![](bg8.png)
We have outlined the advantages and limitations
of the two RLG scenario design tools based on exper-
iments with the target audience. Then, we have pro-
posed a comparative table to help designers choose
between the two tools based on the context and their
constraints. Each of them having its strengths, it is
then possible to benefit from all these advantages by
combining the two tools. That is to say, to use the tan-
gible Kit in the conceptualisation phase to involve all
the designers as much as possible, then to implement
the scenario on RLG Maker to be able to continue the
work, if necessary, remotely and to save the scenario
in a more lasting way. Indeed, as in Model Driven
Engineering, one of our future objectives is to be able
to load the scenario into a gaming environment like
Unity or Godot.
We can confirm that the advantages of the cards
cited by (Roy and Warren, 2019) in the Introduction
were, for the most part, found during the Kit experi-
ments.
(Pozzi et al., 2022) offered teachers a game to de-
sign collaborative learning activities using a board in
three different formats. Each format had its advan-
tages and disadvantages, but their hybrid augmented
reality format could be the most advantageous by
combining the qualities of the tangible and digital for-
mats. This could be a new avenue for our project and
worth studying in detail.
We are currently looking for a way to automati-
cally recognise the pieces of the tangible Kit to au-
tomatically implement the tiles and their content in
RLG Maker using a photo, for example. This would
avoid having to copy what is already written on the
Kit.
In the meantime, we are continuing experiments
with RLG Maker because we are in a process of
continuous improvement (in accordance with Design-
Based Research). The next experiment will test a new
functionality which aims to check the scenario. This
will ensure that the quests can be completed at the
same time for all the roles, and if the players can carry
out common tasks simultaneously. To date, there has
not yet been a game developed with RLG Maker since
the experimentation aimed to test the tool to improve
it and not to produce one or more games, but our ob-
jective is to promptly develop one with it. These im-
provements may have an influence on the tool itself
(ergonomics, accessibility for example), but also on
the Kit and the model if new elements appear with the
tests.
ACKNOWLEDGEMENTS
This work was funded by the French government as
part of the France Relance recovery plan through the
Nucl
´
eofil project
3
.
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