The document describes the development of a serious game to teach group decision-making skills to emergency managers. The game aims to embed learning in its mechanics by distributing crucial information among players, requiring cooperation. An evaluation found that groups playing the prototype made inefficient decisions and performed worse than individuals, replicating real-world group dynamics, suggesting the game provides a valid environment for skills training. Further work is needed to develop the full online multiplayer version and integrate it into the overall training program.
Séminaire de l'équipe MeTAH (LIG, Grenoble), juin 2010
Quelques notes sur les jeux pour l'apprentissage (serious games) et leur conceptualisation en didactique (théorie des situations didactiques).
Game features of cognitive training (Michael P. Craven and Carlo Fabricatore)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Using Game Mechanics to Design Serious GamesTara Aiken
A presentation I gave at FocusOn Learning in San Diego, CA in 2017 to simplify the game design process for instructional designers.
All resources and links to videos played as examples are included at the end.
A Theory of Gamification Principles Through Goal-Setting TheoryGustavo Tondello
Goal setting theory has been used for decades to explain how to motivate people to perform better in work related tasks, but more recently gamification has also gained attention as an alternative method to increase employee engagement and performance at work. However, despite goal setting and feedback being at the core of gameful implementations, there is a lack of literature explaining how gamification works through the lens of goal setting theory or suggesting how goal setting concepts and recommendations can be employed to improve gameful systems. Therefore, we present a conceptual framework that establishes a relationship between the goal setting concepts and gamification concepts and mechanisms. Next, we describe how this framework can help explain the mechanisms behind gamification and suggest potential improvements to current gameful design methods. Finally, we propose directions for future empirical research aimed to apply this conceptual framework in practice.
Séminaire de l'équipe MeTAH (LIG, Grenoble), juin 2010
Quelques notes sur les jeux pour l'apprentissage (serious games) et leur conceptualisation en didactique (théorie des situations didactiques).
Game features of cognitive training (Michael P. Craven and Carlo Fabricatore)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Using Game Mechanics to Design Serious GamesTara Aiken
A presentation I gave at FocusOn Learning in San Diego, CA in 2017 to simplify the game design process for instructional designers.
All resources and links to videos played as examples are included at the end.
A Theory of Gamification Principles Through Goal-Setting TheoryGustavo Tondello
Goal setting theory has been used for decades to explain how to motivate people to perform better in work related tasks, but more recently gamification has also gained attention as an alternative method to increase employee engagement and performance at work. However, despite goal setting and feedback being at the core of gameful implementations, there is a lack of literature explaining how gamification works through the lens of goal setting theory or suggesting how goal setting concepts and recommendations can be employed to improve gameful systems. Therefore, we present a conceptual framework that establishes a relationship between the goal setting concepts and gamification concepts and mechanisms. Next, we describe how this framework can help explain the mechanisms behind gamification and suggest potential improvements to current gameful design methods. Finally, we propose directions for future empirical research aimed to apply this conceptual framework in practice.
The “Immernet”: Immersive Learning through Games, Gamification and Virtual Wo...Karl Kapp
What is the immersive internet-the Immernet and why should learning and development professionals care? In this learning event, we will discuss the use of 3D avatars to change learner behaviors; we will consider how playing a video game changes a person's behavior, how storytelling helps learners memorize facts and how gamification can lead to improved health. This research-based session demonstrates how simple techniques engage and immerse learners in the content they need to learn.You will be provided with tips and techniques for matching research findings to your own immersive learning design. We'll move the concepts from research-to-practice. The presentation ends with a practical case study outlining how the research tips, techniques and practices can immerse learners in the learning experience. Discover how research-based practices can drive immersive learning experiences and behavior change.Session repeated Thursday, TH404-Apply three simple, low-tech techniques for creating engaging learning experiences.-Use four instructional design methods that encourage immersive learning.-Create learning experiences tied to interactivity, immersion and game-based elements.
J.D. Fletcher, Institute of Defense Analyses and Sigmond Tobias, SUNYSeriousGamesAssoc
"On Tour in the Garden of Empirical Analysis"
The authors report findings, both solid and speculative, after six years of an ongoing effort to collect, organize, and understand all available empirical research on the use of games to create environments in which people learn.
Evaluation of heuristics for designing believability in games gameon2013Magnus Johansson
Presentation held at the GameOn 2013 conference in Brussels.
We introduce a specific focus for heuristic evaluations of games, where the interface can be excluded and the gameplay isolated.
The heuristics used in this article are based on heuristics sited as the most used heuristics of the game industry
Collaborative games encourage participants in an elicitation activity to collaborate in building a joint understanding of a problem or a solution. Collaborative games refer to several structured techniques inspired by game play and are designed to facilitate collaboration. During this webinar we will review the elements such as game purpose, process, outcome and various examples of collaborative games (product box, affinity map and fishbowl).
What does a game designer really do. And, more importantly, how do they make the products better. How does a designer contribute and what how do you work with them to solve your problem.
What is a Game Designer (And Why Do You Need One)? - Douglas WhatleySeriousGamesAssoc
What does a game designer really do. And, more importantly, how do they make the products better. How does a designer contribute and what how do you work with them to solve your problem.
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.
Controlling Adaptation in Affective Serious Gamesbbontchev
Managing the adaptation in affective serious
games is established mainly on the basis of player emotions.
Emotions can be recognized by analyzing physiological data and
facial expressions of the individual player. While physiological
data provide information about the measurement time, electrodermal
activity, pulse, temperature, neural activity, etc., facial
expressions are a source of data about the emotion extracted
from images. The presentation outlines s a general workflow of game
adaptation control in affective games applying emotional state,
game outcomes and efficiency, and playing style. It provides
preliminary results received by using clustering algorithms for
recognizing emotions from physiological data and by applying a
convolutional neural network using images to recognize
emotions from facial expressions.
Gamification seems to be all the rage in customer engagement, but does it really work for utilities? Is getting customers to participate in and recommend energy-efficiency programs all fun and games? Could Candy Crush hold the key to behavior change?
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.
Engaging change: The awareness-action gap and the power of game designColine Pannier
The impact of human activities on the environment is widely documented and communicated, yet the profusion of information doesn't seem to be able to trigger a radical change in behaviors. An extra step is needed to bridge the gap between awareness and action. Games can be a powerful tool to help people engage with the abstract problems of sustainability and feel empowered to take action. How can we use the power of game design to influence real-life behavior?
Talk given in March 2015 at the Gamification World Congress Netherlands by Coline Pannier and Sofía Montuori
The “Immernet”: Immersive Learning through Games, Gamification and Virtual Wo...Karl Kapp
What is the immersive internet-the Immernet and why should learning and development professionals care? In this learning event, we will discuss the use of 3D avatars to change learner behaviors; we will consider how playing a video game changes a person's behavior, how storytelling helps learners memorize facts and how gamification can lead to improved health. This research-based session demonstrates how simple techniques engage and immerse learners in the content they need to learn.You will be provided with tips and techniques for matching research findings to your own immersive learning design. We'll move the concepts from research-to-practice. The presentation ends with a practical case study outlining how the research tips, techniques and practices can immerse learners in the learning experience. Discover how research-based practices can drive immersive learning experiences and behavior change.Session repeated Thursday, TH404-Apply three simple, low-tech techniques for creating engaging learning experiences.-Use four instructional design methods that encourage immersive learning.-Create learning experiences tied to interactivity, immersion and game-based elements.
J.D. Fletcher, Institute of Defense Analyses and Sigmond Tobias, SUNYSeriousGamesAssoc
"On Tour in the Garden of Empirical Analysis"
The authors report findings, both solid and speculative, after six years of an ongoing effort to collect, organize, and understand all available empirical research on the use of games to create environments in which people learn.
Evaluation of heuristics for designing believability in games gameon2013Magnus Johansson
Presentation held at the GameOn 2013 conference in Brussels.
We introduce a specific focus for heuristic evaluations of games, where the interface can be excluded and the gameplay isolated.
The heuristics used in this article are based on heuristics sited as the most used heuristics of the game industry
Collaborative games encourage participants in an elicitation activity to collaborate in building a joint understanding of a problem or a solution. Collaborative games refer to several structured techniques inspired by game play and are designed to facilitate collaboration. During this webinar we will review the elements such as game purpose, process, outcome and various examples of collaborative games (product box, affinity map and fishbowl).
What does a game designer really do. And, more importantly, how do they make the products better. How does a designer contribute and what how do you work with them to solve your problem.
What is a Game Designer (And Why Do You Need One)? - Douglas WhatleySeriousGamesAssoc
What does a game designer really do. And, more importantly, how do they make the products better. How does a designer contribute and what how do you work with them to solve your problem.
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.
Controlling Adaptation in Affective Serious Gamesbbontchev
Managing the adaptation in affective serious
games is established mainly on the basis of player emotions.
Emotions can be recognized by analyzing physiological data and
facial expressions of the individual player. While physiological
data provide information about the measurement time, electrodermal
activity, pulse, temperature, neural activity, etc., facial
expressions are a source of data about the emotion extracted
from images. The presentation outlines s a general workflow of game
adaptation control in affective games applying emotional state,
game outcomes and efficiency, and playing style. It provides
preliminary results received by using clustering algorithms for
recognizing emotions from physiological data and by applying a
convolutional neural network using images to recognize
emotions from facial expressions.
Gamification seems to be all the rage in customer engagement, but does it really work for utilities? Is getting customers to participate in and recommend energy-efficiency programs all fun and games? Could Candy Crush hold the key to behavior change?
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.
Engaging change: The awareness-action gap and the power of game designColine Pannier
The impact of human activities on the environment is widely documented and communicated, yet the profusion of information doesn't seem to be able to trigger a radical change in behaviors. An extra step is needed to bridge the gap between awareness and action. Games can be a powerful tool to help people engage with the abstract problems of sustainability and feel empowered to take action. How can we use the power of game design to influence real-life behavior?
Talk given in March 2015 at the Gamification World Congress Netherlands by Coline Pannier and Sofía Montuori
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
Game-based Learning Webinar by GreenBooks & GamelearnShyam Sunder
1. Role of game-based learning in enhancing learning outcomes
2. Application of gaming elements in learning initiatives
3. An example of successful game-based learning module - Merchants
Level Up Your Talent Development with Gamification [eBook]Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome.
Gamification invites people to participate and engage by integrating game mechanics and game dynamics into such things as a website, online community, marketing campaign, and as demonstrated in this book – even a traditional training and development program.
By adding game mechanics to training, Gamification not only increases interest, it makes training FUN!
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
Monica Cornetti
Ranked as #1 Gamification Guru
Founder and CEO - Sententia Gamification Consortium
www.SententiaGames.com
www.monicacornetti.com
How to boost learning effectiveness and employee engagement at the same time?
Change your organization learning forever through game-based learning.
www.greenbookslearning.com
How to Deliver Low Tech Gamification with Game the System™Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome..
By adding game mechanics to training, Gamification not only increases interest, it makes training “fun.”
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
Poster presentation for Digital Engagement 2011 conference #de2011, part of the Electromagnates project: www.electro-magnates.com investigating energy interventions for the workplace. Research done by the Lincoln Social Computing Research Centre lisc.lincoln.ac.uk
Mental and Emotional health difficulties are a leading cause of disability worldwide. Interestingly, studies have consistently shown that interpersonal relationships and social support can play a vital role in emotional health and wellbeing. Technologies that effectively support emotional wellbeing are likely to offer significant benefits, both for individuals and for society as a whole. This talk will discuss the potential of social media such as social networking sites, online games and mobile phone applications to provide social support for the emotional wellbeing of users, as well as the design constraints inherent in doing so. The EPSRC-funded project called "Exploring social Networks to Augment Cognitive behaviour Therapy (ENACT)," which is being lead by the Lincoln Social Computing research centre, will be discussed as an example of work in this field.
Our domestic energy intervention study presentation for the NORDICHI2010 conference. Please see the accompanying video of Wattsup on slideshare.net at http://www.slideshare.net/LiSC_/wattsup
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.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Thesis Statement for students diagnonsed withADHD.ppt
Developing a serious game to evaluate and train group decision making skills
1. Developing a serious game to evaluate and train group decision making skills Conor Linehan , Shaun Lawson, Mark Doughty, Ben Kirman Lincoln Social Computing (LiSC) Research Centre Department of Computing and Informatics University of Lincoln Brayford Pool, Lincoln, UK. LN6 7TS. Contacts: [email_address] [email_address] [email_address] 30 th September, 2009
38. Group Effectiveness 3 1 N/A 4 2 *PR 1 1 N/A 4 2 *Operations 5 4 N/A 3 3 Hazard Risk 4 5 6 5 5 Casualties No actions Group 4 Group 3 Group 2 Group 1
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41. Unnecessary & Dangerous Actions 1 1 0 0 Teams deployed 5 3 0 4 Number of actions taken in final round Group 4 Group 3 Group 2 Group 1
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46. Individuals vs. Groups 0 1 0 Teams deployed 0 3 0 Number of actions taken in final round 3 4 3 *PR 1 1 1 *Operations 5 1 5 Hazard Risk 4 5 4 Casualties No actions Participant 18 Participant 17