The document summarizes an online game called "You Make Me Sick!" that teaches middle school students about science. The game has students invent a pathogen to attack a virtual human host while learning about immune systems. It aims to engage diverse learners through an accessible game design. The game won a $50k prize and hopes to bundle multiple science games behind a paid platform. Its goal is to motivate students about science through an entertaining format.
e-Learning, working life and language educationHanna Teräs
This document discusses e-learning, working life, and language education. It begins by asking why we use e-learning and what types of e-learning exist, from learning with technology to learning from technology. It then discusses how social media and Web 2.0 tools can be used for collaboration, communication, sharing reviews and opinions. The document also covers 21st century skills needed for professionals, including core competencies like critical thinking, problem solving, and collaboration. It emphasizes how e-learning should incorporate authentic contexts, tasks, assessments, and collaboration to build knowledge.
The framework of viewing and representing skills for engagement with digital ...CITE
This document summarizes a research symposium presentation on viewing and representing skills for engaging with digital texts. The presentation defined five key skills developed from children's out-of-school digital practices: 1) recognizing and creating multi-modal elements, 2) applying modal affordances, 3) creating contextual links between elements, 4) navigating screens, and 5) assimilating digital functionality. Case studies of four children found they displayed these skills to varying degrees both in and out of school, but the school English curriculum focused more on linguistic skills and did not fully incorporate the children's digital literacy practices.
This document discusses enhancing learners' experiences using technology. It covers topics like Ofsted inspections focusing on effective use of technology, government objectives around developing workforce skills, and types of engaging learning activities. The document advocates a "flipped classroom" approach where basic material is introduced outside class, allowing class time to be spent on interactive learning and demonstrations of new skills.
This document discusses Universal Design for Learning (UDL), an educational framework that aims to meet the needs of diverse learners by providing multiple means of representation, expression, and engagement. UDL is based on research about how the brain learns and is meant to reduce barriers in education by developing flexible learning environments accommodated for individuals' varied abilities, needs and learning styles. The document outlines the principles of UDL and provides examples of how its guidelines can be applied through technologies, materials, and teaching methods to benefit all students.
This document discusses using video in design and analysis. It describes how video can be used to study people, behaviors, contexts, and changes over time. Video allows for detailed transcription and interaction analysis. Qualitative analysis involves interpreting video to identify patterns across observations and relate insights to design goals. The document also introduces the "Video Card Game" method where video clips are organized onto physical cards and used in collaborative analysis and idea generation activities.
This document presents a framework for designing student learning environments called "spaces for knowledge generation." It discusses trends like the expectation of seamless learning anywhere and anytime, and challenges like developing digital literacies. The framework includes distributed learning spaces that can be physical, blended, or virtual. It also emphasizes seamless learning across different spaces and technologies. The framework is based on seven design principles for learning spaces including comfort, aesthetics, and allowing for multiple uses of a space. Examples are given of how these principles have been applied in various learning environments.
This document summarizes a lecture on creativity and innovation. It discusses exercises to overcome perceptual and cognitive blocks. It explores definitions of creativity, distinguishing it from innovation. Creativity involves imagination, new ideas, and problem solving, while innovation adds commercialization. The lecture reviews models of creativity and promises a group brainstorming activity in the next session. Students are assigned to discuss assumptions within definitions of creativity.
The document summarizes an online game called "You Make Me Sick!" that teaches middle school students about science. The game has students invent a pathogen to attack a virtual human host while learning about immune systems. It aims to engage diverse learners through an accessible game design. The game won a $50k prize and hopes to bundle multiple science games behind a paid platform. Its goal is to motivate students about science through an entertaining format.
e-Learning, working life and language educationHanna Teräs
This document discusses e-learning, working life, and language education. It begins by asking why we use e-learning and what types of e-learning exist, from learning with technology to learning from technology. It then discusses how social media and Web 2.0 tools can be used for collaboration, communication, sharing reviews and opinions. The document also covers 21st century skills needed for professionals, including core competencies like critical thinking, problem solving, and collaboration. It emphasizes how e-learning should incorporate authentic contexts, tasks, assessments, and collaboration to build knowledge.
The framework of viewing and representing skills for engagement with digital ...CITE
This document summarizes a research symposium presentation on viewing and representing skills for engaging with digital texts. The presentation defined five key skills developed from children's out-of-school digital practices: 1) recognizing and creating multi-modal elements, 2) applying modal affordances, 3) creating contextual links between elements, 4) navigating screens, and 5) assimilating digital functionality. Case studies of four children found they displayed these skills to varying degrees both in and out of school, but the school English curriculum focused more on linguistic skills and did not fully incorporate the children's digital literacy practices.
This document discusses enhancing learners' experiences using technology. It covers topics like Ofsted inspections focusing on effective use of technology, government objectives around developing workforce skills, and types of engaging learning activities. The document advocates a "flipped classroom" approach where basic material is introduced outside class, allowing class time to be spent on interactive learning and demonstrations of new skills.
This document discusses Universal Design for Learning (UDL), an educational framework that aims to meet the needs of diverse learners by providing multiple means of representation, expression, and engagement. UDL is based on research about how the brain learns and is meant to reduce barriers in education by developing flexible learning environments accommodated for individuals' varied abilities, needs and learning styles. The document outlines the principles of UDL and provides examples of how its guidelines can be applied through technologies, materials, and teaching methods to benefit all students.
This document discusses using video in design and analysis. It describes how video can be used to study people, behaviors, contexts, and changes over time. Video allows for detailed transcription and interaction analysis. Qualitative analysis involves interpreting video to identify patterns across observations and relate insights to design goals. The document also introduces the "Video Card Game" method where video clips are organized onto physical cards and used in collaborative analysis and idea generation activities.
This document presents a framework for designing student learning environments called "spaces for knowledge generation." It discusses trends like the expectation of seamless learning anywhere and anytime, and challenges like developing digital literacies. The framework includes distributed learning spaces that can be physical, blended, or virtual. It also emphasizes seamless learning across different spaces and technologies. The framework is based on seven design principles for learning spaces including comfort, aesthetics, and allowing for multiple uses of a space. Examples are given of how these principles have been applied in various learning environments.
This document summarizes a lecture on creativity and innovation. It discusses exercises to overcome perceptual and cognitive blocks. It explores definitions of creativity, distinguishing it from innovation. Creativity involves imagination, new ideas, and problem solving, while innovation adds commercialization. The lecture reviews models of creativity and promises a group brainstorming activity in the next session. Students are assigned to discuss assumptions within definitions of creativity.
The Metropolitan Natural Park is located in Panama City between various roads and avenues. It covers 232 hectares and is one of the last remnants of tropical dry forest in Central America. The park contains various trails and viewpoints and is an excellent location for observing wildlife, including 227 bird species, 45 mammal species, and 36 reptile species. Its purpose is to preserve a natural area within the city to maintain environmental balance and provide recreational activities to improve quality of life.
Tarea 5 cuál seria la forma para que la edu del siglo xxiGeintner Albuja
Este documento discute cómo la educación del siglo 21 puede convertirse en una puerta de entrada e inclusión a la sociedad del conocimiento. Propone cuatro hipótesis: 1) reafirmar el valor de la educación privilegiando la cultura, lo social y lo moral, 2) enfrentar los nuevos retos de la sociedad, 3) crear condiciones y capacidades, y 4) entender la era digital en un sentido particular. También sugiere estrategias como dar prioridad a la educación, capacitar a docentes en tecnología, promover cambios de actitud
Tarea 4 como considera su incursion en el entorno educativoGeintner Albuja
El documento discute la incorporación de las nuevas tecnologías de la información y la comunicación (NNTT) en el entorno educativo. Explica que las NNTT permiten un fácil acceso a la información y herramientas que pueden usarse para nuevas metodologías educativas. También describe el proceso de comunicación y enseñanza y cómo las NNTT facilitan la comunicación independientemente del tiempo y lugar, lo que mejora el proceso de enseñanza-aprendizaje.
- Abbey Moss conducted a questionnaire at her college to inform the creation of a new music magazine.
- The results showed that the target audience should be males ages 11-20, as these demographics made up the majority of respondents.
- The most popular music genres indicated were indie and R&B, so the magazine will focus on reporting about and featuring these genres.
Este documento presenta una tabla de los términos comerciales INCOTERMS 2000, indicando las siglas de cada término, los países exportador e importador involucrados, quién asume los riesgos y costos en cada caso, y una breve descripción de cada uno.
Reserva Conchal es un resort de lujo ubicado en la costa Pacífico de Costa Rica que ofrece eventos sofisticados. El documento presenta menús de 3 y 4 tiempos con opciones inspiradas en la cocina de Costa Rica, Italia, Asia y Argentina. El equipo de eventos ayudará a organizar eventos exitosos en las instalaciones del resort, incluyendo una playa privada y restaurantes gourmet.
Global Consulting Executive Search recently completed a study about the motivations of consultants,
former consultants and prospective consultants. We were interested in what makes highly-educated
business people join the field, remain in it, leave it and sometimes, return to the profession.
Our findings confirmed a number of motivations considered common knowledge in the field, as well as
some trends that we did not expect. Expected results include:
1. Variety of work is the most significant attractor to consultants.
2. Travel is the most significant downside of the profession.
3. Pressure to sell stands alongside travel as the most significant negative among consultants and
former consultants.
This document outlines a research proposal that will explore the role of two-way symmetrical communication within corporate social responsibility projects in the mining sector in Richards Bay, South Africa. Specifically, it will examine how mutual consensus was reached between Richards Bay Minerals and the local community regarding the establishment of community clinics. The study will utilize qualitative methods like interviews and focus groups. It will analyze the benefits of the clinics project to both stakeholders and how it was communicated. The research aims to understand the communication experiences of stakeholders and contribute knowledge on how two-way communication can enhance corporate social responsibility.
Reports are used to describe things like man-made objects, animals, and plants. A report generally includes an introduction identifying the topic, a description providing details about the shape, parts, behavior, habitat, and survival of the subject, and objective language including general nouns, relating verbs, present tense, behavioral verbs, and technical terms.
Dokumen tersebut merupakan program diet 13 hari yang terdiri dari menu sarapan, makan siang, dan makan malam untuk setiap harinya selama 13 hari. Program diet ini bertujuan untuk menurunkan berat badan sebesar 7-8 kg dengan cara mengkonsumsi makanan rendah kalori dan garam serta banyak minum air putih. Diet ini hanya perlu diulang setahun sekali.
Teks tersebut berisi soal-soal ujian pengetahuan umum yang mencakup berbagai topik seperti hukum, sejarah, ekonomi, dan politik Indonesia. Terdapat 100 pertanyaan pilihan ganda untuk menguji pengetahuan pembaca.
Thank you for sharing your perspective. Here is what I've gathered:
- Central title placement looks most professional
- Harley Quinn is a major character so she should take spotlight
- Color scheme and character expression are important details
- A balance of skulls/icons and space looks best aesthetically
This gives me good insight into prioritizing key elements that appeal to audiences like yourself who appreciate the characters, storytelling and artistic design of the Suicide Squad works. I appreciate you taking the time to provide your feedback.
This document discusses the benefits of storytelling for early childhood language development. It provides tips for teachers on selecting stories, telling stories engagingly without books, using picture books, sources of stories, common criteria for choosing stories, different types of stories, techniques for storytelling, creating stories with children, promoting comprehension, using story sequence cards, dictating children's stories, and strategies for reaching reluctant storytellers and English language learners. The overall message is that storytelling promotes literacy skills like vocabulary and narrative abilities in a fun and engaging way for young children.
Presentation given at JTEL2012 (Joint European Summer school on Technology Enhanced Learning)
Event URL: http://www.prolearn-academy.org/Events/summer-school-2012
My contact email: caislas@gmail.com
Connected learning aims to engage students through their personal interests by connecting in-school learning to out-of-school interests through production, academics, and peer culture using digital media and networks. Research shows gaming can benefit learning by fostering identity, interaction, production, risk-taking, and challenge. Educators are incorporating games, simulations, and game design into classrooms to teach complex problem-solving and systems thinking. Resources for connected learning include organizations, conferences, and tools that support game and simulation-based learning practices.
The Metropolitan Natural Park is located in Panama City between various roads and avenues. It covers 232 hectares and is one of the last remnants of tropical dry forest in Central America. The park contains various trails and viewpoints and is an excellent location for observing wildlife, including 227 bird species, 45 mammal species, and 36 reptile species. Its purpose is to preserve a natural area within the city to maintain environmental balance and provide recreational activities to improve quality of life.
Tarea 5 cuál seria la forma para que la edu del siglo xxiGeintner Albuja
Este documento discute cómo la educación del siglo 21 puede convertirse en una puerta de entrada e inclusión a la sociedad del conocimiento. Propone cuatro hipótesis: 1) reafirmar el valor de la educación privilegiando la cultura, lo social y lo moral, 2) enfrentar los nuevos retos de la sociedad, 3) crear condiciones y capacidades, y 4) entender la era digital en un sentido particular. También sugiere estrategias como dar prioridad a la educación, capacitar a docentes en tecnología, promover cambios de actitud
Tarea 4 como considera su incursion en el entorno educativoGeintner Albuja
El documento discute la incorporación de las nuevas tecnologías de la información y la comunicación (NNTT) en el entorno educativo. Explica que las NNTT permiten un fácil acceso a la información y herramientas que pueden usarse para nuevas metodologías educativas. También describe el proceso de comunicación y enseñanza y cómo las NNTT facilitan la comunicación independientemente del tiempo y lugar, lo que mejora el proceso de enseñanza-aprendizaje.
- Abbey Moss conducted a questionnaire at her college to inform the creation of a new music magazine.
- The results showed that the target audience should be males ages 11-20, as these demographics made up the majority of respondents.
- The most popular music genres indicated were indie and R&B, so the magazine will focus on reporting about and featuring these genres.
Este documento presenta una tabla de los términos comerciales INCOTERMS 2000, indicando las siglas de cada término, los países exportador e importador involucrados, quién asume los riesgos y costos en cada caso, y una breve descripción de cada uno.
Reserva Conchal es un resort de lujo ubicado en la costa Pacífico de Costa Rica que ofrece eventos sofisticados. El documento presenta menús de 3 y 4 tiempos con opciones inspiradas en la cocina de Costa Rica, Italia, Asia y Argentina. El equipo de eventos ayudará a organizar eventos exitosos en las instalaciones del resort, incluyendo una playa privada y restaurantes gourmet.
Global Consulting Executive Search recently completed a study about the motivations of consultants,
former consultants and prospective consultants. We were interested in what makes highly-educated
business people join the field, remain in it, leave it and sometimes, return to the profession.
Our findings confirmed a number of motivations considered common knowledge in the field, as well as
some trends that we did not expect. Expected results include:
1. Variety of work is the most significant attractor to consultants.
2. Travel is the most significant downside of the profession.
3. Pressure to sell stands alongside travel as the most significant negative among consultants and
former consultants.
This document outlines a research proposal that will explore the role of two-way symmetrical communication within corporate social responsibility projects in the mining sector in Richards Bay, South Africa. Specifically, it will examine how mutual consensus was reached between Richards Bay Minerals and the local community regarding the establishment of community clinics. The study will utilize qualitative methods like interviews and focus groups. It will analyze the benefits of the clinics project to both stakeholders and how it was communicated. The research aims to understand the communication experiences of stakeholders and contribute knowledge on how two-way communication can enhance corporate social responsibility.
Reports are used to describe things like man-made objects, animals, and plants. A report generally includes an introduction identifying the topic, a description providing details about the shape, parts, behavior, habitat, and survival of the subject, and objective language including general nouns, relating verbs, present tense, behavioral verbs, and technical terms.
Dokumen tersebut merupakan program diet 13 hari yang terdiri dari menu sarapan, makan siang, dan makan malam untuk setiap harinya selama 13 hari. Program diet ini bertujuan untuk menurunkan berat badan sebesar 7-8 kg dengan cara mengkonsumsi makanan rendah kalori dan garam serta banyak minum air putih. Diet ini hanya perlu diulang setahun sekali.
Teks tersebut berisi soal-soal ujian pengetahuan umum yang mencakup berbagai topik seperti hukum, sejarah, ekonomi, dan politik Indonesia. Terdapat 100 pertanyaan pilihan ganda untuk menguji pengetahuan pembaca.
Thank you for sharing your perspective. Here is what I've gathered:
- Central title placement looks most professional
- Harley Quinn is a major character so she should take spotlight
- Color scheme and character expression are important details
- A balance of skulls/icons and space looks best aesthetically
This gives me good insight into prioritizing key elements that appeal to audiences like yourself who appreciate the characters, storytelling and artistic design of the Suicide Squad works. I appreciate you taking the time to provide your feedback.
This document discusses the benefits of storytelling for early childhood language development. It provides tips for teachers on selecting stories, telling stories engagingly without books, using picture books, sources of stories, common criteria for choosing stories, different types of stories, techniques for storytelling, creating stories with children, promoting comprehension, using story sequence cards, dictating children's stories, and strategies for reaching reluctant storytellers and English language learners. The overall message is that storytelling promotes literacy skills like vocabulary and narrative abilities in a fun and engaging way for young children.
Presentation given at JTEL2012 (Joint European Summer school on Technology Enhanced Learning)
Event URL: http://www.prolearn-academy.org/Events/summer-school-2012
My contact email: caislas@gmail.com
Connected learning aims to engage students through their personal interests by connecting in-school learning to out-of-school interests through production, academics, and peer culture using digital media and networks. Research shows gaming can benefit learning by fostering identity, interaction, production, risk-taking, and challenge. Educators are incorporating games, simulations, and game design into classrooms to teach complex problem-solving and systems thinking. Resources for connected learning include organizations, conferences, and tools that support game and simulation-based learning practices.
The document discusses emerging technologies on the horizon for education, including mobile devices and apps, tablet computing, game-based learning, personal learning environments, augmented reality, and natural user interfaces. These technologies are changing how schools approach policies around mobile devices and capturing students' imagination, supporting self-directed and collaborative learning through personalized tools and bringing virtual objects to life in 3D space through augmented reality.
Presentation by Erik Lennert of the successful collaboration between the Communications department of the Rocky Mountain College of Art+Design and Markit on Demand (ex WallStreet on Demand), made during the Cumulus Digital Culture session in Denver, October 29th 2011.
This document outlines research on designing gamified activities for multiple spaces, including puzzles and quests. It discusses conceptual models for designing puzzle games, prototypes that were developed and evaluated, and an authoring tool. Field experiments are described that used the QuesTInSitu app to support assessment activities in situ for students at various educational levels. Next steps include analyzing results, integrating the work with learning design tools, and addressing research questions around supporting teachers in designing multiple space puzzle games.
David W. Deeds: ISTE Conference: Not Real Games, But Virtual! David W. Deeds
The document discusses the use of virtual worlds like Second Life and OpenSimulator for education. It provides an overview of how these platforms have been used for higher education and K-12 classes, teaching subjects like computer programming, business management, and IT. Benefits mentioned include bridging communication gaps, overcoming anti-social media behaviors, and providing hands-on, experiential learning. Challenges include getting students out of passive roles and convincing organizations to accept virtual coursework. The document promotes getting involved in virtual world education and provides resources for setting up cybercampuses.
STEM for all: Developmental & game-based approach, Tuula NousiainenBrussels, Belgium
1. This document discusses developmental and game-based approaches to STEM education for all students. It highlights the need to attract students to STEM fields earlier, address gender imbalances, and take a holistic, compulsory approach to technology education from preschool through professional education.
2. Games are discussed as a way to motivate students and help them acquire knowledge and understand scientific concepts. Both commercial games and learning games designed for educational purposes are addressed. Gamification techniques that incorporate game elements are also presented as a way to engage students in typically non-game activities.
3. The document proposes future work exploring science and technology interest in early years, creativity in technology education, and the effects of game-based ped
- Sloodle is an open source project that maps the module structure of the Moodle learning management system to activities in the virtual world of Second Life.
- The goal is to allow course designers to experiment with 3D immersion for learning and help teachers and learners achieve learning objectives more efficiently.
- A grant of £80,000 was awarded to the Sloodle project by the UK-based Eduserv Foundation to support development for the 2007-2008 year.
This document discusses opportunities for collaboration between SMU Guildhall and Gearbox on videogame education and research. It provides background on Tony Cuevas and SMU Guildhall's graduate program in digital game development. The document outlines potential areas for collaboration such as developing student thesis projects, creating educational games for subjects like psychology and education, and pursuing federal grants and private foundations for game-related research.
Open Educational Resources to Open Educational DesignsOLnet Initiative
Open Educational Resources (OER) provide an opportunity to extract learning and teaching designs from existing resources and rethink how they can be represented and shared more openly. This involves developing collections of Open Educational Designs (OED) at varying levels of detail, from full designs to simplified "OED-Lite" templates. The next steps are to hold virtual workshops on OED, develop and apply OED in practice through a research network, and offer fellowships to support related work.
Overviews of the EU LLP MAGICAL project (Making Games in Collaboration for Learning) & associated MAGOS environment for learners' collaborative game building
IxDA Poznan #3 Ines Porowska: Designing multimedia learning objects for mobilesIxDA Poznan
This document discusses designing multimedia learning objects for mobile learning. It defines mobile learning as learning that takes place outside normal environments using available technologies. Multimedia learning objects can take advantage of mobile technologies' ability to capture multimedia and provide connectivity anywhere. They should be personalized to learners' goals, styles, and knowledge through user-centered design. Effective multimedia learning objects engage learners through various sensory channels and media, provide different ways of interacting with content, and facilitate different types of learning interactions.
Designing, Using and Evaluating Educational Games: Challenges, Some Solution...nalinksharda
Educational games can use storytelling as the underlying model for designing their content and narrative to enhance learning outcomes.
We need to evaluate their efficacy to maximise the user benefits. However, the field of user experience (UX) evaluation is full of challenges in itself; and evaluating the UX for digital educational games adds many other complexities. This paper presents various aspects involved in developing digital educational games and in evaluating the user experience derived from these.
Felder Silverman learning style mode is presented to incorporate it into educational games and cater for a range of learners. A story design model called Movement Oriented Design (MOD) is presented to guide the process of creating effective educational narratives.
A User Experience Research (UXeR) meta-model is presented as the pathway to advance research in this multidisciplinary field.
Universal Design for Learning (UDL) was created to make curriculum accessible to all students by providing multiple means of representation, action and expression, and engagement. UDL principles encourage offering students various ways to acquire information and knowledge, to demonstrate what they know, and to stay motivated. When combined with technology, UDL can help customize learning and support diverse learners through flexible use of tools like video, audio, interactive models and online graphic organizers.
Think Like A Detective, Produce Like An Investigative Reportersewilkie
Join us as we journey through a Common Core based activity drawing on critical thinking, information literacy and project development. Explore the process changes involved in building the capacity of students to ask deeper questions, think critically about content, deconstruct information and support or challenge claims, as they respond to increasingly complex tasks.
An intentional play on the popular quote from David Coleman, a contributing author of the ELA Standards, the title of this workshop invites participants to engage with the standards using the media and mediums of todays leaners.
Throughout this high engagement, hands-on workshop, participants will explore a process for:
- asking effective questions
- mapping a project plan
- collecting, analyzing and sifting through evidence
- identifying authentic audiences
Closing discussion and reflections will offer participants an opportunity to connect design elements of the workshop with learning experiences for their students.
Serious Games, Education and Economic Development (SGEED-2011)
25-26-27 May 2011, Milan, Italy
A European conference organized in the context of the LUDUS project www.ludus-project.eu
The document summarizes a conference about serious games for education and economic development. The conference included sessions on using games as an educational tool, case studies of serious games in business, and workshops demonstrating serious games. It also described three Italian serious games - University Explorer for institutional communication, PERFORMING TEATRO SCIENZA to develop creativity, and LA BUSSOLA for vocational guidance.
The document provides an introduction to educational technology, defining it as the study and practice of facilitating learning through appropriate technological processes and resources. It discusses the history of technology in education from educational films and programmed instruction to modern learning management systems and learning analytics. Examples are given of educational technology projects at Tallinn University focusing on areas like coaching environments, interactive playdesks, and online learning platforms.
eLearning Services at NIU provides a variety of online learning tools and resources to support online courses, including audio slideshows, simulations, case studies, games, lecture capture, virtual meetings, accessibility features, and support from the Digital Convergence Lab. They have a team of 10 staff with expertise in educational technology and work with graduate and undergraduate students. Their goal is to provide engaging, accessible content that meets multiple learning styles.
Similar to Designing games for specific contexts (VS-Conference 2012) (20)
This document outlines Dr. Carolina Islas' presentation on entrepreneurship and games for learning given at Ajou University. It discusses Ubium, a company that creates games to deliver specific information and knowledge in particular contexts. The presentation covers Ubium's influences and history, examples of past projects, and its current work on the BODEGA project which aims to create a hybrid game to explain cultural topics to travelers. Attendees then participated in an activity to brainstorm explanatory game ideas and provided feedback on Ubium's proposed "Game Pass." Dr. Islas concluded by discussing potential for future bilateral projects with attendees.
The document discusses using games for learning complex topics. It proposes that games can transmit information in an engaging way by associating ideas through experiences, as suggested by educational theorists. Games are dynamic systems that are approached playfully. The document examines characteristics people seek in their surroundings and how games can achieve beauty, customization, sharing of authentic experiences through simulation. It explores using games within a learning ecology and addressing educational content based on interacting with rules or technology. Games should consider context and promote critical thinking about topics in real-world situations. An example "game" called the Marshmallow Challenge is described to demonstrate collaboration and problem-solving skills relevant to game designers.
How informal learning can help you in the deliverables of your H2020 project?...Carolina Islas Sedano
The document discusses how informal learning experiences can help deliver outcomes for Horizon 2020 projects. It suggests going beyond text deliverables to create impact by transmitting complex topics in an understandable, meaningful, and engaging way for different audiences and contexts. Examples are provided of delivering specific information through playful experiences in particular locations. The author's strengths are in understanding context and co-creating experiences through multidisciplinary fields like design thinking. Partnerships are welcomed to help transmit challenging topics like sustainability as learning experiences based on new research outcomes.
ELAN (http://www.elannetwork.org/) is a relevant network for us.
In this presentation, we briefly summarize some of our experiences working on diverse projects.
Talk given at Games for Everything meeting, Games4* 2nd ed at University of Vic (http://mon.uvic.cat/international-workshop/events/games-for-everything-meeting-games4-2nd-ed/ )
Fear 4 Electronics (F4E) is a project by Liisa Tahvanainen and Carolina Islas that aims to inspire girls in science and technology by merging traditional handicrafts with new digital technologies. Their goal is to provide an environment for creativity, innovation, and intergenerational learning to make technology accessible for those afraid of it. Examples of their projects include illuminated globes and lamps created during science festivals using materials like conductive ink, LEDs, and Arduino boards. They invite interested participants to join their club to develop smart handicraft projects and help establish Finland's leadership in this emerging field.
1. The document discusses hypercontextualized games (HCG), which are digital games designed with a specific local objective that involve elements from players' reality to promote engagement with their context.
2. Examples of HCG projects are provided, including Tekgame, Lieksamyst, and Illusion.
3. Future work on HCG includes research on context and engagement, context and multimedia, accessibility, new technologies, sustainability, and inclusion.
Game Design Workshop at Naresuan University discusses game design. It explains that designing successful games requires multi-disciplinary teams, including producers, designers, artists, programmers, level designers, sound engineers and testers. Game design is an iterative process involving playtesting, evaluation and revision. The document also discusses key aspects of game systems, including components, dynamics and mechanics. It provides definitions and examples of different types of players, from hardcore to casual gamers. Finally, it explores the concept of evocative objects and how we think with the objects we interact with.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
Communicating effectively and consistently with students can help them feel at ease during their learning experience and provide the instructor with a communication trail to track the course's progress. This workshop will take you through constructing an engaging course container to facilitate effective communication.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
-------------------------------------------------------------------------------
Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
-------------------------------------------------------------------------------
For more information about PECB:
Website: https://pecb.com/
LinkedIn: https://www.linkedin.com/company/pecb/
Facebook: https://www.facebook.com/PECBInternational/
Slideshare: http://www.slideshare.net/PECBCERTIFICATION
2. Agenda
Getting to know each other.
9:00 - 9:30
Presentation of all, including Ivan and myself
9:30 - 9:45 Foundations of the workshop
9:45 -9:55 How we will work
9:55- 10:10 Presentation Case #1
10:10 -10:25 Presentation Case #2
10:25 - 11:40 Create teams and put hands on
Present and analyze the different designs made in the
11:40 - 12:30
workshop, discuss and draw conclusions.
carolina.islas@uef.fi
Monday, 29 October 2012
4. Influences
BSc in Electronic Engineering and
Communication Systems
MSc. Communications and
Media Engineering
PhD. Educational Technologies
Research Group (in Computer
Science Department). Dissertation:
Hypercontextualized Games
carolina.islas@uef.fi
Monday, 29 October 2012
5. Influences 2
Academia
Entrepreneurship
photo source
Industry
photo source
photo source
carolina.islas@uef.fi
Monday, 29 October 2012
7. About my research journey
Aim:
To support the seniors in the
creation of their own games.
First by producing paper
prototypes by utilizing ICT
tools. Second, to transfer the
paper prototypes into digital
applications
2006 Seniors Game Workshop
carolina.islas@uef.fi
Monday, 29 October 2012
8. About my research journey
Aim:
Game that supports
the Science Festival
objectives
carolina.islas@uef.fi 2007 SciMyst
Monday, 29 October 2012
9. About my research journey
Aim:
To support the Pielinen Museum to aid the transmission of information
to the visitors supported by the facilities and the knowing of the
curators
carolina.islas@uef.fi 2007 - 2010 LieksaMyst
Monday, 29 October 2012
10. About my research journey
Aim:
To test SciMyst on a similar
but not quite the same
context: the museum of
technology in Helsinki
carolina.islas@uef.fi
2008 - TekMyst
Monday, 29 October 2012
11. About my research journey
Aim:
To develop a game for the
Biosphere region of North
Karelia
2009 - HoK
carolina.islas@uef.fi
Monday, 29 October 2012
12. About my research journey
Aim:
To listen the pupils’
understanding of HIV &
AIDS by utilizing their own
ICT tools
Workshop: “Working for my dreams”
carolina.islas@uef.fi
Monday, 29 October 2012
13. Summarizing
• We are from different contexts
• We have different expectations
carolina.islas@uef.fi
Monday, 29 October 2012
14. Agenda
Getting to know each other.
9:00 - 9:30
Presentation of all, including Ivan and myself.
9:30 - 9:45 Foundations of the workshop
9:45 -9:55 How we will work
9:55- 10:10 Presentation Case #1
10:10 -10:25 Presentation Case #2
10:25 - 11:40 Create teams and put hands on
Present and analyze the different designs made in the
11:40 - 12:30
workshop, discuss and draw conclusions.
carolina.islas@uef.fi
Monday, 29 October 2012
15. Why to design this workshop?
Designing games for specific contexts
(at VS-Games Conference)
Monday, 29 October 2012
16. Games for learning or serious games
One way to see them: as products
Practice of use
Home environments Formal Education
Entertainment
Purpose of design
Education
carolina.islas@uef.fi From Linderoth, 2011
Monday, 29 October 2012
17. Games for learning or serious games
One way to see them: as products
Practice of use
Home environments Formal Education
Ideas about
gaming literacy, Content of the Shelf
Entertainment generic skill,
development, etc.
Purpose of design
Serious Games
Simulators
Education Edutainment Simulation,
Experimental
Learning activities
carolina.islas@uef.fi From Linderoth, 2011
Monday, 29 October 2012
18. Dimensions of Game Design
The question is: Where is the educational content?
Story Gameplay
Fiction Rules
Technology
(platform)
carolina.islas@uef.fi From Linderoth, 2011
Monday, 29 October 2012
19. Dimensions of Game Design - Where is the educational
content?
One argument: it is holodeck
Educational
content
Story Gameplay
Fiction Rules
Technology
(platform)
carolina.islas@uef.fi From Linderoth, 2011
Monday, 29 October 2012
20. Dimensions of Game Design - Where is the educational content?
Another argument: content emerges by interacting with the rules
Educational
content
Story Gameplay
Fiction Rules
Technology
(platform)
carolina.islas@uef.fi From Linderoth, 2011
Monday, 29 October 2012
21. Dimensions of Game Design - Where is the educational content?
Another argument: Rules (models) in the game are the
educational content
Story Gameplay
Fiction Rules
Technology
(platform)
carolina.islas@uef.fi From Linderoth, 2011
Monday, 29 October 2012
22. Dimensions of Game Design - Where is the educational content?
Another argument: The educational content comes from
interacting with the specific technology
Story Gameplay
Fiction Rules
Educational
content
Technology
(platform)
carolina.islas@uef.fi From Linderoth, 2011
Monday, 29 October 2012
23. Dimensions of Game Design - Where is the educational content?
Proposal: It should have its own dimension!
Educational
content
Story Gameplay
Fiction Rules
Technology
(platform)
carolina.islas@uef.fi From Linderoth, 2011
Monday, 29 October 2012
24. History maybe help us to us to understand how to
include educational content while designing a game
carolina.islas@uef.fi
Monday, 29 October 2012
25. From history, games involve context
carolina.islas@uef.fi From Islas Sedano, 2012
Monday, 29 October 2012
26. Context
• It is difficult to define
• It is difficult to understand
• It is highly relevant
carolina.islas@uef.fi
Monday, 29 October 2012
27. Other fields are noticing the importance
of context, for example: mLearning
carolina.islas@uef.fi From Botha, 2012
Monday, 29 October 2012
28. Designing games in and for a specific context derives
the model of Hypercontextualized Games (HCG)
Subject Matter
Game System
Information (SMI)
(GS)
= Educational content
Specific Context
Elements (SCEs)
carolina.islas@uef.fi From Islas Sedano, 2012
Monday, 29 October 2012
29. Environmental
Example of the HCG context aspects:
Heroes of Koskenniska (HoK)
Winter - Spring Summer
photos by Ewa Kowalik
Monday, 29 October 2012
31. Environmental - Intersubjective - Subjective
Heroes of Koskenniska (HoK)
photos by Monika Zych-Laine
Monday, 29 October 2012
32. Analyzing context to certain objective
SMI GS
Aspects
Resources /Limitations Resources /Limitations
Birch, pine...
Difficult to detect 100%
Environmental Ants, pinecones,....
precisely where you are...
Hunting track...
Forestry education needs a
Inter - subjective teacher. Different social dynamics,
Human - Machine Cultural and historical families, hikers.....
Human - Human elements. Network challenges....
Different levels of the forest understanding.
Subjective Different attitudes.
carolina.islas@uef.fi
Monday, 29 October 2012
33. Heroes of Koskenniska (HoK)
characters by a local artist
photos by Monika Zych-Laine
Monday, 29 October 2012
34. References
• Linderoth, J. (2011, April 26). Presentation:
Introduction to Games Learning and Education.
University of Gothenburg.
• Islas Sedano, C. (2012). Hypercontextualized
Games. Dissertation University of Eastern
Finland.
• Botha A., et al. (2012, Sept 17). Mobile Learning
Curriculum Framework. MobiMOOC
carolina.islas@uef.fi
Monday, 29 October 2012
35. Agenda
Getting to know each other.
9:00 - 9:30
Presentation of all, including Ivan and myself.
9:30 - 9:45 Foundations of the workshop
9:45 -9:55 How we will work
9:55- 10:10 Presentation Case #1
10:10 -10:25 Presentation Case #2
10:25 - 11:40 Create teams and put hands on
Present and analyze the different designs made in the
11:40 - 12:30
workshop, discuss and draw conclusions.
carolina.islas@uef.fi
Monday, 29 October 2012
36. How to balance the tension between
SMI and GS?
Monday, 29 October 2012
37. Flow and emphasis
• We will create two teams
• Each team will design a game for a specific context
! Team A: design a game for children’s rights in Italy (we’ll explain)
! Team B: design a game for refugees in Finland (we’ll explain)
• Pay attention on:
! How harmonize the tensions between learning content (SMI) and
game mechanics (GS)
! If the tool for analyzing context for certain objective is useful for you
• Analyze our designs
• Discuss and draw conclusions...
carolina.islas@uef.fi
Monday, 29 October 2012
39. Agenda
Getting to know each other.
9:00 - 9:30
Presentation of all, including Ivan and myself.
9:30 - 9:45 Foundations of the workshop
9:45 -9:55 How we will work
9:55- 10:10 Presentation Case #1
10:10 -10:25 Presentation Case #2
10:25 - 11:40 Create teams and put hands on
Present and analyze the different designs made in the
11:40 - 12:30
workshop, discuss and draw conclusions.
carolina.islas@uef.fi
Monday, 29 October 2012