A CONCEPTUAL FRAMEWORK FOR SOLIDARY EDUCATIONAL DIGITAL GAMES
Frameworks, Digital Games, Education, Ethics and Solidarity
With the development of high violence games, such as: Mortal Combat, Carmageddon, Doom, GTA (Grand Theft Auto), these games are banned in Brazil and in several countries around the world due to their high violence, games in this category pass on the teaching of that to be successful in the game it is necessary to practice unethical attitudes such as: lack of respect, injustices, theft, lack of solidarity, illegal attitudes; emerges as an alternative the Solidary Educational Digital Games (JDES) which aim to place the player in environmental scenarios, catastrophes, having a chance to perform ethical or unethical attitudes being rewarded or punished according to their attitudes. For the development of solidary educational digital games, it is essential not to always start the creation from scratch, beginning, it is essential to use software reuse techniques. This work presents a Conceptual Framework whose purpose is to streamline and cheapen the development of JDES. The Conceptual Framework was divided into two stages, the first was developed through UML modeling (Unified Modeling Language) the Framework Digital Games Educational Solidarity (FJDES) and Auxiliary Classes that were used to create the Solidary Educational Digital Game Flood, in the second step was developed through Agile Modeling and Scrum Method the Scrum Framework Educational Solidarity Digital Games (FSJDES), where the Framework Educational Solidarity Digital Games and Auxiliary Classes already developed in the first step was reused for the creation of the Digital Educational Solidarity Game Earthquake, both games were implemented in Java. As a result, there was a three-month reduction in the development of Solidary Educational Digital Games, where the production of the first game took four months and the second game took a month.