CreativeCulture Remixing play with Playful Design ThinkingJacey-Lynn Minoi
This document discusses how play and games can be used to develop important 21st century skills like computational thinking, collaboration, creativity, problem solving, and critical thinking. It provides examples of how play was used to teach subjects in an engaging way. The document advocates remixing play into learning and outlines a 5-step process: 1) Empathize by understanding learner needs, 2) Define the problem, 3) Ideate potential play-based solutions, 4) Prototype ideas, and 5) Test prototypes. It then provides instructions for participants to work through this process by selecting a game and identifying its mechanics and strategies to design a "GamePlan" to address a theme or problem.
Slides presented at the third GameSpace workshop, Helsinki 2007. About creativity and creativity techinques in game design and some tentative results of our ideating techniques research.
The document summarizes research into game ideation practices. It finds that game ideas often arise from solitude and are developed by sharing them with others. Informal practices like seeking inspiration from various sources are common, while formal techniques like brainstorming can present challenges. Game ideas range from short concepts to detailed designs, and selecting and evaluating ideas is difficult. Education and acknowledging organic practices could help ideation.
User Experiences of Game Idea Generation Gamesaakoo
The document summarizes research on using game-based idea generation tools and techniques to help game developers come up with new game ideas. Several workshops were held where tools like card games were tested. The most popular tool allowed combining verb, noun and adjective cards. Overall the game-based tools were found to be inspiring and fun to use, generating many new game ideas. However, some tools were more complex and inefficient than others. Future work could involve refining tools and exploring their use at different stages of the game design process.
Presented in Gamers in Society seminar in Tampere, Finland (spring 2007). Mainly about introducing phenomenon of casual games and terminology for studying the casual IN games phenomenon.
This document summarizes a study on casual games conducted by researchers from the University of Tampere. The study examined definitions and discussions around casual games, analyzed over 60 casual games, and surveyed casual game players. Key findings included the wide range of meanings associated with "casual", differences between casual game players and hardcore gamers, and the potential future of casual multiplayer mobile games. The researchers concluded that designing casual game experiences requires considering many related factors beyond just gameplay.
CreativeCulture Remixing play with Playful Design ThinkingJacey-Lynn Minoi
This document discusses how play and games can be used to develop important 21st century skills like computational thinking, collaboration, creativity, problem solving, and critical thinking. It provides examples of how play was used to teach subjects in an engaging way. The document advocates remixing play into learning and outlines a 5-step process: 1) Empathize by understanding learner needs, 2) Define the problem, 3) Ideate potential play-based solutions, 4) Prototype ideas, and 5) Test prototypes. It then provides instructions for participants to work through this process by selecting a game and identifying its mechanics and strategies to design a "GamePlan" to address a theme or problem.
Slides presented at the third GameSpace workshop, Helsinki 2007. About creativity and creativity techinques in game design and some tentative results of our ideating techniques research.
The document summarizes research into game ideation practices. It finds that game ideas often arise from solitude and are developed by sharing them with others. Informal practices like seeking inspiration from various sources are common, while formal techniques like brainstorming can present challenges. Game ideas range from short concepts to detailed designs, and selecting and evaluating ideas is difficult. Education and acknowledging organic practices could help ideation.
User Experiences of Game Idea Generation Gamesaakoo
The document summarizes research on using game-based idea generation tools and techniques to help game developers come up with new game ideas. Several workshops were held where tools like card games were tested. The most popular tool allowed combining verb, noun and adjective cards. Overall the game-based tools were found to be inspiring and fun to use, generating many new game ideas. However, some tools were more complex and inefficient than others. Future work could involve refining tools and exploring their use at different stages of the game design process.
Presented in Gamers in Society seminar in Tampere, Finland (spring 2007). Mainly about introducing phenomenon of casual games and terminology for studying the casual IN games phenomenon.
This document summarizes a study on casual games conducted by researchers from the University of Tampere. The study examined definitions and discussions around casual games, analyzed over 60 casual games, and surveyed casual game players. Key findings included the wide range of meanings associated with "casual", differences between casual game players and hardcore gamers, and the potential future of casual multiplayer mobile games. The researchers concluded that designing casual game experiences requires considering many related factors beyond just gameplay.
The document provides an overview of serious games, which are games designed for purposes beyond pure entertainment such as learning, health, and social change. It discusses what serious games are according to experts in the field like Henry Jenkins, describes different genres of serious games, and provides tips on how to use serious games in the classroom or for other purposes. Sample serious games are also listed and available for readers to test out.
Mechanics, Messages, Meta-Media: How Persuasive Games Persuade, and What They...Sebastian Deterding
1. Persuasive games use procedural rhetoric through their rules and gameplay to convey particular messages and perspectives to players. However, players can interpret the same game differently based on their understanding.
2. The document examines two games - Train and Playing History 2: Slave Trade - that aimed to persuasively convey the message that blindly following rules without considering people can be dehumanizing. These games were received very differently by audiences despite their similar messages.
3. The document argues that a game's genre, visual framing, and how it travels and is portrayed in media shapes how audiences perceive and interpret the game's intended stance and message. How a persuasive game is framed and circulated in culture can impact
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
This presentation will be of interest to Moodle Course Creators and educators interested in gamification. The Moodle Gradebook is a very powerful, and often neglected, gamification element.
Interactive computer games stimulate the hippocampus part of our brain, which is essential for learning new information, and invoke positive emotions. The same cannot be said for exams! People generally find the learning and assessment process daunting. A well configured gradebook can provide essential feedback to keep students motivated and positive.
Becoming an e-Learner shouldn't require having a combination of Einstein intelligence and Steve Irwin bravery. If you have been an online Student you probably were thinking ... What do I have to do? Did I pass that assignment? Have I finished yet? It's been months since I have been here .. I can't remember where I was up to.
Full presentation with voice-over: http://bit.ly/18hwzPP . This presentation demonstrates the flexibility of the Moodle LMS gradebook to be configured for all scenarios .. even the Vocational Education (VET) sector! Sample courses will be shown for competency based assessment (graded and ungraded). Rubrics, outcomes, custom scales and progress bars are all Gamification elements that can provide learners with rewards, feedback, levels, progression loops, boss fights, leader boards and achievement badges.
The document discusses using games in the classroom to promote learning. It outlines several benefits of games including cultivating a growth mindset in students by allowing them to learn from failure and practice skills. Games provide goals, feedback and a way to track progress. They can also leverage intrinsic motivation by promoting autonomy, belonging and creativity. The document then discusses digital game creation tools and has attendees try out games and design their own games to see how they could be used for learning or assessment.
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...Sebastian Deterding
A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."
The document introduces game-based learning and discusses why it is effective for learning. It notes that game-based learning supports active, situated, and flow-based learning through continuous feedback and learning from failure. It also helps develop 21st century skills, social emotional learning, character skills, and a growth mindset. The document then outlines different types of game-based learning like educational games, video games, game design, new media gaming, and gamification. It provides examples for each type and concludes by quoting that "with games, learning is the drug."
Would the real Mary Poppins please stand up? Approaches and Methods in Gamefu...Sebastian Deterding
This document discusses approaches and methods for gamification design. It outlines two conflicting theories of fun: fun as an additive substance that can be added to non-fun activities, or fun as an emergent quality that can arise from any well-designed system or activity. The document advocates following game design principles to restructure existing activities and find inherent challenges, then structuring them with goals, rules, and feedback to create engaging gameplay experiences. It emphasizes iterative playtesting to get the design right.
The document defines games as voluntary activities with rules and goals that involve conflict or competition. Educational games are a type of game designed for learning that incorporate educational content and gameplay. They contain elements like voluntary participation, rules, goals, feedback, interactions that involve conflict or competition, and representations that separate the game from reality. Educational games aim to increase student motivation, understanding, participation, and attention while meeting different learning styles.
Advantages and disadvantages of using games for learningwalshps
This document discusses the advantages and disadvantages of using games for learning. Some key advantages are that games can engage learners through experiential learning, interaction in games helps learners understand information better, and it creates an "engaged learning design." Game design can also influence instructional design by analyzing perspective, narrative, and interactivity among learners. However, games may also present developmental challenges for learners and game culture could disadvantage learners if not designed correctly.
Educators as Game Designers Workshop - 1Bernard Bull
This document discusses how educators can design games for learning. It begins by defining what makes something a game, noting they usually have goals, rules, feedback, and voluntary participation. It then discusses four categories of games and learning: games in education, repurposing non-educational games, gameful learning which takes inspiration from good games, and game-based learning which designs games for specific learning goals. The document emphasizes how games keep people engaged through constant feedback, challenges at an appropriate level, collaboration, and flow. It suggests educators can apply these principles when creating their own educational simulations.
Digital games as a powerful tool in learning 0.1isholdt
The document discusses how digital games can be effective learning tools. It explains that games provide immersive environments where players use information to develop knowledge and skills through imitation, experimentation and practice. The document also discusses how games motivate learning through features like clear goals, immediate feedback, meaningful choices and rewards. It suggests games are good at simulating environments and situations to encourage problem-solving skills.
Gamification: Four-Letter Word or Epic Win for Educators?Daniel Stanford
The document discusses gamification and provides definitions and examples. It defines gamification as using game design elements in non-game contexts. It discusses the difference between extrinsic and intrinsic rewards and provides examples of each. While some criticize gamification as exploitation, the document argues we can use game elements like progression, mastery, autonomy, and surprise to help students feel and become more engaged and capable.
Slides from March 2014 presentation recorded by QVDC available at bit.ly/mjQVDC
This 90 minute presentation offers a series of provocative case studies, local and global, to demonstrate effective application of gamification principles and practices in Education. We will discuss key concepts of fun, play, and education.
Educators as Game Designers Workshop - 3Bernard Bull
The document discusses embracing the role of game designer and provides guidance on designing educational games. It defines key elements of games, such as goals, rules, feedback, and voluntary participation. Tips are provided for game design, such as starting small and involving students. A process for 15-minute game design is outlined that includes defining the learning goal, story, game goal, rules, and feedback system. Principles of educational simulations are presented, such as having a theme, clear goal, challenges, and providing frequent feedback. Questions are provided to guide the design of an educational simulation or scavenger hunt. The importance of play and its role in learning and development is emphasized through a Benjamin Franklin quote.
1) The document discusses how different teachers were able to capture students' attention through different methods like storytelling or fear of being called out.
2) Technologies like Neurosky devices can now measure brainwaves associated with attention and meditation levels, opening possibilities for personalized learning.
3) The Serious Games Institute is exploring using Neurosky devices to develop games that reward attention and relaxation, with potential to create self-directed learning tailored to individual attention levels.
This game is designed to improve communication skills without non-verbal cues. Participants are paired up with one person describing a drawing to their partner who tries to recreate it without seeing the original. This challenges clear description and active listening. Variations include limiting questions or conversation. A review examines the difficulties of receiving and giving instructions as well as how people interpret messages differently. The goal is to practice effective communication and understanding among teammates.
Where Good Ideas Come From - Dev Play 2016Gabriel Stancu
Dev Play Talk by Amber's Gabriel Stancu on the Ideation Process behind concepting for game development. The slides describe the ideation process as built and developed by Amber Studio Romania.
Gamification / Social Gamification of EducationJorge Simões
A definition for gamification / social gamification for educational contexts; a framework to apply gamification / social gamification in social learning environments.
Undesigned for: re-thinking interaciton through game-play designMaind Interaction
This workshop provides a game session for training participants in using alternatively methods for ideas generations in the design area of activities and functions permitted by physical interfaces. Instead of fixed procedure of design thinking we propose models useful to criticize existing artefacts and to structure the intuitions in a collaborative context. In this way Game-Play Design approach will support the design practice in a variety of ways, e.g. by facilitating lateral thinking training methods, offering tools appropriate to work by context techniques, investigating potential interfaces development, or by providing opportunities for collaborative design exploration and new concepts generation.
Persons interested in participating should assume the role of gamers in predicting collaboratively novel uses of well-known objects placed in their unrelated scenarios. A potential outcome is to acquire a groundwork building method for managing and analyzing real-world scenarios of interaction with objects and environments. A further goal is to experiment unusual game design situations fruitful to stimulate the concepts generation using game materials furnished to support the overcoming of conditioning processes.
The training in self-conscious design by game-play method could bring benefits to several design fields, such as service, urban, interaction and product design. In this perspective the workshop aims to suggest a subversive operation by anticipating the user needs without restrictions. The collaborative brainstorming method is intended to open design dialogues by removing the limits and conventions of the creative thinking.
The document provides an overview of serious games, which are games designed for purposes beyond pure entertainment such as learning, health, and social change. It discusses what serious games are according to experts in the field like Henry Jenkins, describes different genres of serious games, and provides tips on how to use serious games in the classroom or for other purposes. Sample serious games are also listed and available for readers to test out.
Mechanics, Messages, Meta-Media: How Persuasive Games Persuade, and What They...Sebastian Deterding
1. Persuasive games use procedural rhetoric through their rules and gameplay to convey particular messages and perspectives to players. However, players can interpret the same game differently based on their understanding.
2. The document examines two games - Train and Playing History 2: Slave Trade - that aimed to persuasively convey the message that blindly following rules without considering people can be dehumanizing. These games were received very differently by audiences despite their similar messages.
3. The document argues that a game's genre, visual framing, and how it travels and is portrayed in media shapes how audiences perceive and interpret the game's intended stance and message. How a persuasive game is framed and circulated in culture can impact
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
This presentation will be of interest to Moodle Course Creators and educators interested in gamification. The Moodle Gradebook is a very powerful, and often neglected, gamification element.
Interactive computer games stimulate the hippocampus part of our brain, which is essential for learning new information, and invoke positive emotions. The same cannot be said for exams! People generally find the learning and assessment process daunting. A well configured gradebook can provide essential feedback to keep students motivated and positive.
Becoming an e-Learner shouldn't require having a combination of Einstein intelligence and Steve Irwin bravery. If you have been an online Student you probably were thinking ... What do I have to do? Did I pass that assignment? Have I finished yet? It's been months since I have been here .. I can't remember where I was up to.
Full presentation with voice-over: http://bit.ly/18hwzPP . This presentation demonstrates the flexibility of the Moodle LMS gradebook to be configured for all scenarios .. even the Vocational Education (VET) sector! Sample courses will be shown for competency based assessment (graded and ungraded). Rubrics, outcomes, custom scales and progress bars are all Gamification elements that can provide learners with rewards, feedback, levels, progression loops, boss fights, leader boards and achievement badges.
The document discusses using games in the classroom to promote learning. It outlines several benefits of games including cultivating a growth mindset in students by allowing them to learn from failure and practice skills. Games provide goals, feedback and a way to track progress. They can also leverage intrinsic motivation by promoting autonomy, belonging and creativity. The document then discusses digital game creation tools and has attendees try out games and design their own games to see how they could be used for learning or assessment.
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...Sebastian Deterding
A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."
The document introduces game-based learning and discusses why it is effective for learning. It notes that game-based learning supports active, situated, and flow-based learning through continuous feedback and learning from failure. It also helps develop 21st century skills, social emotional learning, character skills, and a growth mindset. The document then outlines different types of game-based learning like educational games, video games, game design, new media gaming, and gamification. It provides examples for each type and concludes by quoting that "with games, learning is the drug."
Would the real Mary Poppins please stand up? Approaches and Methods in Gamefu...Sebastian Deterding
This document discusses approaches and methods for gamification design. It outlines two conflicting theories of fun: fun as an additive substance that can be added to non-fun activities, or fun as an emergent quality that can arise from any well-designed system or activity. The document advocates following game design principles to restructure existing activities and find inherent challenges, then structuring them with goals, rules, and feedback to create engaging gameplay experiences. It emphasizes iterative playtesting to get the design right.
The document defines games as voluntary activities with rules and goals that involve conflict or competition. Educational games are a type of game designed for learning that incorporate educational content and gameplay. They contain elements like voluntary participation, rules, goals, feedback, interactions that involve conflict or competition, and representations that separate the game from reality. Educational games aim to increase student motivation, understanding, participation, and attention while meeting different learning styles.
Advantages and disadvantages of using games for learningwalshps
This document discusses the advantages and disadvantages of using games for learning. Some key advantages are that games can engage learners through experiential learning, interaction in games helps learners understand information better, and it creates an "engaged learning design." Game design can also influence instructional design by analyzing perspective, narrative, and interactivity among learners. However, games may also present developmental challenges for learners and game culture could disadvantage learners if not designed correctly.
Educators as Game Designers Workshop - 1Bernard Bull
This document discusses how educators can design games for learning. It begins by defining what makes something a game, noting they usually have goals, rules, feedback, and voluntary participation. It then discusses four categories of games and learning: games in education, repurposing non-educational games, gameful learning which takes inspiration from good games, and game-based learning which designs games for specific learning goals. The document emphasizes how games keep people engaged through constant feedback, challenges at an appropriate level, collaboration, and flow. It suggests educators can apply these principles when creating their own educational simulations.
Digital games as a powerful tool in learning 0.1isholdt
The document discusses how digital games can be effective learning tools. It explains that games provide immersive environments where players use information to develop knowledge and skills through imitation, experimentation and practice. The document also discusses how games motivate learning through features like clear goals, immediate feedback, meaningful choices and rewards. It suggests games are good at simulating environments and situations to encourage problem-solving skills.
Gamification: Four-Letter Word or Epic Win for Educators?Daniel Stanford
The document discusses gamification and provides definitions and examples. It defines gamification as using game design elements in non-game contexts. It discusses the difference between extrinsic and intrinsic rewards and provides examples of each. While some criticize gamification as exploitation, the document argues we can use game elements like progression, mastery, autonomy, and surprise to help students feel and become more engaged and capable.
Slides from March 2014 presentation recorded by QVDC available at bit.ly/mjQVDC
This 90 minute presentation offers a series of provocative case studies, local and global, to demonstrate effective application of gamification principles and practices in Education. We will discuss key concepts of fun, play, and education.
Educators as Game Designers Workshop - 3Bernard Bull
The document discusses embracing the role of game designer and provides guidance on designing educational games. It defines key elements of games, such as goals, rules, feedback, and voluntary participation. Tips are provided for game design, such as starting small and involving students. A process for 15-minute game design is outlined that includes defining the learning goal, story, game goal, rules, and feedback system. Principles of educational simulations are presented, such as having a theme, clear goal, challenges, and providing frequent feedback. Questions are provided to guide the design of an educational simulation or scavenger hunt. The importance of play and its role in learning and development is emphasized through a Benjamin Franklin quote.
1) The document discusses how different teachers were able to capture students' attention through different methods like storytelling or fear of being called out.
2) Technologies like Neurosky devices can now measure brainwaves associated with attention and meditation levels, opening possibilities for personalized learning.
3) The Serious Games Institute is exploring using Neurosky devices to develop games that reward attention and relaxation, with potential to create self-directed learning tailored to individual attention levels.
This game is designed to improve communication skills without non-verbal cues. Participants are paired up with one person describing a drawing to their partner who tries to recreate it without seeing the original. This challenges clear description and active listening. Variations include limiting questions or conversation. A review examines the difficulties of receiving and giving instructions as well as how people interpret messages differently. The goal is to practice effective communication and understanding among teammates.
Where Good Ideas Come From - Dev Play 2016Gabriel Stancu
Dev Play Talk by Amber's Gabriel Stancu on the Ideation Process behind concepting for game development. The slides describe the ideation process as built and developed by Amber Studio Romania.
Gamification / Social Gamification of EducationJorge Simões
A definition for gamification / social gamification for educational contexts; a framework to apply gamification / social gamification in social learning environments.
Undesigned for: re-thinking interaciton through game-play designMaind Interaction
This workshop provides a game session for training participants in using alternatively methods for ideas generations in the design area of activities and functions permitted by physical interfaces. Instead of fixed procedure of design thinking we propose models useful to criticize existing artefacts and to structure the intuitions in a collaborative context. In this way Game-Play Design approach will support the design practice in a variety of ways, e.g. by facilitating lateral thinking training methods, offering tools appropriate to work by context techniques, investigating potential interfaces development, or by providing opportunities for collaborative design exploration and new concepts generation.
Persons interested in participating should assume the role of gamers in predicting collaboratively novel uses of well-known objects placed in their unrelated scenarios. A potential outcome is to acquire a groundwork building method for managing and analyzing real-world scenarios of interaction with objects and environments. A further goal is to experiment unusual game design situations fruitful to stimulate the concepts generation using game materials furnished to support the overcoming of conditioning processes.
The training in self-conscious design by game-play method could bring benefits to several design fields, such as service, urban, interaction and product design. In this perspective the workshop aims to suggest a subversive operation by anticipating the user needs without restrictions. The collaborative brainstorming method is intended to open design dialogues by removing the limits and conventions of the creative thinking.
Future Ready Mindset through Design Thinking Martin Cisneros
This document outlines the design thinking process for developing a project-based learning activity. It begins with defining the desired student learning outcomes and end product. Students then help develop questions about the topic and participate in activities to build expertise. Each student chooses an area of focus to deeply research. Finally, students present, publish and perform their new understandings to demonstrate their learning. The document provides examples and guidance for teachers to facilitate each step of the process.
This document summarizes a teacher education workshop that used design thinking and play-based learning approaches. Over the course of 4 days and 22 hours, 30 participants engaged in activities like:
- Writing love letters or breakup notes to their university or profession.
- Rapidly prototyping solutions to teaching challenges using LEGO bricks.
- Discussing the benefits of unstructured play and makerspaces for learning.
Participants provided positive feedback, noting the value of creative expression and equal participation. The workshop models were aimed at developing innovative pedagogies for vocational education.
This document outlines an activity using LEGO bricks to promote teamwork, creative thinking, and playfulness in learning. The session goals are to build new connections, work in small teams, enhance prior learning, understand the importance of play, infuse play into the classroom, and have fun. Participants engage in warmup exercises with the bricks before tackling challenges to build structured based on prompts within a time limit and share their creations. The discussion emphasizes that play is a form of learning and encourages creative approaches to using the bricks to represent concepts.
Adam Kramarzewski is a Game Designer at Space Ape with 11 years of experience in the industry and a new book just about to be published. He gives students an unfiltered insight into the production practices, responsibilities, and challenges facing Game Designers in the modern game development scene.
This document discusses using math games to motivate students. It begins by introducing the concept of digital natives and millennial learners, noting their characteristics like being active, multitasking, and preferring collaborative and hands-on learning. It then discusses how games appeal to how the brain is wired to learn, through patterns, emotion, collaboration and problem solving. Specific math games are presented that incorporate these concepts, along with challenges teachers may face in implementing games. Overall the document argues games can better teach students using theories embedded in video games compared to traditional classrooms.
Beyond Brainstorms: Make Problem Solving FunBlackbaud
This document summarizes an event presented by Alissa Ruehl and Sophia Latto on problem solving techniques. It introduces various interactive games and exercises that can be used to facilitate problem solving and idea generation in meetings and workshops. These include dot voting, image-ination, circles and soup, day in the life, post-up, and the 5 whys technique. The document provides descriptions of how each technique works and what problems it can help address.
Mental Models Game Prototype Presentation May 2013 updateVille Keranen
Concept presentation about Mental Models Card Game. The game was invented by Tiimiakatemia Creativity Program LÄN back in 2006. Monkey Business took over the development in 2010 and intends to publish it as a card game as well as an open source project.
Let's play, game-based learning in Academic Development, SEDA Conference work...Academic Development
This document discusses the value of game-based learning in academic development programs. It describes a game called "Sell Your Bargains" that was used in a PGCAP program to get students collaborating, thinking creatively, and learning outside the classroom. The game involved three stages - selecting a concept, sharing ideas collaboratively, and testing solutions. Benefits included fun, learning through play, collaboration, and thinking differently. Challenges were the complexity, resources needed, and time. More facilitators, technology, and support were suggested to address challenges and expand game-based learning's use in academic programs.
Lets play, game-based learning in Academic Development, 17 SEDA Conference wo...Chrissi Nerantzi
This document discusses the value of game-based learning in academic development programs. It describes a game called "Sell Your Bargains" that was used in a PGCAP program to help students learn about teaching in a fun way through collaboration and problem-solving. The benefits of the game included being enjoyable, learning through play, partnering with others, and thinking creatively. Challenges included the complexity of the game and time required. More facilitators and support could help address challenges and allow games to be used more effectively in academic development programs.
Using Design Thinking to Develop Visitor-Centered ExperiencesWest Muse
Presenters:
Dana Mitroff Silvers, Principal and Founder, Designing Insights
Liz McDermott, Managing Editor, Web & Communications, Getty Research Institute
Design thinking is a human-centered process for problem solving and innovation. In this workshop, participants were introduced to design thinking through a hands-on, highly interactive experience. Attendees learned how to apply selected tools and methods of the design thinking framework to museums, including empathy interviewing, problem definition, rapid prototyping, and user testing.
Dr. Scott Nicholson. Level up! game design programs in libraries, abqla2015abqlaConference
This document discusses game design programs that can be implemented in libraries. It explains that game creation benefits learning by being an active process that teaches skills like programming, storytelling, and design thinking. Libraries are a good place for these programs because they engage people with library resources and bring diverse groups together. The document provides examples of digital and analog game formats and considerations for organizing game design workshops and working with schools. It concludes by sharing resources for learning more about game design education.
This document discusses the importance of skills like communication, collaboration, and problem solving. It presents an activity where students work in groups to design a device to deposit a ping pong ball in a cup using limited materials within a time limit. The goals are to stimulate curiosity, teach strategies for cooperative work, and make real-world connections. Assessment focuses on the design process, teamwork, creativity, and documented effort rather than just the product or results.
These slides were prepared to introduce district leaders to the design thinking process. The design challenge we worked on during this day-long introduction was to redesign high school media centers. These slides were used to step participants through each phase of the design thinking process.
Everything is Awesome - How to stimulate conversations about the future in yo...Simon Wong
This document discusses different methodologies for having conversations about the future in organizations. It introduces causal layered analysis as a framework to understand how these conversations occur at different levels, from surface issues to deeper worldviews and assumptions. Three specific methodologies are described: causal layered analysis itself, systems thinking, and Lego serious play. The latter involves using Lego bricks to build metaphors and models to stimulate discussion about organizational futures in a resource constrained world. The document advocates using different approaches depending on the desired level of engagement.
Luis de Marcos Ortega from the University of Alcalá gave a presentation on gamifying applications to motivate users and encourage engagement. He discussed how games can be used as learning tools and outlined elements of gamification like points, badges, and leaderboards. Examples of gamified apps like Foursquare and Nike+ were presented. The presentation covered the gamification process, focusing on understanding player styles and intrinsic motivation. While gamification has potential, it also faces criticism like replacing meaningful engagement with meaningless points systems. Overall, gamification aims to find fun in tasks by involving players and focusing on autonomy, competence and relatedness.
Similar to CreativeCulture: Gamification at ASEMUS2018 (20)
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
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.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Slideshare: http://www.slideshare.net/PECBCERTIFICATION
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
2. We do not stop playing because we grow old
We grow old because we stop playing
3. Play is unique because it produces benefits than span
multiple functional domains including: emotional, mental
and social.
It involves a voluntary activity – imaginary
16. Remix Play – Flash Game
Activity: Flash cards for onboarding into the remix play
process
17. Remix Play – Flash cards
(1) Pair with someone next to
you (or get in a group of x)
(2) Two cards will appear on the
screen
Card 1: Game inspirations
Card 2: Topic
(1) Pair with someone next to
you (or get in a group of x)
(2) Two cards will appear on the
screen
Card 1: Game inspirations
Card 2: Topic
(3) MISSION: Create a new game in
1 minute
(4) The first 2 to share their games
each round
(3) MISSION: Create a new game in
1 minute
(4) The first 2 to share their games
each round
Tweet your game #creativeculture
23. What is Lego®Serious Play®?
• A productive, brain
friendly, yet fun way to
think with your hands
and solve big
challenges as a group.
• A method to solve
complex problems and
to decide on strategic
issues.
24. Lego gives you a chance!
• Engaging
• Playfully
• Constructively
• Appreciatively
• Innovatively
25. Metaphors
• Metaphors can be
serve as powerful
tools leading us to
think about our
realities in a new or
different ways.
29. Activity 2
• What is the biggest challenge you faced in your
work?
Timer for 3 minutes
30. Individuals tell their story
• Each of you, share the model’s meaning and story
with the rest of your team
• You may also take a picture, give short description
on what did you build, and hashtag
@jlminoi #creativeculture
31. Playful Design Thinking
• Design thinking for developing 5 competencies for
the 21st
century workplace
– Computational thinking
– Collaboration
– Creativity
– Problem solving
– Critical thinking
35. 💡 Empathy
”The empathy at the core of it will be another
useful skill to have in not only the line of work I
want to achieve, but in everyday life and social
situations.”
“Knowing you can create something
to help others is very rewarding”
“… appreciation of different
mindsets and skillsets”
“…being imaginative and empathetic would greatly help the hole I
am missing from my course…”
36. 💡 Purpose and Meaning
“… creating something with purpose beyond initial
function, developing an experience rather than a
product“
“Knowing you can create something to help others is very rewarding”
“I wanted to see my creation spread my message
reach through other people through an engaging
platform, and hopefully leave a mark inside them”
“…playfulness can be adapted so others
could learn, be more ethical, or change a
real world issue to be solved…”
37. Tapping into play inspirations:
“Remixing Play into a Playful
Planning Session”
Reuse the tools and
mechanics of play for creative
and strategic thinking
38. 1.Empathise
● What are the common problems encountered by people,
learners, communities?
○ In terms of,
■ Content, issues, culture
■ Environment
■ Level of understanding (prior knowledge)
■ Resources
● Consult experts/head community/leaders to find out more about
the area of concern by observing, engaging and empathizing
● Example : Needs analysis - interviews, observations - field notes
39. 2. Define (The problem)
● Identify all possible problems from the gathered
information.
● Find the core problem.
● Define the problem in a human-centered manner.
● Example: Brainstorming
● Listing down problems
● Describe how the problems are addressed in class (or not)
● Describe existing interventions (if any)
● Show the connections between chunks of input, and how they are presented
in the lesson
40. 3. Ideate
● Generate ideas, based on PLAY, to solve the problem.
○ Solution: Gamification of <theme> subjects.
● From 1st and 2nd stage, you and your team members can
start to ‘think outside the box’.
○ Creative thinking/Critical thinking to solve the problems.
● Example of ideas done : Using elements (items, strategies,
etc.) from traditional games/etc.
○ Snake and ladders, Monopoly, Congkak, Hopscotch, Soduku, Solitaire, etc.
41. 4. Prototype
● Produce a number of inexpensive products
● Identify the best possible solution for each of the problems.
● Improve and re-examine (or reject) the prototype on the
basis of the users’ experiences.
● By the end of this stage, you will have a better idea of the
problems that are present and have a better/more informed
of how real learners would behave, think and feel when
interacting with the end product.
42. 5. Test
● Test the complete products using the best solutions
identified during the prototyping phase
○ The result from the test will be use to redefine/improve
the prototype,
■ Understanding of the users
■ The conditions of the use
■ How people think, behave and feel, and
■ How to empathize
43. Our Gameplan for today
• Pick you theme (10 minutes)
1. Leadership and management
2. Training and education
3. Culture and arts
4. Social change
5. Transformation (mindset/practice)
6. Technology and development
44. Empathy
• Within your group, identify the
–Goals (objectives, inspirations)
–People (beneficiaries, users, etc.)
–Context (domain, industry, etc.)
45. Pick Common Games
• Pick 1-3 games that you know
• Unpick the mechanics and rules
• Game strategies
47. Build your idea using Lego
● Work together to build and merge a
solution using Lego.
● Within your group, discuss a story, the
goals.
48. Pitching time! Tell your story
• Each of you, share the problem(s) and your solution
with the rest of the teams. (2 minutes pitching)
• Tweet your landscapes or your models, give a short
description on what did you build and hashtag
@jlminoi #creativeculture
49. Let’s vote!
• Most fun
• Most impact
• Best solution
• Use the coloured labels to stick on other people’s tables
– Yellow: Most fun
– Red: Most impact
– Blue: Best solution
51. Feedback
• Build a model to describe this activity, how you feel
and/or how can we change in the future for similar
workshop
• Write the keywords on the Post-it® notes.
This slides can be found in
https://www.slideshare.net/JaceyLynnMinoi/cr
eativeculture-gamification-at-asemus2018
What if education is a non-linear adventure game where you can make decisions on your own path, fight battles, power up and level up in missions and quests?