go and collect their allocated GPS device (IMPORTANT: Ensure that all teams get their correct GPS-number).
- Once all teams are registered and ready, the teacher clicks the “START” button (on the teachers computer) to start the game. Agents are guided to the first waypoint (marked by a flag) by their Control Centre.
- The teams solve their tasks while the Agents move towards the waypoint where the tasks are delivered.
- Teams must make it to the last waypoint (the ”Orange House”) and click the ”Home” button before time has run out.
- Teams that do not make it in time lose 20 points for every minute they are late.
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