The document announces a Seattle Ed Tech Game Jam to take place on June 20, 2012. It discusses 5 key points about games and learning: that gaming culture encourages pushing boundaries while school structure discourages this; gamification uses rewards but not actual gameplay; assessment in games ignores their potential; game designers and gamers need to improve representation and inclusion; and educators using games should play and create games themselves to better understand gaming. The event will include a one hour game jam where participants brainstorm, prototype, test, and refine small board games in groups over four 15 minute phases.
CSCL 2011: Enrollment of a New Actor to WoW RaidingIndependent
My slides for Computer Supported Collaborative Learning (CSCL) 2011 on how a user-created mod was used by a group of World of Warcraft players. Most of the slides detail how fight mechanics work in WoW since that's what the mod helped players manage.
Expertise and Collaboration in Online GamesIndependent
Mark Chen's dissertation on expertise development and collaboration with a group of World of Warcraft players. Focuses on the socially emergent definitions of expertise and collaborative work by trust building through camaraderie.
CSCL 2011: Enrollment of a New Actor to WoW RaidingIndependent
My slides for Computer Supported Collaborative Learning (CSCL) 2011 on how a user-created mod was used by a group of World of Warcraft players. Most of the slides detail how fight mechanics work in WoW since that's what the mod helped players manage.
Expertise and Collaboration in Online GamesIndependent
Mark Chen's dissertation on expertise development and collaboration with a group of World of Warcraft players. Focuses on the socially emergent definitions of expertise and collaborative work by trust building through camaraderie.
Safe for schools version of slides given during "Meaningful / Meaningless Play: The Brave New World of Play and Games in Educational Contexts" session at Meaningful Play October 2014
Slides for my portion of the "Meaningful / Meaningless Play: The Brave New World of Play and Games in Educational Contexts" session at Meaningful Play October 2014.
Death by chocolate-covered broccoli: A case where gamification killed gaming ...Independent
Cautionary tale about rewards and achievements and rankings, using the story of a WoW raid group and their implosion. :)
Presentation for Canadian Communication Association 2013
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...Sherry Jones
Oct. 23, 2015 - This presentation features The Perspective Game, a massively multiplayer online role playing card game (MMORPCG) that aims to provide players a fun, challenging, and immersive experience of critically examining current and emerging issues mentioned in national and international discourse. The game is created by the GetTheIssues Team, and advances the game-based learning method for adult learners/players. This presentation is for the 2015 Metro State University of Colorado Teaching and Learning with Technology Conference.
Sherry Jones is the game architecture designer of The Perspective Game. In this presentation, she defines what an epistemic game is, and illustrates how The Perspective Game is an epistemic game of which its design is driven by advanced academic theory and game design principles.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
An Introduction to what gamification is. Examples of gamification applications, platforms, and methods.
I put these slides together for a lecture I've given at the University of Waterloo, July 2016.
Safe for schools version of slides given during "Meaningful / Meaningless Play: The Brave New World of Play and Games in Educational Contexts" session at Meaningful Play October 2014
Slides for my portion of the "Meaningful / Meaningless Play: The Brave New World of Play and Games in Educational Contexts" session at Meaningful Play October 2014.
Death by chocolate-covered broccoli: A case where gamification killed gaming ...Independent
Cautionary tale about rewards and achievements and rankings, using the story of a WoW raid group and their implosion. :)
Presentation for Canadian Communication Association 2013
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...Sherry Jones
Oct. 23, 2015 - This presentation features The Perspective Game, a massively multiplayer online role playing card game (MMORPCG) that aims to provide players a fun, challenging, and immersive experience of critically examining current and emerging issues mentioned in national and international discourse. The game is created by the GetTheIssues Team, and advances the game-based learning method for adult learners/players. This presentation is for the 2015 Metro State University of Colorado Teaching and Learning with Technology Conference.
Sherry Jones is the game architecture designer of The Perspective Game. In this presentation, she defines what an epistemic game is, and illustrates how The Perspective Game is an epistemic game of which its design is driven by advanced academic theory and game design principles.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
An Introduction to what gamification is. Examples of gamification applications, platforms, and methods.
I put these slides together for a lecture I've given at the University of Waterloo, July 2016.
Playing to Learn: Using Games and Simulations in the Classroom 07-19-11Andy Petroski
Playing to Learn: Games and Simulations in the Classroom
12:30 PM - 3:30 PM
Promote active learning, impact student motivation and improve learning outcomes through the use of games and simulations in the classroom. Technology expands the opportunities for learning through games by increasing the interaction, expanding the audience and tracking the results. This session provides an overview of using games and simulations for learning, including an exploration of the impact of games and simulations, the types of games and simulations and considerations for using games and simulations in the classroom. Off-the-shelf games and game templates that can be implemented immediately will be reviewed and simple tools for creating your own games will also be explored.
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...Sherry Jones
Aug. 5, 2015 - This is my presentation on epistemic game design for the 2015 Colorado Learning and Teaching with Technology Conference (COLTT).
Through this slideshow, we introduce the epistemic game, "The Perspective Game" by GetTheIssues(GTI) to educators and administrators of higher education.
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
Peter Shea - Serious Games in Higher Education: Problems and PotentialSeriousGamesAssoc
Presenters:
Peter Shea, Director of the Office of Professional Development, Middlesex Community College
Nikki Boots, Instructional Technologist, Harvard University
Jim Grenier, Associate Director of The Center for Teaching, Learning and Technology Innovation, Mass Bay Community College
Despite the large body of research which supports the use of serious games and simulations in a variety of knowledge domains, sg/s have not made a significant impact in higher education. In this presentation, three professional instructional designers will discuss the reasons why higher education is a difficult market to break into, but also why and where there are signs of hope.
Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
Covering a quick definition of games and expert play; a summary of Leet Noobs: The Life and Death of an Expert Player Group in WoW; and current and future research plans. Also, a choose your own adventure intro and a couple of easter eggs. :)
Leet Noobs: The Life and Death of an Expert Player Group in World of WarcraftIndependent
20 min version of book talk that was given at the Keywords for Video Games Colloquium at the University of Washington, May 19 2012.
https://depts.washington.edu/critgame/wordpress/2012/05/2012-keywords-researchdesign-colloquium-saturday-may-19-8-am-4-pm-communication-202/
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Ethnobotany and Ethnopharmacology:
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New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
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1. Seattle Ed Tech
Game Jam
http://www.meetup.com/EdTechSeattle/
Framing and Game Plan
June 20, 2012
Mark Chen @mcdanger markdangerchen.net
Organizers: Amy Lin, Steven Siden, Lindsey Own
2. 5 Things about Games
and Learning
(since I have a captive audience...)
3. 1. Gaming is necessarily subversive.
Games are systems of constraints and goals.
Gaming is exploring these systems.
Expert gaming is pushing at the boundaries.
There is therefore tension in traditional school
structure and gaming culture.
(I'd love to see courses that reframe "cheating" as "hacking" and rewards it.)
4. 2. Gamification sucks.
uses reward system of games, not actual
gameplay
Sebastian Deterding's keynote from Games
Learning Society 2012:
http://codingconduct.cc/Paideia-as-Paidia
5. 3. Assessment in games is absurd.
Data analytics can be useful, but focusing
solely on it ignores gaming's biggest potential.
cf. Stevens, Stawicz, McCarthy's "In-game, In-room, In-
world" paper:
http://mitpress.mit.edu/books/chapters/026269364Xchap3.pdf
cf. James Paul Gee's keynote from this morning at Games
4 Change: http://new.livestream.com/g4c/jamespaulgee
6. 4. Game designers and gamers need
to do better.
regarding representation, inclusion, bullying,
etc.
cf. Feminist Frequency's recent Kickstarter campaign for video series on
Tropes vs. Women in Video Games:
http://www.themarysue.com/the-all-too-familiar-harassment-against-feminist-frequency-
and-what-the-gaming-community-can-do-about-it/
(But there's a tension between making games challenging
vs. inclusion, esp. in classroom contexts.)
7. 5. Educators who use games need to
play and make games.
A lot of why gamification and assessment is in tension with
gaming comes from misunderstanding of gaming.
Thus: Game Jam for Learning!
8. One Hour Game Jam!
Pick a playful theme. Small groups of 4 or 5.
Four 15 minute phases:
1. Brainstorm
2. First prototype of game completed
3. Test and iterate
4. Refine, create rulesheet, name, etc.
Debrief.
(We'll provide bits and pieces, dice, playing cards, paper, index cards, pencils, markers, etc.)