This presentation was given by Drs. Katie White and Eric B. Bauman at IMSH 2014 and provides an overview of why game-based learning works well for inter-professional education focusing on the clinical health sciences.
The Importance of Data-Based Decisions for Curriculum Development: Why Research is Everyone’s Responsibility was presented on June 5, 2012 at the WAUKESHA COUNTY TECHNICAL COLLEGE -
Nursing Clinical Simulation as a Teaching Tool Confencence
Game-Based Teaching & Learning for Nursing & Healthcare (NLN/Boise 2014)Eric B. Bauman
This presentation was given at the 2nd Annual National League of Nursing Boise State School of Nursing Simulation conference in April of 2014. It focused on How to integrate game-based teaching and learning into the curriculum.
Using gaming and simulation for provider & patient education By Eric B. Bauma...Eric B. Bauman
Bauman, E.B. (2012, Febuary). Using Gaming and Simulation in the Dialysis Setting: Today and Tomorrow. Presentation at the 32nd Annual Dialysis Conference San Antonio, TX.
Bauman Authors@HSLC: Game-Based Teaching & Simulation for Nursing & HealthcareEric B. Bauman
This presentation accompanied the Nov. 8, 2012 book talk at the University of Wisconsin Authors@HSLC series by Dr. Eric B. Bauman. Bauman discussed his recently published text Game-Based Teaching and Simulation for Nursing and Healthcare. The complete video of the talk can be found at: http://videos.med.wisc.edu/videos/43065
Are Games and Simulations a Good Fit for Your Curriculum?Eric B. Bauman
Distance Teaching & Learning Conference
Information Session: Are Games and Simulations a Good 'Fit' for Your Curriculum?
Authors: Penny Ralston-Berg and Eric B. Bauman
The conversation was very active as we discussed strategies and key questions to ask in determining what makes a good curricular “fit” for games and simulations. Examples were shown from a variety of subject matter and the audience had a chance to walk through the process of determining fit based on learning objectives. We also stepped out side the instructional alignment and talked about the value of "ridiculous games" for stress relief and cognitive down time between other intense tasks.
This presentation was given by Drs. Katie White and Eric B. Bauman at IMSH 2014 and provides an overview of why game-based learning works well for inter-professional education focusing on the clinical health sciences.
The Importance of Data-Based Decisions for Curriculum Development: Why Research is Everyone’s Responsibility was presented on June 5, 2012 at the WAUKESHA COUNTY TECHNICAL COLLEGE -
Nursing Clinical Simulation as a Teaching Tool Confencence
Game-Based Teaching & Learning for Nursing & Healthcare (NLN/Boise 2014)Eric B. Bauman
This presentation was given at the 2nd Annual National League of Nursing Boise State School of Nursing Simulation conference in April of 2014. It focused on How to integrate game-based teaching and learning into the curriculum.
Using gaming and simulation for provider & patient education By Eric B. Bauma...Eric B. Bauman
Bauman, E.B. (2012, Febuary). Using Gaming and Simulation in the Dialysis Setting: Today and Tomorrow. Presentation at the 32nd Annual Dialysis Conference San Antonio, TX.
Bauman Authors@HSLC: Game-Based Teaching & Simulation for Nursing & HealthcareEric B. Bauman
This presentation accompanied the Nov. 8, 2012 book talk at the University of Wisconsin Authors@HSLC series by Dr. Eric B. Bauman. Bauman discussed his recently published text Game-Based Teaching and Simulation for Nursing and Healthcare. The complete video of the talk can be found at: http://videos.med.wisc.edu/videos/43065
Are Games and Simulations a Good Fit for Your Curriculum?Eric B. Bauman
Distance Teaching & Learning Conference
Information Session: Are Games and Simulations a Good 'Fit' for Your Curriculum?
Authors: Penny Ralston-Berg and Eric B. Bauman
The conversation was very active as we discussed strategies and key questions to ask in determining what makes a good curricular “fit” for games and simulations. Examples were shown from a variety of subject matter and the audience had a chance to walk through the process of determining fit based on learning objectives. We also stepped out side the instructional alignment and talked about the value of "ridiculous games" for stress relief and cognitive down time between other intense tasks.
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
My presentation for October 25, 2013 - Metro State University of Denver (MSUD) Symposium for Teaching and Learning with Technology Conference 2013. Access Conference Schedule here: https://metroteachingwithtechday.pbworks.com/w/page/69613174/2013%20Schedule
Rakyan Beverages Private Limited produces juices. It serves customers through its stores, as well as via online. The company was incorporated in 2013 and is based in Mumbai, India with stores in Mumbai, Pune, Gurgaon, and New Delhi, India. Rakyan Beverages Private Limited is planning to raise $20 million from the same set of investors since the time it started making cold pressed fresh juices. Having raised $7.2 million, its next round is expected to be a bigger one for expanding its beverage portfolio to foods such as vegetable chips and health bars.
For more info about Lemon Entrepreneurs visit:-
www.lemon-school.com
Patanjali Ayurved Limited is an Indian FMCG company. Manufacturing units and headquarters are located in the indusrtial area of Haridwar while the registered office is located at Delhi. The company manufactures mineral and herbal products. It also has manufacturing units in Nepal under the trademark Nepal Gramudhyog and imports majority of herbs in India from Himalayas of Nepal. According to CLSA and HSBC, Patanjali is the fastest growing FMCG company in India. It is valued at ₹30 billion (US$450 million) and some predict revenues of ₹5,000 crore (US$740 million) for the fiscal 2015–16. Ramdev baba has stated in his interview with CNN-News18 that profit from Patanjali Products goes to charity.
For more info about Lemon Entrepreneurs visit:-
www.lemon-school.com
Imc presentation by shyam sundar gour on PatanjaliShyam Gour
Hi all,
This is the Integrated Marketing Communication Plan... Which I have prepared along with my group for Patanjali Beauty Cream..
Hope you will like it.
Game-Based Learning: A workshop to inform educators and engage contemporary l...Eric B. Bauman
Game-Based Learning: A workshop to inform educators and engage contemporary learners was presented on May 17, 2011 at the Making it Happen: Enhancing Education through Games & Storytelling. This event was co-provided by the Community Nursing Staff Development Group and the University of Michigan Health System’s MLearning and Professional Development & Education for Nursing Departments. Copyright E.B. Bauman 2012 All Rights Reserved
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
My presentation for October 25, 2013 - Metro State University of Denver (MSUD) Symposium for Teaching and Learning with Technology Conference 2013. Access Conference Schedule here: https://metroteachingwithtechday.pbworks.com/w/page/69613174/2013%20Schedule
Rakyan Beverages Private Limited produces juices. It serves customers through its stores, as well as via online. The company was incorporated in 2013 and is based in Mumbai, India with stores in Mumbai, Pune, Gurgaon, and New Delhi, India. Rakyan Beverages Private Limited is planning to raise $20 million from the same set of investors since the time it started making cold pressed fresh juices. Having raised $7.2 million, its next round is expected to be a bigger one for expanding its beverage portfolio to foods such as vegetable chips and health bars.
For more info about Lemon Entrepreneurs visit:-
www.lemon-school.com
Patanjali Ayurved Limited is an Indian FMCG company. Manufacturing units and headquarters are located in the indusrtial area of Haridwar while the registered office is located at Delhi. The company manufactures mineral and herbal products. It also has manufacturing units in Nepal under the trademark Nepal Gramudhyog and imports majority of herbs in India from Himalayas of Nepal. According to CLSA and HSBC, Patanjali is the fastest growing FMCG company in India. It is valued at ₹30 billion (US$450 million) and some predict revenues of ₹5,000 crore (US$740 million) for the fiscal 2015–16. Ramdev baba has stated in his interview with CNN-News18 that profit from Patanjali Products goes to charity.
For more info about Lemon Entrepreneurs visit:-
www.lemon-school.com
Imc presentation by shyam sundar gour on PatanjaliShyam Gour
Hi all,
This is the Integrated Marketing Communication Plan... Which I have prepared along with my group for Patanjali Beauty Cream..
Hope you will like it.
Game-Based Learning: A workshop to inform educators and engage contemporary l...Eric B. Bauman
Game-Based Learning: A workshop to inform educators and engage contemporary learners was presented on May 17, 2011 at the Making it Happen: Enhancing Education through Games & Storytelling. This event was co-provided by the Community Nursing Staff Development Group and the University of Michigan Health System’s MLearning and Professional Development & Education for Nursing Departments. Copyright E.B. Bauman 2012 All Rights Reserved
Next Generation Onboarding - Social, Gamified and MobileMindTickle
• Why & How of Next Gen Onboarding
• Illustrations of the structure and process
• Examples success stories
• What’s the ROI, ways to measure it
• Summary
During the past year, there has been much discussion about learning gamification and game- based learning. Is all of the hoopla just a passing fancy, or is there substance to games as a learning strategy?
In this session, Dr. Karl Kapp and Bryan Austin will summarize the research supporting learning games. They will differentiate between learning gamification and game-based learning, share the rationale for leveraging games to increase engagement, and provide the business rationale used by organizations to implement game-based corporate learning. Finally, this session will outline research under way to benchmark the performance impact of game-based e-learning versus other modes of training.
At the end of this session, attendees will have a clear idea of where learning games fit in their training strategy and their potential value in improving workforce performance.
Learning objectives
Evaluate training techniques, i.e. game-based learning.
Develop, select and implement employee training programs to increase individual and organizational effectiveness.
Evaluate the effectiveness of employee training programs through the use of metrics.
Develop and utilize business metrics to measure the achievement of the organization’s strategic and performance goals and objectives.
Develop qualitative and quantitative methods and tools for analysis, interpretation and decision-making purposes.
Have you considered using a gamification approach for a ERP implementation? These slide will provide some insight how to use gaming in an ERP training environment. .
6 Killer Examples Of Gamification In eLearning - EI DesignEI Design
While you are convinced about adopting Gamification to create high impact learning experiences, you may have questions on where would it find the right fit. In this article, you can learn how you can see how you can use it for potentially most of your training needs. The 5 examples featured here include usage of Gamification for induction and onboarding, compliance and professional skills, soft skills and well as behavioural change programs.
For More resource on Gamification in eLearning Please Visit - http://bit.ly/EID-Gamification
About EI Design
EI Design brings in 14 years of expertise servicing customers across 16 countries catering to their varied eLearning needs. We have delivered more than 6500 hours of eLearning development content (of which over 750 hours is for mobile learning). We also have a strong expertise in localising content in 26 global languages. Please visit - www.eidesign.net to know more.
What is gamification? And how is Gamification different from Games, Sumulatio...MindTickle
Gamification is a framework for designing repeatable and agile business processes/ technology.
Gaming on the other hand focusses on deep interactions in game play, resulting in higher degree of customization but limited extensibility
Making a case for Gamification in Corporate Learning - People Matters Social ...MindTickle
Gamification – A Case in Point/ The Business Case
• Why & How of Gamification
• Illustrations of the gamification process
• Examples success stories
• What’s the ROI, ways to measure it
• Pitfalls of gamification for the sake of gamification
Top 6 benefits of Gamification in eLearning - EI DesignEI Design
Today, Gamification is more than a buzz.Gamification in eLearning helps create an effective learning system that enables learners to rehearse real-life scenarios and challenges in a safe environment. It provides an extremely immersive, engaging learning approach. Read this article to gain insight on its benefits.
For More resource on Gamification in eLearning Please Visit - http://bit.ly/EID-Gamification
About EI Design
EI Design brings in 14 years of expertise servicing customers across 16 countries catering to their varied eLearning needs. We have delivered more than 6500 hours of eLearning development content (of which over 750 hours is for mobile learning). We also have a strong expertise in localising content in 26 global languages. Please visit - www.eidesign.net to know more.
Encourage engagement & improve human capital with blended learning - retail b...BankersLab
BankersLab® believes human capital is a currency that counts.
Can we combine practitioner knowledge with technology to support real workplace learning? Yes We Can!
BankersLab® is the first company to deliver gamified training products that integrate numerical simulations, scenario games, the gamified classroom and mobile learning to the retail banking industry.
BankersLab® products are designed to enhance a professional’s ability to develop and test strategies in a range of real-world market conditions in a virtual setting.
BankersLab® products are designed to effectively leverage the natural cognitive learning process – how humans remember, understand, apply, analyze, evaluate and create.
This represents a 2-hour training for instructors of Quest2Teach, consisting of a 1-hour overview of the individual games, theory, Nexus, Network, Teacher Toolkit, research findings, and best ecology for implementation of these games. This is followed by a 1-hr facilitated gameplay by the instructors where they follow the curricula guides, login and play the games, create an avatar, navigate the virtual worlds, and post reflections in the network, just as their students will do.
Gamification of online learning - Case study & Best practicesMindTickle
Gamification – A Case in Point/ The Business Case
• Why & How of Gamification
• Illustrations of the gamification process
• Examples success stories
• What’s the ROI, ways to measure it
• Pitfalls of gamification for the sake of gamification
Cognitive Assessment & Training Application, using Enhanced Game Design to Accelerate Learning, targeted to offset Late Effects as a result of Child Cancer Treatment. Please visit http://digitalme.piveclabs.com/
Presentation provided for the Society for Critical Care Medicine - Texas Chapter in the use of Virtual Reality for Medical and Health Professions Education.
Theoretical and Practical Considerations for Serious Games DevelopmentEric B. Bauman
Chang, T., P., Pusic, M.V., Bauman, E.B., Dong, C., Stapleton, G., Kachur, E. (2019, August). Theoretical & practical considerations for serious games development & implementation in medical education. Meeting of the Association of Medical Educators in Europe, Vienna, AT.
Improving Conference Social Media Engagement: The AMEE Twitter StoryEric B. Bauman
ePoster Presentation at AMEE 2019 - Vienna Austria, 24th - 28th August. Twitter is often being leveraged in academic medicine, particularly at conferences. Tweets are distributed globally and quickly amplify conference content. Twitter is encouraged to promote engagement of attendees and those unable to attend conferences. To our knowledge previous baseline Twitter data do not exist for AMEE conferences.
Augmented Reality for Medical Education - Presented at Society for Technology in Anesthesia Mind and Machine 2019 Annual Conference, Scottsdale, January 9-12. Eric B. Bauman, PhD, FSSH
VR 101 was presented as a panel presentation at the International Meeting on Simulation in Healthcare in Los Angeles, CA and addressed the following objectives:
Introduction to the concept of Virtual Reality within the context of Clinical Education
An understanding of best use cases for the integration of virtual reality solutions into existing curricula
Introduction to contemporary pedagogy that supports VR and multi-media simulation
Authors Eric B. Bauman (Clinical Playground, LLC), Parvati Dev, and Wm. LeRoy Heinrichs (CliniSpace) won second place in the education track poster/abstract contest at the 11th annual International Nursing Simulation/Learning Resource Centers Conference sponsored by the International Nursing Association for Clinical Simulation and Learning (INACSL) conference in San Antonio, Texas on June 21, 2012.
Instructional Online Gaming by E B bauman 2011Eric B. Bauman
This presentation was made at the Year Five WI TECNE Conference: eLearning in Nursing: Design, Innovation,Delivery and Evaluation. The presentation discussed online game-based learning for nursing instruction and was presented by Eric B. Bauman, PhD, RN.
This Interface Design Analysis of Online Nursing Courses reports on the findings of five online nursing courses offered through the University of Wisconsin System that were developed as part of the WI TECNE Grant. The presentation was given as part of the WI TECNE - Year Five Conference: eLearning in Nursing on the University of Wisconsin - Green Bay Campus on April 8, 2011.
This Workshop presented by Eric B. Bauman, PhD, RN & Lianne Stephenson, MD details how game-based learning can be sued to prepare your students for critical thinking in crisis management training in simulated environments.
Curriculum for Resuscitation Education - Univ.of Florida - Gainesville 2010Eric B. Bauman
A discussion detailing the Resuscitation and Crisis Management Curriculum at the University of Wisconsin - Madison. This presentation outlines the advantages of including residents as teachers for medical students, faculty and staff.
The importance of activities, character, context, and narrative found in virtual and game-based environments are examined from aesthetic, cultural, and ethical perspectives for learning among the clinical health sciences.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
16. Augmented
Reality
Augmented
reality
supplements
the
real-‐world
such
that
actual
objects
exis@ng
in
the
real-‐world
appear
to
coexist
with
virtual
objects,
computer
generated
images
that
are
representa@ons
of
actual
objects.
(Univ.
of
Picsburgh
Simula@on
&
Medical
Technology
Center)
(Azuma,
Behringer,
Feiner,
Julier,
and
MacIntyre
2001;
Bauman,
2012)
17. Avatar
or
Player
Character
The
term
avatar
is
originally
from
Hindi
mythology.
The
gods
would
take
the
shape
of
mortals
in
the
form
of
human
avatars
to
walk
the
earth.
In
video
games
and
virtual
environments,
an
avatar
transcends
two
planes
of
existence:
the
real
world
and
the
in-‐world
or
virtual
world.
The
avatar
or
player-‐character
is
the
embodiment
of
the
person
playing
the
game.
Players
live
in
and
interact
with
the
virtual
or
game-‐based
environment
through
their
avatars.
(Bauman
2010
p.183).
19. Non
Player
Character
In-‐world
agents
of
and
from
the
game
or
virtual
environment.
NPCs
are
a
func@on
of
programming
and
do
not
exist
outside
of
the
game
or
virtual
environment.
NPCs
are
in-‐world
characters
that
the
players’
(learners’)
avatars
interact
with
(Bauman,
2010
p.
186)
Player
Character
Player
Non
Player
Character
Character
20. Created
Environment
Created
Environment
An
environment
that
has
been
engineered
to
replicate
a
real-‐world
space,
producing
sufficient
authen@city
and
fidelity
to
allow
for
the
suspension
of
disbelief.
Simulated
environments,
whether
fixed
in
the
case
of
mannikin-‐based
simula@on
laboratories
or
exis@ng
in
virtual
reality,
as
in
a
game
or
applica@on-‐based
environments
are
created
environments.
Bauman,
2007,
2012
21. Pedagogy
In
general
many
of
the
theories
that
support
simula@on
and
game-‐based
learning
have
their
roots
in
Experien9al
Learning
Kolb
27. Expansion
of
the
Clinical
Space
How
do
we
expand
the
educa@onal
space
in
terms
of
Clinician/Student
Educa@on
and
Pa@ent
Educa@on?
Games
and
Mobile
Applica@ons
32. Why
Games
Macer
How
you
provide:
– Just
in
Time
Informa@on
– Just
in
Time
Prac@ce
– Just
in
Time
Feedback
Games
come
with
built
in
surveillance:
– Allows
for
data
collec@on
– Analysis
for
correla@on