Discover the world of Optical Illusion Art. This presentation includes work by M.C. Escher, Bridget Riley, and how-to steps for making your very own Op Art.
Credit to Mrs. Brown's Art Class (Google for more information!)
Discover the world of Optical Illusion Art. This presentation includes work by M.C. Escher, Bridget Riley, and how-to steps for making your very own Op Art.
Credit to Mrs. Brown's Art Class (Google for more information!)
It is a powerpoint presentation that discusses about the lesson or topic: Physical Fitness. It also talks about the definition and different examples for the topic: Physical Fitness.
An Introduction to Educational Game DesignMichael Pinto
This presentation covers:
- Definition of a Game
- What Makes a Game a Game
- Learning Through Play (High Concept)
- How To Start To Learn How to Design Games
- Core Mechanisms of Games
- Soft Qualities of Games
- Survey of Different Types Of Games and Their Mechanisms
- Overview of Educational Games
- Gamification for Education
- Educational Games In Context of Transmedia Storytelling
It is a powerpoint presentation that discusses about the lesson or topic: Physical Fitness. It also talks about the definition and different examples for the topic: Physical Fitness.
An Introduction to Educational Game DesignMichael Pinto
This presentation covers:
- Definition of a Game
- What Makes a Game a Game
- Learning Through Play (High Concept)
- How To Start To Learn How to Design Games
- Core Mechanisms of Games
- Soft Qualities of Games
- Survey of Different Types Of Games and Their Mechanisms
- Overview of Educational Games
- Gamification for Education
- Educational Games In Context of Transmedia Storytelling
Gamers Conquered the Mainstream... What's Next?Philip Minchin
Games. Everyone loves them - and pretty much everyone plays them, whether it's cutting-edge electronic games, or traditional games like chess and bridge, or anything in between. And when you look at our history, starting with the very first work of written history in the Western canon, it's clear we always have.
With strong evidence linking play to learning, intelligence, creativity, community connectedness, physical AND mental health, problem-solving, systems literacy, psychological literacy, optimism, and a host of other benefits, this is a good thing!
But given that play is so profoundly linked to and good for humanity, where is the public institutional support for it?
This presentation attempts to (very briefly!) outline the case for games and play, describe how we could be covering and supporting them a whole lot better, and then plot a course for how to get there from here. First presented at PAX Aus, it's now being shared online.
If you like the ideas contained in this presentation, check out http://apili.org and http://australianplayalliance.org!
Or you can read more by the author at http://philipminchin.com - or contact him via http://philipminchin.com/contact if you have questions or would like to consult him on a matter related to games and play.
Learning Ethics with the Game, Fallout Shelter by Sherry Jones (Apr. 6, 2018)Sherry Jones
April 6, 2018 - This presentation was shown at the 2018 eLearning Consortium of Colorado Conference. The presentation addresses the rhetoric and ethics of the game, Fallout Shelter (2015), a free-to-play simulation game developed by Bethesda Game and Behaviour Interactive, and published by Bethesda Softworks.
The presentation explores the rhetoric and the ethics of Fallout Shelter using the following theories (from philosophy, political science, cultural studies, and psychology): Capitalism; Authoritarianism; Plutocracy; McCarthyism; Eugenics; Ageism; Egoism; Altruism.
Additional topics explored are: Nuclear War; Nuclear Fallout; Counterfactual History; Red Scare; Atomic Bomb; Atomic Age; U.S. History in the 1950s.
Joe Velikovsky talks about the Games industry and several film to game adaptations he has worked on - from a presentation at LAMPs Growing Worlds seminar in Hobart in May 2008
The Golden Gamers: A 65+ Library Gaming GroupJohn Pappas
"The Golden Gamers" Equitable and Inclusive Gaming Events for the Elderly presented by John Pappas
Tabletop board gaming is a creative, multi-generational, social and fun activity. While there is a broad swatch of recreational activities for the 65+ crowd, generally gaming is left out. Conversations with the Senior Activities Board of the Upper Darby Libraries confirmed this with traditional video games providing an engaging experience but accessibility tends to be a challenge due to physical determinants (carpal tunnel, poor eyesight, arthritis) and experiential (with a large learning curve required for many video games). Tabletop board games provide an experience that is interactive, social, cognitive and engaging. With concerns over Alzheimer's and social isolation, this is an important subject for many seniors. The Primos Library instituted a series of programs "Tabletop Gaming at the Library" (intergenerational, weekly), The Game Designer's Guild (monthly, intergenerational) and the "Golden Gamers" (65+, Monthly-Weekly dependant upon interest) each providing a gaming experience for burgeoning and experienced gamers of any age.
In this talk, Pappas will discuss the initial planning, marketing, collection development and community engagement elements of the series as well as successes and challenges. A large portion of the talk will be on game selection for this age group including issues such as the level of social interaction inherent in the game, types of games, levels of complexity and iconography.
Playing catch-up: games and play in the wider culture and in the libraryPhilip Minchin
Play and games are set to be the media of the 21st Century in the same way audiovisual media were of the 20th. But libraries have largely ignored the tremendous importance (and potential) of these new media, making little to no effort to include them in collections except as they do so easily, and even ignoring games that come in book form. There has been little effort to curate games and play, cultivate deeper and broader critical appreciation in the public, or even apply accurate taxonomies. (And if you know librarians, that really says something about the size of the blind spot!)
This presentation, delivered at the Australian Library & Information Association's 7th New Librarians' Symposium (ALIA's NLS7), outlines the foundational reasons why games and play actually matter a lot more than our culture likes to think, and especially to libraries; it also offers some pointers for making this case to existing library institutions, and how to negotiate a system that is almost completely blind to the value of play.
Interactive Fiction and Game Design Using Inform7Douglas Kiang
Designing a good game involves sketching and storyboarding, storytelling and testing. Inform7 is a free tool that allows kids to create text-based adventure games using a programming language that is easy to learn and understand. Discover how we used Inform7 with fourth graders and high schoolers, implementing a game design framework modeled after the real world, to engage them in a rich design process that promoted deep learning and understanding.
A presentation introducing students to the concept of Games and their importance in modern life. Non-technical, and suitable for use in a 'soft skills' module.
This is the presentation that was delivered at the 2010 Game Developers Conference in San Francisco that outlined "The Art of Video Games" exhibition that we were developing. Note, this presentation only contains my portion of this joint presentation.
3. A Board Game….
1. It is a game played with
counters or pieces that are
placed on, removed from, or
moved across a “ board”.
4. 2.They are pieces moved on a
premarked surface, usually
specific to that game.
5. Types of Board Games
• There are different types of them.
1.Many games simulate aspects of real
life(e.i. Monopoly- simulates the real
state market)
6. 2. Other games only attempt to
imitate reality.
These games may include:
• -Abstract strategy games
• (eg. Chess)
• -Word games(eg. Scrabble),etc
11. • Widely popular among the
general population early in
the 20th century.
12. • When the rise of the middle
class with disposable income
and leisure time made them a
receptive audience to such
games.
13. • This popularity expanded
after the Second World
War, a period from which
many classic board games
date.
14. What happens nowadays?
• Many BG are now available
as COMPUTER GAMES,
including the option to have
the computer act as an
oponent
15. With the internet, many BG
can now be played online
against a computer or
other players, even play in
real time!
16. Recommended sites:
• http://www.eslhq.com/forums/worksheets/esl-
worksheets/board-games/.
• ESL Fun Games & Activities at ESL Games World
http://www.eslgamesworld.com
Free ESL Games, Online Interactive Games, Printable
Board Games, Card Games, Powerpoint PPT Games and
Game Templates to Build your own games. Hangman,
Snakes and Ladders, Jeopardy, Wheel Game and more.
18. Example:Word Skills Board Game:
Words Skills is :
• a fun game ,
• easy to play ,
• can be used to review word skills.
• Example: indicating the beginning sound
of a word, the ending sound of a word,
middle sound of a word, rhymes,
synonyms, and antonyms.
19. Can be used as :
•a stand alone board game, or
•as a supplement for reviewing the 7
core phonics units at Lanternfish ESL
(or any other similar phonics program).
20. • Why Word Skills?
They are a valuable tool for students:
*they set out on the road to becoming
independent learners!!
21. •Being able to talk about words is
an essential skill language learners
will need .
Why?
they interact with their teachers to
figure out spelling, pronunciation, and
meaning of new words they encounter.
22. • The words skills include:
• identifying beginning sounds, middle
sounds, ending sounds,
• rhyme,
• synonyms, antonyms and,
• if you use one of the advanced
versions, spelling and past tense of
words.