Why the Workplace should be more like the Kindergarten Classroom: Presented at Agile Alliance 2014 by Karen Favazza Spencer
Goal: Designing working environments that work.
Featuring: Information Radiators, Group Play and Story Time.
Why the Workplace should be more like the Kindergarten Classroom: Presented at Agile Alliance 2014 by Karen Favazza Spencer
Goal: Designing working environments that work.
Featuring: Information Radiators, Group Play and Story Time.
This talk shares insights identifying common qualities of games that may promote teen thriving with positive psychology practices. iThrive utilized a two-tiered approach to find these qualities and create a road map for developers to design for positive psychology practices. Experts at a series of think tanks, lead by McDonald, deconstructed the positive psychology concepts into guidelines for positive psychology constructs, both in terms of what systems and features might help and harm the promotion of these practices in players. A semester’s long study with design students, lead by Rusch, revealed that games with the strongest positive psychology components were those that had the most emotional impact, and few game features. Insights from both investigations will be shared, including exemplar games that align with a set of positive psychology practices; the common qualities those games share; and design tips for creating products that can support teen thriving.
Positive psychology practices promote positive youth development, but how can these practices be embedded in games? Drawing from insights collected from industry experts and game design students engaged in a semester-long study, we constructed a road map of the qualities of games that might lead to positive psychology habits.
Slides and notes I used for a quick 10 min talk at London's Educational Games meet-up group in April 2013.
I am a Product Manager and Game Designer at Mind Candy where I have been helping to build Moshi Monsters since 2009.
During the English for Academic Purposes program, one of the assignments was creating a self-promotion piece. I decided talking about my self-published books, my former company and a few things I learned from those experiences.
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.
Uncharted lands, or why games are not designed but discoveredJakub Stokalski
Even though we say we 'design' games the process is often similar to exploration of unknown seas. During a storm. In a ship that just started leaking - and is on fire. The lecture was given during Digital Dragons 2016 conference. It meant to highlight some mental and processual tools a game designer and his/her producer can use to maximise the quality of their work.
This talk shares insights identifying common qualities of games that may promote teen thriving with positive psychology practices. iThrive utilized a two-tiered approach to find these qualities and create a road map for developers to design for positive psychology practices. Experts at a series of think tanks, lead by McDonald, deconstructed the positive psychology concepts into guidelines for positive psychology constructs, both in terms of what systems and features might help and harm the promotion of these practices in players. A semester’s long study with design students, lead by Rusch, revealed that games with the strongest positive psychology components were those that had the most emotional impact, and few game features. Insights from both investigations will be shared, including exemplar games that align with a set of positive psychology practices; the common qualities those games share; and design tips for creating products that can support teen thriving.
Positive psychology practices promote positive youth development, but how can these practices be embedded in games? Drawing from insights collected from industry experts and game design students engaged in a semester-long study, we constructed a road map of the qualities of games that might lead to positive psychology habits.
Slides and notes I used for a quick 10 min talk at London's Educational Games meet-up group in April 2013.
I am a Product Manager and Game Designer at Mind Candy where I have been helping to build Moshi Monsters since 2009.
During the English for Academic Purposes program, one of the assignments was creating a self-promotion piece. I decided talking about my self-published books, my former company and a few things I learned from those experiences.
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.
Uncharted lands, or why games are not designed but discoveredJakub Stokalski
Even though we say we 'design' games the process is often similar to exploration of unknown seas. During a storm. In a ship that just started leaking - and is on fire. The lecture was given during Digital Dragons 2016 conference. It meant to highlight some mental and processual tools a game designer and his/her producer can use to maximise the quality of their work.
Presenters:
Jessica Barnes, Smashing Ideas, Creative Director
Anna Ho, Smashing Ideas, Senior Strategiest
Teaching complex behavioral techniques through mobile applications has been around for years, yet few make a positive and lasting impact on the lives of the end-users. The creative and strategic minds behind Mindful PowersTM - a kid-first, holistic approach to building social-emotional learning through the power of play - will walk you through the intricate details of taking skills-based methodologies, such as Mindfulness and Acceptance Commitment Therapy, and the practical application of them in an inclusive and accessible digital experience that helps children build healthier relationships with life, stress, and anxiety.
In which we share insights on:
(A) 5 principles of adult learning,
(B) 5 good-to-know, brain-related buzzwords,
(C) 2 formulas for great storytelling in facilitating professional development workshops.
Activities include:
(1) Sharing about excellent workshops learners have attended, the adult learning principles they already implement, and their new ideas based on the material we've covered,
(2) 140-character reactions to the content, group discussion, and what fellow learners have shared that resonates with us,
(3) group story development based on the villain + victim + hero or the challenge - connection - creativity plots by Gary Stone and Gary Klein.
reference presentation for workshop during Games & Learning Special Interest Group (GL SIG) at Manchester Metropolitan University, 11 November 2015
The twist is hidden from the presentation ;)
Judy Perry- MIT Scheller Teacher, Education Program LabSeriousGamesAssoc
“Informal Learning Using Augmented Reality Games”
How can augmented reality (AR) games played on smart phones extend informal educational opportunities? What challenges arise when you put digital learning experiences in typically low-tech environments? See what happened during recent pilot projects at zoos, nature centers and living history museums who used MIT STEP lab’s TaleBlazer AR platform.
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.
Keynote for the Third International Conference on ICT in Education - ticEDUCA2014, at the Institute of Education of the University of Lisbon, on 15 November 2014.
Secrets of Effective Social Storytelling. Debra Askanase
Stories give context to data and facts. Significantly, stories create emotional connections between you and your audience that can last well beyond the initial contact. Learn how to uncover the stories you already have on hand, look at ways that storytelling can power a fundraising campaign or appeal, review social media tools to tell your story, understand how to make visuals work for your story, and understand the elements of great storytelling.
Similar to CreativeCulture Lego Play Swinburne (20)
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
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.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
2. Play is unique because it produces benefits
than span multiple functional domains
including: emotional, mental and social.
It involves a voluntary activity – imaginary
14. 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.
15. Lego gives you a chance!
• Engaging
• Playfully
• Constructively
• Appreciatively
• Innovatively
16. Metaphors
• Metaphors can be
serve as powerful
tools leading us to
think about our
realities in a new or
different ways.
21. Activity 2
• Build, based on 2 adjectives, that best describe
your best friend or one of your favourite family
member
Timer for 3 minutes
22. Individuals tell their story
• Each of you, share the model’s meaning and story
with the rest of the team
23. Activity 3
• What is the biggest challenge in your studies?
Timer for 3 minutes
24. Individuals tell their story
• Each of you, share the model’s meaning and story
with the rest of the team
• You may also take a picture and tweet at
@jlminoi
#CreativeCulture #gamificationusingLego
26. Let’s start the game!
• There will be two groups – Super Hero and Super
Villain
27. Super Hero and Super Villain
• In your group, each of you is to build you
character
Timer for 5 minutes
28. Individuals tell their story
• Each of you, share the model’s meaning and story
with the rest of the team
29. Super Hero and Super Villain
• In your group, work together and merge your
character to build a super super powerful
hero/villain
• Discuss a story, the goals
Timer for 10 minutes
31. Share your stories!
• Tweet your landscapes or your models, say a few
words on the model(s) and how you feel
@jlminoi
#CreativeCulture #gamificationusingLego
32. How does Lego works?
• Much of our brain’s activity is dedicated to the
manipulation of our hands
• When we model with our hands and tell stories there is
more neuronal activity and better suffusion of blood to
critical areas of the brain
• 70-80% of our brain’s nerve endings are connected to our
hands
• Psychological Flow: Individuals gain most from a learning
process when they are committed to and enjoy the process
33. Appreciation
• Build a model to describe this activity and/or how
can we change in the future for similar workshop
37. • Minute for building “you” / to build a tower with you in
it.
– Why are you here?
• 5 mins to introduce yourself to your group
• What are the problems in science in Msia. Pick one.
• How you do see science move on in the next 10 years?
• Take a picture, short description on what did you build,
what did you learn and hashtag
39. “Games are a particular
manifestation of play, not its
totality.”
“They happen to be a good starting
point for an investigation of play
because the formality of their rules
makes the machinery of play easier
to observe and analyse”
Upton, 2015
40. Inspirations: mystery box, curiosity, problem-
based learning
A hybrid, gamified and
mystery-driven approach for
facilitating problem based
learning in postgraduate
strength and conditioning
“…it was a bit out of nowhere, I think, so I was a little bit confused and…
Didn’t know where to go from there, it was a little bit surprising.
But then, again it’s up to us to get out there, research, and find out more about it,
which is what we’ve got to do in the future.”