The document discusses a project called Tourney that aimed to gamify learning at a university. It describes how Tourney was developed over 18 months with a budget of 300,000 CHF by an 18-person team representing 5 schools at the university. The goal of Tourney was to create a content-independent game framework that would allow teachers to create game levels for their classes and give students a safe environment to test their skills outside the classroom.
This document summarizes a webinar about gamifying learning through the Tourney platform. Tourney is a digital learning platform being developed at FHNW to increase student learning outcomes. It aims to be content-independent so teachers can create game levels for their classes. The webinar discusses draft designs of Tourney and how gamification can motivate learning in the same way that techniques like adding cheese sauce can get children to eat broccoli. A visualization of the Tourney concept and a demonstration of the current version are presented.
Presentation Delivered at EDUCASUE ELI 2017
https://events.educause.edu/eli/annual-meeting/2017/agenda/presentation-pair-virtual-reality
Virtual reality is a recognized method for creating highly immersive and pedagogically valuable learning experiences, when appropriately designed. The cost to create and view VR has previously meant that this method of teaching has been limited to those with ample resources. This presentation will outline a number of off-the-shelf technologies that can been used to create and view simple VR experiences. Applications of VR will be presented, including orientation to learning laboratories and virtual fieldwork tours. Based on these scenarios, lessons learned in terms of designing these experiences, educational value, and current technological limitations will be outlined.
Outcomes: Learn about the potential of VR and identify applications within your own context
*Explore some of the ubiquitous tools (software and hardware) that can be used to create VR experiences and understand their limitations
*Explore a model that can be used to design and evaluate the affordances and pedagogical value of educational VR experiences
Games and Gamification - Part Two [digitalmedia]Safak Korkut
This document discusses gamification and contains 20 slides presented by Safak Korkut on February 18, 2014. The slides cover topics such as mechanics for gamification, Donald Norman's book "The Design of Everyday Things", the concept of flow, what gamification is and is not, golden rules for gamification 2.0, and the Octalysis gamification framework. Examples discussed include HabitRPG and Tourney. The final slide describes a gamification sprint challenge to design a loyalty system for Easyjet airline passengers.
IMCL2014 Presentation – Success Factors of Online Learning VideosSafak Korkut
Abstract— Videos have emerged as a dominant medium for educational purposes in many Massive Open Online Course (MOOC) platforms. Online learning videos are visual components of the online learning platforms. They are particularly interesting for students who are visual learners and who learn best by watching the short format engaging videos rather than by just reading or listening to course materials. The paper focuses on the categorization of factors that are responsible for the success/popularity of online learning videos. The research is based on the literature review and video observations of the MOOC platforms, in particular of the Khan Academy and Coursera. In this paper, we propose a tabular and a spider graph as a condensed overview of categories that should commonly be utilized by the online learning video production to make them successful.
This document discusses using blogs and wikis for office communication and collaboration. It notes that blogs allow project information to be searchable, archived, and visible to all staff. Wikis similarly allow information to be searchable, archived, visible to all staff, and editable by those with permission. The document provides examples of content management systems like Joomla and Drupal that incorporate blogs, wikis and other collaboration tools.
The corporate communication office manages internal and external communications, public relations, and media relations. It oversees marketing, PR, media activities, web and digital communications, design, content development, branding, product information, sales and advertising, social media, publications, exhibitions, ceremonies, and community services. The office is responsible for the organization's visual brand and identity, website design, packaging, advertisements, and event publicity through various channels. It also collects project requirements, estimates timelines, produces content and translations, and provides important alerts and notifications to students and staff.
The document provides guidance on writing an effective design brief. It defines a design brief as a written agreement between designer and client that describes the project boundaries and balances existing expertise with new opportunities. An effective brief includes an overview, scope, target market research, timeline, budget and appendix. It is a living document that can change throughout the project. The brief also differentiates a brief from a specification and notes that a brief should be as short as possible while including all necessary information.
At least since the first new economy, playful design has invaded the working world. Today, the offices of startups, digital agencies, and web companies like Google often look more like playgrounds than work spaces. According to a recent survey in the UK, 80% of managers believe that playful office spaces can motivate employees. On closer look, however, their playfulness often bottoms out in bright colors, round shapes -- and the proverbial slide. This talk asks what it might mean to make work environments truly playful, what effects it has on well-being -- and whether we can make people play. Presentation given at Stanford University mediaX, May 10, 2016.
This document summarizes a webinar about gamifying learning through the Tourney platform. Tourney is a digital learning platform being developed at FHNW to increase student learning outcomes. It aims to be content-independent so teachers can create game levels for their classes. The webinar discusses draft designs of Tourney and how gamification can motivate learning in the same way that techniques like adding cheese sauce can get children to eat broccoli. A visualization of the Tourney concept and a demonstration of the current version are presented.
Presentation Delivered at EDUCASUE ELI 2017
https://events.educause.edu/eli/annual-meeting/2017/agenda/presentation-pair-virtual-reality
Virtual reality is a recognized method for creating highly immersive and pedagogically valuable learning experiences, when appropriately designed. The cost to create and view VR has previously meant that this method of teaching has been limited to those with ample resources. This presentation will outline a number of off-the-shelf technologies that can been used to create and view simple VR experiences. Applications of VR will be presented, including orientation to learning laboratories and virtual fieldwork tours. Based on these scenarios, lessons learned in terms of designing these experiences, educational value, and current technological limitations will be outlined.
Outcomes: Learn about the potential of VR and identify applications within your own context
*Explore some of the ubiquitous tools (software and hardware) that can be used to create VR experiences and understand their limitations
*Explore a model that can be used to design and evaluate the affordances and pedagogical value of educational VR experiences
Games and Gamification - Part Two [digitalmedia]Safak Korkut
This document discusses gamification and contains 20 slides presented by Safak Korkut on February 18, 2014. The slides cover topics such as mechanics for gamification, Donald Norman's book "The Design of Everyday Things", the concept of flow, what gamification is and is not, golden rules for gamification 2.0, and the Octalysis gamification framework. Examples discussed include HabitRPG and Tourney. The final slide describes a gamification sprint challenge to design a loyalty system for Easyjet airline passengers.
IMCL2014 Presentation – Success Factors of Online Learning VideosSafak Korkut
Abstract— Videos have emerged as a dominant medium for educational purposes in many Massive Open Online Course (MOOC) platforms. Online learning videos are visual components of the online learning platforms. They are particularly interesting for students who are visual learners and who learn best by watching the short format engaging videos rather than by just reading or listening to course materials. The paper focuses on the categorization of factors that are responsible for the success/popularity of online learning videos. The research is based on the literature review and video observations of the MOOC platforms, in particular of the Khan Academy and Coursera. In this paper, we propose a tabular and a spider graph as a condensed overview of categories that should commonly be utilized by the online learning video production to make them successful.
This document discusses using blogs and wikis for office communication and collaboration. It notes that blogs allow project information to be searchable, archived, and visible to all staff. Wikis similarly allow information to be searchable, archived, visible to all staff, and editable by those with permission. The document provides examples of content management systems like Joomla and Drupal that incorporate blogs, wikis and other collaboration tools.
The corporate communication office manages internal and external communications, public relations, and media relations. It oversees marketing, PR, media activities, web and digital communications, design, content development, branding, product information, sales and advertising, social media, publications, exhibitions, ceremonies, and community services. The office is responsible for the organization's visual brand and identity, website design, packaging, advertisements, and event publicity through various channels. It also collects project requirements, estimates timelines, produces content and translations, and provides important alerts and notifications to students and staff.
The document provides guidance on writing an effective design brief. It defines a design brief as a written agreement between designer and client that describes the project boundaries and balances existing expertise with new opportunities. An effective brief includes an overview, scope, target market research, timeline, budget and appendix. It is a living document that can change throughout the project. The brief also differentiates a brief from a specification and notes that a brief should be as short as possible while including all necessary information.
At least since the first new economy, playful design has invaded the working world. Today, the offices of startups, digital agencies, and web companies like Google often look more like playgrounds than work spaces. According to a recent survey in the UK, 80% of managers believe that playful office spaces can motivate employees. On closer look, however, their playfulness often bottoms out in bright colors, round shapes -- and the proverbial slide. This talk asks what it might mean to make work environments truly playful, what effects it has on well-being -- and whether we can make people play. Presentation given at Stanford University mediaX, May 10, 2016.
This document outlines plans for an education hackathon event called Eduhack2 organized by Dennis Voorn and Nick van Breda. The event aims to crowdsource and co-create innovative solutions to improve and personalize education through lifelong learning. Attendees will participate in hackathons, startups, bootcamps and other events to learn and develop prototypes. Potential areas of focus include using games to improve learning, developing passion and entrepreneurship, and changing school schedules based on individual bioclocks. Technical partners will provide APIs to support developing the prototypes, while sponsors and facilitators will provide prizes and networking opportunities to help turn ideas into realities.
Learning and exploring with new technology at Dundee and Angus CollegeJisc
The Learning Lab at Dundee and Angus College is a space to promote the use of innovative technology through hands on learning, with the support of learning technologies staff.
In this demo you will see examples of how staff and learners have the opportunity to explore, experiment, create and learn using emerging technology in a safe, exciting space full of technology, which includes virtual and augmented reality, 3D capture/printing and drones.
The facility creates a 21st century learning experience which stimulates and enhances the student experience as well as providing opportunities to develop new skills
Slides and documentation of the joint workshop at the EDmedia conference in Amsterdam, 25th June 2018: "Making with kids in Europe - to foster digital literacy, to make a better world, and to build a new entrepreneurship education", hosted by Adj. Prof. Dr. Martin EBNER (University of Technology Graz, Austria), Maria GRANDL (University of Technology Graz, Austria), Karen VAN DER MOOLEN (Waag Society, Netherlands) and Dr. Sandra SCHÖN (Salzburg Research, Austria)
Presentación del modelo educacional Green Power en competencias transversales propuesto a centros educativos de cualquier índole. Desde primaria hasta universitario, de 9 a 24 años.
The document summarizes a final year project on Copernicus, a 3D interactive learning application. It discusses researching the education sector, conducting teacher and student surveys which showed strong interest, and interviewing teachers who felt it could enhance learning. It also details attending a science fair to demonstrate Copernicus, connecting with an educational organization, and plans to seek investment from innovation funding or companies to help bring Copernicus to market.
This slide is for kickoff meeting Maker Faire Singapore 2016.
MFSG2016 is 25-26/June (24 at Setup), venue is a Singapore Univercity Technology and Design.
Venue for a booth is outside, inside the darkroom, also OK.
Our appreciation opened already, until 30/April 2016.
https://makerfairesingapore.com/get-involved/makers-2/
Look fantastic training introduction, e safety audit and policy, ilt strategy...Jane Mackenzie
The document summarizes a training presentation given by Jane Mackenzie and Stephen Catton from Jisc on October 21, 2013. It discusses Jisc's role in supporting education through practical tools, consultancy, and events. The training covered e-safety audits and policies, developing an ILT strategy, considerations around virtual learning environments, and demonstrations of online tools and solutions like Google Drive, Padlet, and Socrative. Attendees were asked to complete a survey and contact Jisc's Regional Support Centre Southeast for any additional assistance.
Experimenting with digital and open collaborative learning: SAICTED Flash MOOCLaban Bagui
The document discusses a Flash MOOC experiment conducted by the SAICTED research project. In 3 sentences:
The SAICTED research project conducted an 8-hour Flash MOOC event on managing ICTs in education using platforms like Google+, YouTube, and WordPress, bringing together over 50 participants across 5 discussion communities to generate over 500 contributions on the topic. The Flash MOOC format proved suitable for postgraduate education and training by allowing for mastery and retrieval learning in a collaborative, low-cost way. However, future Flash MOOCs would benefit from shorter durations, stronger topic focus, and participants with relevant prior knowledge and interest in the topic.
FAB13 & Education; Report on the 13th Annual International Fab Lab Conference...Pieter van der Hijden
The document provides an overview of the 13th annual Fab Lab conference held in Santiago, Chile from July 31 to August 6, 2017. The conference included workshops, presentations, and a festival over 5 days. Key topics discussed included the Fab Academy and Academany online learning programs, setting up education workgroups for educators, and linking Fab Labs to the UN's Sustainable Development Goals. Over 600 participants attended from Fab Labs around the world. Future conference locations will include France in 2018, Egypt in 2019, and Canada in 2020.
The document provides information about the Kid's Kitcar Association, which uses electric car racing to inspire students to learn STEAM subjects like science, technology, engineering, arts, and math. It aims to partner with schools, technical organizations, and international groups like Greenpower to set up electric car racing competitions for different age groups. Greenpower runs a similar program in the UK with over 600 school and university teams, inspiring many students to pursue engineering careers. The association seeks partners to help set up infrastructure for 40 teams in Iberia by 2017/2018, with the goal of a national league and international competition in Bilbao.
This document provides an overview of a presentation on using technology to support young workforce development. The presentation covered:
1. Different ways technology can enhance employability skills development, including through authentic learning experiences, digital communications with employers, lifelong learning tools, and skills assessments.
2. Specific examples of how technologies like simulations, social media, e-portfolios, badges, and mobile devices are being used.
3. The importance of inclusive approaches and assistive technologies to support people with different needs. Augmented reality, e-books, and accessible design were discussed.
4. Contact information was provided for following up with the presenters on topics like technology for employability, accessibility, and community engagement resources
The document outlines the schedule and activities for a week-long visit by a Greek teacher team to Galdakao, Spain. The schedule includes:
- Presentations on Galdakao and the Basque Country on Monday morning
- Assessment and training sessions on Monday and Tuesday
- Site visits on Tuesday afternoon and all day Wednesday
- Dissemination training on Thursday
- Project implementation and exchange activities on Friday
It also includes documents on assessing the project objectives through surveys, tests, and tools like Kahoot and rubrics. The assessment would evaluate students' learning and involvement in the project.
The document discusses the future of design education. It suggests that future learners will need qualities like foresight, perseverance, analytical thinking, creativity, and adaptability. They will also need exposure to fields including digital technology, manufacturing processes, environmental science, economics, and software. The document also presents examples of innovative product designs from India, including a water filter and asthma inhaler, that demonstrate applying diverse skills and knowledge to solve problems.
The document outlines the calendar activities for the academic year 2022-23 for the IIC 5.0 program. It details activities organized each quarter under themes of inspiration, validation, prototype development, and awareness about startups. Each quarter requires 3-4 numbered activities from workshops to competitions to exposure visits to mentorship events. Important innovation and entrepreneurship-related days will also be celebrated each month like National Science Day, World Earth Day, and Independence Day. Contact details are provided for queries about zonal coordinators.
The document outlines the agenda for a two-day training on collaboration. Day one focuses on modules about successful collaborations, how to make collaboration work, managing collaborations, and tools to support effective collaboration. The morning consists of presentations and the afternoon has more tool demonstrations and exercises. Day two includes a product exhibition, discussion on collaboration materials, and lunch before the pilot test concludes. The training aims to teach skills for collaboration and showcase a real-life example from the participants' region.
The document outlines the agenda for a two-day training on collaboration. Day 1 focuses on modules about successful collaborations, how to make collaboration work, managing collaborations, and tools to support effective collaboration. The morning consists of presentations and the afternoon has more tool demonstrations and exercises. Day 2 includes a product exhibition, discussion of a case study, and review of collaboration materials. The training aims to teach skills for collaboration and showcase a real-world example from the participants' region.
The document outlines how to plan real-world projects for students using a 5P process that identifies problems, passions, people and places to develop project themes. It discusses using a project-on-a-page template to refine projects and map out deliverables over 12 weeks. Programming guidance is provided to integrate projects into the regular curriculum through consultation with Head Teachers.
The document outlines the schedule and activities for a week-long visit by a Greek teacher team to Galdakao, Spain. The schedule includes:
- Welcoming the Greek teachers and introducing them to school staff on Monday morning. Presentations about Galdakao and the Basque region will also be given.
- Training sessions on assessment and dissemination of the project from Monday to Wednesday.
- Dissemination training sessions on Thursday, including a possible meeting with the mayor of Galdakao.
- Project implementation and management training on Friday, including student exchange activities and organization.
20140424 XING mittagXperten Games and Gamification - Safak KorkutSafak Korkut
Safak Korkut gave a presentation on games and gamification. The presentation included:
- An overview of Safak's background and interests in new technologies and games.
- Definitions of what constitutes a game, including goals, rules, feedback and voluntary participation.
- Statistics on the game industry and the large and growing number of game players of all ages.
- An explanation of gamification as applying game mechanics and thinking to non-game contexts to increase engagement and motivation. Examples of gamified apps like Foursquare and Nike+ were provided.
- A demonstration of Tourney, a gamified learning platform for universities that aims to improve student skills through game-like challenges
Video Editing and Production Checklist [digitalmedia]Safak Korkut
In the presentation, you can find a checklist, based on the inputs from the class, that would facilitate your video productions. As a bonus chapter, it contains an overview to the interesting title sequences.
More Related Content
Similar to 20141008 Tourney Appetitveranstalltung - Webinar
This document outlines plans for an education hackathon event called Eduhack2 organized by Dennis Voorn and Nick van Breda. The event aims to crowdsource and co-create innovative solutions to improve and personalize education through lifelong learning. Attendees will participate in hackathons, startups, bootcamps and other events to learn and develop prototypes. Potential areas of focus include using games to improve learning, developing passion and entrepreneurship, and changing school schedules based on individual bioclocks. Technical partners will provide APIs to support developing the prototypes, while sponsors and facilitators will provide prizes and networking opportunities to help turn ideas into realities.
Learning and exploring with new technology at Dundee and Angus CollegeJisc
The Learning Lab at Dundee and Angus College is a space to promote the use of innovative technology through hands on learning, with the support of learning technologies staff.
In this demo you will see examples of how staff and learners have the opportunity to explore, experiment, create and learn using emerging technology in a safe, exciting space full of technology, which includes virtual and augmented reality, 3D capture/printing and drones.
The facility creates a 21st century learning experience which stimulates and enhances the student experience as well as providing opportunities to develop new skills
Slides and documentation of the joint workshop at the EDmedia conference in Amsterdam, 25th June 2018: "Making with kids in Europe - to foster digital literacy, to make a better world, and to build a new entrepreneurship education", hosted by Adj. Prof. Dr. Martin EBNER (University of Technology Graz, Austria), Maria GRANDL (University of Technology Graz, Austria), Karen VAN DER MOOLEN (Waag Society, Netherlands) and Dr. Sandra SCHÖN (Salzburg Research, Austria)
Presentación del modelo educacional Green Power en competencias transversales propuesto a centros educativos de cualquier índole. Desde primaria hasta universitario, de 9 a 24 años.
The document summarizes a final year project on Copernicus, a 3D interactive learning application. It discusses researching the education sector, conducting teacher and student surveys which showed strong interest, and interviewing teachers who felt it could enhance learning. It also details attending a science fair to demonstrate Copernicus, connecting with an educational organization, and plans to seek investment from innovation funding or companies to help bring Copernicus to market.
This slide is for kickoff meeting Maker Faire Singapore 2016.
MFSG2016 is 25-26/June (24 at Setup), venue is a Singapore Univercity Technology and Design.
Venue for a booth is outside, inside the darkroom, also OK.
Our appreciation opened already, until 30/April 2016.
https://makerfairesingapore.com/get-involved/makers-2/
Look fantastic training introduction, e safety audit and policy, ilt strategy...Jane Mackenzie
The document summarizes a training presentation given by Jane Mackenzie and Stephen Catton from Jisc on October 21, 2013. It discusses Jisc's role in supporting education through practical tools, consultancy, and events. The training covered e-safety audits and policies, developing an ILT strategy, considerations around virtual learning environments, and demonstrations of online tools and solutions like Google Drive, Padlet, and Socrative. Attendees were asked to complete a survey and contact Jisc's Regional Support Centre Southeast for any additional assistance.
Experimenting with digital and open collaborative learning: SAICTED Flash MOOCLaban Bagui
The document discusses a Flash MOOC experiment conducted by the SAICTED research project. In 3 sentences:
The SAICTED research project conducted an 8-hour Flash MOOC event on managing ICTs in education using platforms like Google+, YouTube, and WordPress, bringing together over 50 participants across 5 discussion communities to generate over 500 contributions on the topic. The Flash MOOC format proved suitable for postgraduate education and training by allowing for mastery and retrieval learning in a collaborative, low-cost way. However, future Flash MOOCs would benefit from shorter durations, stronger topic focus, and participants with relevant prior knowledge and interest in the topic.
FAB13 & Education; Report on the 13th Annual International Fab Lab Conference...Pieter van der Hijden
The document provides an overview of the 13th annual Fab Lab conference held in Santiago, Chile from July 31 to August 6, 2017. The conference included workshops, presentations, and a festival over 5 days. Key topics discussed included the Fab Academy and Academany online learning programs, setting up education workgroups for educators, and linking Fab Labs to the UN's Sustainable Development Goals. Over 600 participants attended from Fab Labs around the world. Future conference locations will include France in 2018, Egypt in 2019, and Canada in 2020.
The document provides information about the Kid's Kitcar Association, which uses electric car racing to inspire students to learn STEAM subjects like science, technology, engineering, arts, and math. It aims to partner with schools, technical organizations, and international groups like Greenpower to set up electric car racing competitions for different age groups. Greenpower runs a similar program in the UK with over 600 school and university teams, inspiring many students to pursue engineering careers. The association seeks partners to help set up infrastructure for 40 teams in Iberia by 2017/2018, with the goal of a national league and international competition in Bilbao.
This document provides an overview of a presentation on using technology to support young workforce development. The presentation covered:
1. Different ways technology can enhance employability skills development, including through authentic learning experiences, digital communications with employers, lifelong learning tools, and skills assessments.
2. Specific examples of how technologies like simulations, social media, e-portfolios, badges, and mobile devices are being used.
3. The importance of inclusive approaches and assistive technologies to support people with different needs. Augmented reality, e-books, and accessible design were discussed.
4. Contact information was provided for following up with the presenters on topics like technology for employability, accessibility, and community engagement resources
The document outlines the schedule and activities for a week-long visit by a Greek teacher team to Galdakao, Spain. The schedule includes:
- Presentations on Galdakao and the Basque Country on Monday morning
- Assessment and training sessions on Monday and Tuesday
- Site visits on Tuesday afternoon and all day Wednesday
- Dissemination training on Thursday
- Project implementation and exchange activities on Friday
It also includes documents on assessing the project objectives through surveys, tests, and tools like Kahoot and rubrics. The assessment would evaluate students' learning and involvement in the project.
The document discusses the future of design education. It suggests that future learners will need qualities like foresight, perseverance, analytical thinking, creativity, and adaptability. They will also need exposure to fields including digital technology, manufacturing processes, environmental science, economics, and software. The document also presents examples of innovative product designs from India, including a water filter and asthma inhaler, that demonstrate applying diverse skills and knowledge to solve problems.
The document outlines the calendar activities for the academic year 2022-23 for the IIC 5.0 program. It details activities organized each quarter under themes of inspiration, validation, prototype development, and awareness about startups. Each quarter requires 3-4 numbered activities from workshops to competitions to exposure visits to mentorship events. Important innovation and entrepreneurship-related days will also be celebrated each month like National Science Day, World Earth Day, and Independence Day. Contact details are provided for queries about zonal coordinators.
The document outlines the agenda for a two-day training on collaboration. Day one focuses on modules about successful collaborations, how to make collaboration work, managing collaborations, and tools to support effective collaboration. The morning consists of presentations and the afternoon has more tool demonstrations and exercises. Day two includes a product exhibition, discussion on collaboration materials, and lunch before the pilot test concludes. The training aims to teach skills for collaboration and showcase a real-life example from the participants' region.
The document outlines the agenda for a two-day training on collaboration. Day 1 focuses on modules about successful collaborations, how to make collaboration work, managing collaborations, and tools to support effective collaboration. The morning consists of presentations and the afternoon has more tool demonstrations and exercises. Day 2 includes a product exhibition, discussion of a case study, and review of collaboration materials. The training aims to teach skills for collaboration and showcase a real-world example from the participants' region.
The document outlines how to plan real-world projects for students using a 5P process that identifies problems, passions, people and places to develop project themes. It discusses using a project-on-a-page template to refine projects and map out deliverables over 12 weeks. Programming guidance is provided to integrate projects into the regular curriculum through consultation with Head Teachers.
The document outlines the schedule and activities for a week-long visit by a Greek teacher team to Galdakao, Spain. The schedule includes:
- Welcoming the Greek teachers and introducing them to school staff on Monday morning. Presentations about Galdakao and the Basque region will also be given.
- Training sessions on assessment and dissemination of the project from Monday to Wednesday.
- Dissemination training sessions on Thursday, including a possible meeting with the mayor of Galdakao.
- Project implementation and management training on Friday, including student exchange activities and organization.
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20140424 XING mittagXperten Games and Gamification - Safak KorkutSafak Korkut
Safak Korkut gave a presentation on games and gamification. The presentation included:
- An overview of Safak's background and interests in new technologies and games.
- Definitions of what constitutes a game, including goals, rules, feedback and voluntary participation.
- Statistics on the game industry and the large and growing number of game players of all ages.
- An explanation of gamification as applying game mechanics and thinking to non-game contexts to increase engagement and motivation. Examples of gamified apps like Foursquare and Nike+ were provided.
- A demonstration of Tourney, a gamified learning platform for universities that aims to improve student skills through game-like challenges
Video Editing and Production Checklist [digitalmedia]Safak Korkut
In the presentation, you can find a checklist, based on the inputs from the class, that would facilitate your video productions. As a bonus chapter, it contains an overview to the interesting title sequences.
Video Shooting Techniques [digitalmedia]Safak Korkut
This class focuses on the key features of video shooting and contains DIY hints and best practices. As well it features an in-depth analysis of an old video project of mine from Politecnico di Milano - Rino Vaghetti, poeta.
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This class focuses on the conventional aspects of storytelling, gazes on the future and finally summarizes the concept of storyboard and use of it in the movie industry.
Games and Gamification - Part One [digitalmedia]Safak Korkut
The document discusses digital media, games, and gamification. It provides learning outcomes related to understanding games, video game industry basics, and gamification principles. It then covers topics like what defines a game, who plays games, debunking myths about games, and how games can be used for learning. The document also discusses the growth of the video game industry and trends like social and mobile games. Finally, it introduces the concept of gamification and provides examples of how game mechanics can be applied to non-game contexts like marketing and consumer engagement.
Games and Gamification by Safak KorkutSafak Korkut
Lecture presentation on 11.12.2013 in FHNW HSW - Elective Social Media and Customer Experience
The Lecture focuses on the introduction of Games, Game Industry and Gamification and concludes with three gamification sprint exercises.
You can hear the lecture recording on "https://soundcloud.com/safak-korkut/lecture-on-games-and"
please be aware that the recording starts after 27th slide.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...Diana Rendina
Librarians are leading the way in creating future-ready citizens – now we need to update our spaces to match. In this session, attendees will get inspiration for transforming their library spaces. You’ll learn how to survey students and patrons, create a focus group, and use design thinking to brainstorm ideas for your space. We’ll discuss budget friendly ways to change your space as well as how to find funding. No matter where you’re at, you’ll find ideas for reimagining your space in this session.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
How to Setup Warehouse & Location in Odoo 17 Inventory
20141008 Tourney Appetitveranstalltung - Webinar
1. Appetit Veranstaltung
Tourney: How to Gamify University with Design and Technology
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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2. Thank you!
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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3. asfsdgasg
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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Games.
Philip Toledano
4. Learning with Games
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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Tourney the Game, Strategische Initiative Simulated Reality, 2014
5. Learning with Games
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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Tourney the Game, Strategische Initiative Simulated Reality, 2014
6. Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014 6
7. What is a Game?
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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Goal.
Rules.
Feedback.
Voluntary participation.
!
(McGonigal, J., Reality is broken: Why Games Make Us Better and How They Can Change the World, The Penguin Books,
2011)
8. What is a Game?
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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Extrinsic Motivation. Intrinsic Motivation.
Philip Toledano
9. What is a Game?
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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Extrinsic Motivation. Intrinsic Motivation.
Philip Toledano
10. Who is playing games?
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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Games are for kids.
11. Who is playing games?
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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Games are for kids.35Average age
http://www.theesa.com/facts/pdfs/ESA_EF_2014.pdf
12. Myth or Fact?
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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Seriously?
13. Myth or Fact?
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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Seriously? 29 Gamers under 18 %
http://www.theesa.com/facts/pdfs/ESA_EF_2014.pdf
14. Myth or Fact?
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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Parents do not know what the kids are playing.
15. Myth or Fact?
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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Parents do not know 95what the kids are playing. %
Parents
pay attention to the content of the games
http://www.theesa.com/facts/pdfs/ESA_EF_2014.pdf
16. Fact!
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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As video games have become more popular in the U.S., violent
crime has decreased dramatically, particularly among youth.
!
(U.S. Dept. of Justice - Federal Bureau of Investigation, Preliminary Annual Crime Stats, 2012; The NPD Group, Inc./Retail Tracking, 2012)
17. Myth or Fact?
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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Games are waste of time.
18. Myth or Fact?
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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Games are waste of time. 10K
hours of gameplay by 21.
http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html
19. Learning with Games
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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20. Learning with Games
http://communities.ptc.com/docs/DOC-2368
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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21. Gamification.
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014 21
Philip Toledano
22. What is Gamification?
Gamification is the integration of Game Mechanics
in non-game environments to increase audience
engagement, loyalty and fun.
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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23. The Broccoli Effect
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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70% of us have the gene that
makes broccoli taste bitter.
(Htas2r28)
!
The statistics show that it takes
an average child 12 years* to
start liking broccoli.
!
!
!
!
* Thanks to the relentless efforts
of the average mothers.
24. The Broccoli Effect
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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Approach #1 - Forcing them
!
Approach #2 - Convincing them
!
Approach #3 - Airplane method
!
Approach #4 - Cheese sauce
25. Tourney
Gamified University
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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26. Project Description
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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Start (A) =
End (B) =
Duration = B - A =
Budget =
Persons involved =
!
!
April 1st 2013
!
October 1st 2014
!
393 Working Days
!
300.000 CHF
!
18
!
!
!
27. Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014 27
28. Project Description
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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1) School of Business
2) School of Engineering
3) School of Education
4) School of Applied Psychology
5) Academy of Art and Design
!
Steering Board members: 7
Project workers: 11
!
!
"We imagine to have a model company."
"We imagine to have a math-function simulator."
"We imagine to have interactive games."
"We imagine to have role plays."
"We imagine to have beautiful images."
!
!
29. Project Description
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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30. Project Description
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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The bricks are given, the content not.
31. The Idea of a Content Independent Game Framework
1) Tutors can create game levels for their own class.
2) The game offers a testing field for students' skills.
3) It is a safe environment and consequences in the
game do not have any impact on the real world.
4) The games can be played outside of the classroom
and enable teachers to engage the students better.
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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32. The Draft That Would Define Today’s Tourney Game
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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33. Drafts
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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34. Drafts
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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35. Drafts
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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36. Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014 36
37. Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014 37
38. Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014 38
39. Drafts
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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40. Drafts
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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41. Drafts
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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42. Drafts
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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43. Drafts
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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44. Drafts
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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45. Drafts
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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46. Drafts
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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47. Drafts
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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48. Drafts
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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49. The Draft That Would Define Today’s Tourney Game
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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https://vimeo.com/80464426
50. Learning with Games
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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51. Concept visualization
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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52. Let's play!
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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http://www.tourney.ch
53. Tourney
Review and Preview
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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54. HT Einstufungstest
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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55. HT Einstufung - Studentenansicht
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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56. HT Einstufung - Lehreransicht - Fragen
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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57. HT Einstufung - Lehreransicht - Spieler
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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58. The Level Editor
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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59. The Learning Progress Visualization Tool (LPVT)
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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60. Thank you!
Appetit Veranstaltung | Tourney: How to gamify learning with design and technology | Safak Korkut, Darjan Hil 08.10.2014
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www.gamifyu.org
www.tourney.ch
!
!
safak.korkut@fhnw.ch
darjan.hil@fhnw.ch