Richard Smith presented on best practices for implementing immersive learning simulations. He discussed definitions, benefits, examples, costs, timescales, and how to sell simulations internally. Key steps included defining objectives, selecting vendors, designing simulations, building, testing, deploying, and measuring impact. Cardinal sins to avoid included decision by committee, skimping on design, changing design during development, and failing to communicate or test thoroughly.
World of Learning - PIXELearning presentationKevin Corti
This document provides a best practice guide for implementing immersive learning simulations. It defines key terms, discusses benefits such as allowing practice in a safe environment and building higher-order thinking skills. Examples of using simulations to transfer virtual experience to real world applications are also provided. The document outlines the process for making simulations happen successfully, including defining objectives, selecting vendors, design, development, testing, and measuring outcomes. Common pitfalls to avoid are also highlighted.
The document describes an e-learning course designed for retail assistants. It includes:
1. An introduction outlining the course objectives of developing skills for effective teamwork, customer service, and applying workplace procedures.
2. Details of the course structure and activities which are presented sequentially using multimedia to engage learners.
3. Guidance on navigating the course at their own pace and getting help from the facilitator character, Tom.
4. Modules covering topics like conflict resolution, workplace hazards, and decision making that include videos, activities and quizzes.
5. A feedback survey to evaluate the course quality and effectiveness.
Learnings from founding a Computer Vision startup: Chapter 10: Competition & ...Till Quack
The document discusses competition and positioning for computer vision startups. It provides advice on conducting basic competition checks, differentiating your product or service from competitors, and focusing on your own ideas rather than copying others. While large companies like Google may enter the same space, they likely have different goals, business models, and could even become partners rather than direct competitors. Examples are given of companies driving feature parity through new product releases. Overall the document emphasizes starting early when costs are lower, engaging customers, and explaining complex computer vision technologies in an accessible way.
Learnings from founding a Computer Vision startup: Chapter 8 Software Enginee...Till Quack
The document discusses 5 key challenges in developing a computer vision startup: quality, time to market, changing requirements, user experience, and efficient teamwork. It recommends using an iterative development process like Scrum to balance these challenges by having short iterations, prioritizing requirements, estimating work, and protecting development teams from interruptions during sprints. Scrum uses backlogs, sprints, planning poker for estimating, and burndown charts to help manage the project in a flexible way that can adapt to changing needs.
Principled design of game-based auditory learning environments: Examples of A...Nicolas Van Labeke
This document summarizes principles for designing auditory learning games for tinnitus rehabilitation. It discusses using intrinsic integration to embed learning materials within game mechanics like challenge, control, and fantasy. Three games are proposed: Auditory Submarine uses a sonar analogy; Auditory Treasure Hunter uses a metal detector; both aim to intrinsically motivate learning. A study will compare the games and a baseline on tinnitus outcomes and player experience. Technical considerations for deploying the games on computers and mobile devices are also outlined.
Learnings from founding a Computer Vision Startup: Chapter 1 & 2: Why a startup?Till Quack
1. The document discusses the learnings from founding a computer vision startup. It emphasizes that the original business idea is less important than executing on that idea. It recommends doing basic homework on competition and timing, and finding a core founding team with complementary skills to build a prototype.
2. "Copying" other ideas is acceptable, but copying existing products may be risky depending on local restrictions, user dynamics, and whether there are key advantages like a huge technological lead. The document shares how the author's startups in computer vision were founded, including building on early object recognition work and having working systems for face reconstruction and search.
Learnings from founding a Computer Vision Startup: Chapter 0 IntroductionTill Quack
This document summarizes the learnings from two founders of computer vision startups. It introduces Till Quack and Jan Erik Solem, the founders of kooaba and Polar Rose respectively. Both startups were spun off from university research labs and focus on using computer vision for mobile and web applications. The document outlines their backgrounds and experiences founding vision startups. It then provides an agenda for a discussion between the two founders about lessons learned in areas like product development, business models, engineering, marketing and competition.
World of Learning - PIXELearning presentationKevin Corti
This document provides a best practice guide for implementing immersive learning simulations. It defines key terms, discusses benefits such as allowing practice in a safe environment and building higher-order thinking skills. Examples of using simulations to transfer virtual experience to real world applications are also provided. The document outlines the process for making simulations happen successfully, including defining objectives, selecting vendors, design, development, testing, and measuring outcomes. Common pitfalls to avoid are also highlighted.
The document describes an e-learning course designed for retail assistants. It includes:
1. An introduction outlining the course objectives of developing skills for effective teamwork, customer service, and applying workplace procedures.
2. Details of the course structure and activities which are presented sequentially using multimedia to engage learners.
3. Guidance on navigating the course at their own pace and getting help from the facilitator character, Tom.
4. Modules covering topics like conflict resolution, workplace hazards, and decision making that include videos, activities and quizzes.
5. A feedback survey to evaluate the course quality and effectiveness.
Learnings from founding a Computer Vision startup: Chapter 10: Competition & ...Till Quack
The document discusses competition and positioning for computer vision startups. It provides advice on conducting basic competition checks, differentiating your product or service from competitors, and focusing on your own ideas rather than copying others. While large companies like Google may enter the same space, they likely have different goals, business models, and could even become partners rather than direct competitors. Examples are given of companies driving feature parity through new product releases. Overall the document emphasizes starting early when costs are lower, engaging customers, and explaining complex computer vision technologies in an accessible way.
Learnings from founding a Computer Vision startup: Chapter 8 Software Enginee...Till Quack
The document discusses 5 key challenges in developing a computer vision startup: quality, time to market, changing requirements, user experience, and efficient teamwork. It recommends using an iterative development process like Scrum to balance these challenges by having short iterations, prioritizing requirements, estimating work, and protecting development teams from interruptions during sprints. Scrum uses backlogs, sprints, planning poker for estimating, and burndown charts to help manage the project in a flexible way that can adapt to changing needs.
Principled design of game-based auditory learning environments: Examples of A...Nicolas Van Labeke
This document summarizes principles for designing auditory learning games for tinnitus rehabilitation. It discusses using intrinsic integration to embed learning materials within game mechanics like challenge, control, and fantasy. Three games are proposed: Auditory Submarine uses a sonar analogy; Auditory Treasure Hunter uses a metal detector; both aim to intrinsically motivate learning. A study will compare the games and a baseline on tinnitus outcomes and player experience. Technical considerations for deploying the games on computers and mobile devices are also outlined.
Learnings from founding a Computer Vision Startup: Chapter 1 & 2: Why a startup?Till Quack
1. The document discusses the learnings from founding a computer vision startup. It emphasizes that the original business idea is less important than executing on that idea. It recommends doing basic homework on competition and timing, and finding a core founding team with complementary skills to build a prototype.
2. "Copying" other ideas is acceptable, but copying existing products may be risky depending on local restrictions, user dynamics, and whether there are key advantages like a huge technological lead. The document shares how the author's startups in computer vision were founded, including building on early object recognition work and having working systems for face reconstruction and search.
Learnings from founding a Computer Vision Startup: Chapter 0 IntroductionTill Quack
This document summarizes the learnings from two founders of computer vision startups. It introduces Till Quack and Jan Erik Solem, the founders of kooaba and Polar Rose respectively. Both startups were spun off from university research labs and focus on using computer vision for mobile and web applications. The document outlines their backgrounds and experiences founding vision startups. It then provides an agenda for a discussion between the two founders about lessons learned in areas like product development, business models, engineering, marketing and competition.
The document discusses creativity techniques for brainstorming, including re-expression, related worlds, revolution, and random links. It provides examples of each technique and emphasizes generating a large quantity of ideas without criticism. The left and right brain are contrasted, noting creativity comes from the right brain. Rules for productive brainstorming include encouraging "silly" ideas and recording all ideas without judgement.
Game-Based Learning: A workshop to inform educators and engage contemporary l...Eric B. Bauman
Game-Based Learning: A workshop to inform educators and engage contemporary learners was presented on May 17, 2011 at the Making it Happen: Enhancing Education through Games & Storytelling. This event was co-provided by the Community Nursing Staff Development Group and the University of Michigan Health System’s MLearning and Professional Development & Education for Nursing Departments. Copyright E.B. Bauman 2012 All Rights Reserved
Learnings from founding a Computer Vision startup: Chapter 5 fundingTill Quack
This document discusses various options for funding a computer vision startup, including bootstrapping with friends/family funding or side consulting work, applying for grants or research funding, pitching angel investors for small investments of $25-50k, or pursuing larger venture capital funding rounds of millions of dollars. It provides tips on creating an effective pitch deck, targeting the right investors based on their interests and timelines, and negotiating terms. Overall it emphasizes starting small with bootstrapping or grants if possible before pursuing external funding.
Instructional Online Gaming by E B bauman 2011Eric B. Bauman
This document discusses instructional gaming and simulation in nursing education. It begins with an overview of the presenter's educational background and professional affiliations. The objectives are then outlined as discussing the terms "instructional gaming" and "serious games", identifying advantages of integrating game-based learning into curricula, and identifying content areas that provide a good fit for nursing education. The presenter provides perspectives on games, simulation, and how they are used in education, emphasizing goal orientation, rules, consequences, and accurate representation of systems.
This document discusses opportunities for using computer games to meet learning objectives. It notes that games can provide cost-effective, engaging training that bridges knowledge gaps. Near market research is needed to understand how games can be incorporated into existing training and which training areas they are best suited for. Prototyping games allows researchers to learn from users and iteratively improve designs to meet organizational needs cost-effectively. Both opportunities and threats in developing games for learning are discussed.
When Games and Instructional Design CollideKatrin Becker
The document discusses the intersection of instructional design and game design when creating digital simulations and games. It argues that neither instructional design nor game design alone are sufficient, and that simulation design principles are also needed to ensure accuracy. A focused, synergistic approach is required that combines instructional design, game design, and simulation design with input from subject matter experts.
This workshop focuses on social responsibility and includes an intense lineup of participatory design exercises that touch on a series of methods for designing compelling user experiences. Participants are introduced to psychological and business model concepts to help teams craft unique mobile engagement and experiences. Working through user motivations, perceived abilities and discovering opportune moments for triggering habit changing actions, teams will explore applying behavioural psychology to empathize and connect with intended mobile users.
3D technology in the classroom provides educational benefits by allowing students to see concepts in three dimensions, which helps with comprehension and retention compared to non-3D presentations. While some have concerns about potential negative health effects of viewing 3D, studies show no evidence that 3D viewing harms vision. In fact, difficulties perceiving 3D may indicate underlying vision issues for some students that could be addressed through an eye exam. Proper classroom environment and use of 3D glasses can help optimize the 3D experience.
The document announces a "Nightmare" 3D and 2D art challenge run by CGArena, requiring entrants to submit work-in-progress images for feedback, with a deadline of May 15th to submit final entries, and prizes to be awarded in the 3D and 2D categories.
The document discusses the future of e-learning and technologies. It argues that serious games and simulations can provide valuable learning opportunities through meaningful practice in realistic virtual experiences. By blending capabilities like knowledge capture, virtual experiences, social learning, and skills assessment, serious games can foster collaboration and communities of shared interest to drive learning. However, technologies should serve learning goals rather than being an end in themselves.
How to do mobile game discovery badly (lesson 1)Kevin Corti
A satirical look at how Apple tackles app discovery....badly.
(Follow @every1playing / www.everyonesplaying.com to see a company that is setting out to improve things for mobile games developers)
The document discusses considerations for making serious games successful. It provides examples of clients in different industries that have used serious games for training, including compliance training, leadership development, and sales training. It also discusses metrics that show serious games can deliver productivity gains and cost savings compared to traditional classroom training methods. Platform considerations are also outlined, emphasizing the need for solutions that are practical and fit within clients' budgets, timelines, and existing IT systems.
The document discusses the challenges of marketing mobile games. It notes that traditional marketing methods like press releases do not work well and performance ads are very expensive. Both game makers and players struggle with discovery in crowded app stores. The document advocates devoting serious time and effort to marketing across multiple channels. It emphasizes targeting a niche audience and having a budget to test user acquisition strategies wisely. The key message is that relying only on making a good game is not a viable strategy and game developers must make their own luck through proactive marketing.
The document summarizes Patrick Di Loreto's presentation on modernizing a data platform with microservices and fast data. Some key points:
- The platform processes large amounts of data (160TB daily) in real-time from various sources to support millions of simultaneous customers.
- Omnia is the distributed data management platform built on reactive principles with Chronos, Fates, NeoCortex and Hermes layers to ingest, store, process and serve data.
- Chronos collects streaming data and stores it in Kafka. Fates builds timelines and views using batch processing. NeoCortex performs real-time analytics using Spark, Akka streams or lambdas. Hermes serves the data
Using Spark, Kafka, Cassandra and Akka on Mesos for Real-Time PersonalizationPatrick Di Loreto
The gambling industry has arguably been one of the most comprehensively affected by the internet revolution, and if an organization such as William Hill hadn't adapted successfully it would have disappeared. We call this, “Going Reactive.”
The company's latest innovations are very cutting edge platforms for personalization, recommendation, and big data, which are based on Akka, Scala, Play Framework, Kafka, Cassandra, Spark, and Mesos.
Presentation given by Kevin Corti (when CEO, now Founder of SoshiGames) about serious games used in business education and training.
Please note the videos do no work in slide share. If you would any information on specific games please contact info@pixelearning.com
Why the hell do you want a social intranet anywayAntony Clay
This document discusses the potential use of a social intranet for an organization. It explores different activities and frameworks that could help facilitate discussions to define social business requirements, including low-tech networking games, introducing collaboration tools like brainstorming and simulations, and aligning the goals of any social platform with the organization's needs through activities like role-playing scenarios. The document suggests gathering user input is important before implementing a social intranet solution.
Visual design is more than styling. It is function. And not only because it communicates, but also because it makes us feel. And between feeling and communication, people find things easier to use.
The document discusses how gamification, which uses game mechanics to engage users, can be used for employee engagement through initiatives like Marriott's Facebook game for recruiting. It also explores how gamification has potential benefits in education by building connections between students, supporting collaboration, and increasing interest in course content. The document provides an overview of gamification applications, costs, development processes, and considerations for organizations in implementing gamification.
freshly blended for different learning:
we need new formats for groups, companies and the society to break up current myths in the learning environment - that's the mission of kay steglich and thomas staehelin from curious minds
The document discusses creativity techniques for brainstorming, including re-expression, related worlds, revolution, and random links. It provides examples of each technique and emphasizes generating a large quantity of ideas without criticism. The left and right brain are contrasted, noting creativity comes from the right brain. Rules for productive brainstorming include encouraging "silly" ideas and recording all ideas without judgement.
Game-Based Learning: A workshop to inform educators and engage contemporary l...Eric B. Bauman
Game-Based Learning: A workshop to inform educators and engage contemporary learners was presented on May 17, 2011 at the Making it Happen: Enhancing Education through Games & Storytelling. This event was co-provided by the Community Nursing Staff Development Group and the University of Michigan Health System’s MLearning and Professional Development & Education for Nursing Departments. Copyright E.B. Bauman 2012 All Rights Reserved
Learnings from founding a Computer Vision startup: Chapter 5 fundingTill Quack
This document discusses various options for funding a computer vision startup, including bootstrapping with friends/family funding or side consulting work, applying for grants or research funding, pitching angel investors for small investments of $25-50k, or pursuing larger venture capital funding rounds of millions of dollars. It provides tips on creating an effective pitch deck, targeting the right investors based on their interests and timelines, and negotiating terms. Overall it emphasizes starting small with bootstrapping or grants if possible before pursuing external funding.
Instructional Online Gaming by E B bauman 2011Eric B. Bauman
This document discusses instructional gaming and simulation in nursing education. It begins with an overview of the presenter's educational background and professional affiliations. The objectives are then outlined as discussing the terms "instructional gaming" and "serious games", identifying advantages of integrating game-based learning into curricula, and identifying content areas that provide a good fit for nursing education. The presenter provides perspectives on games, simulation, and how they are used in education, emphasizing goal orientation, rules, consequences, and accurate representation of systems.
This document discusses opportunities for using computer games to meet learning objectives. It notes that games can provide cost-effective, engaging training that bridges knowledge gaps. Near market research is needed to understand how games can be incorporated into existing training and which training areas they are best suited for. Prototyping games allows researchers to learn from users and iteratively improve designs to meet organizational needs cost-effectively. Both opportunities and threats in developing games for learning are discussed.
When Games and Instructional Design CollideKatrin Becker
The document discusses the intersection of instructional design and game design when creating digital simulations and games. It argues that neither instructional design nor game design alone are sufficient, and that simulation design principles are also needed to ensure accuracy. A focused, synergistic approach is required that combines instructional design, game design, and simulation design with input from subject matter experts.
This workshop focuses on social responsibility and includes an intense lineup of participatory design exercises that touch on a series of methods for designing compelling user experiences. Participants are introduced to psychological and business model concepts to help teams craft unique mobile engagement and experiences. Working through user motivations, perceived abilities and discovering opportune moments for triggering habit changing actions, teams will explore applying behavioural psychology to empathize and connect with intended mobile users.
3D technology in the classroom provides educational benefits by allowing students to see concepts in three dimensions, which helps with comprehension and retention compared to non-3D presentations. While some have concerns about potential negative health effects of viewing 3D, studies show no evidence that 3D viewing harms vision. In fact, difficulties perceiving 3D may indicate underlying vision issues for some students that could be addressed through an eye exam. Proper classroom environment and use of 3D glasses can help optimize the 3D experience.
The document announces a "Nightmare" 3D and 2D art challenge run by CGArena, requiring entrants to submit work-in-progress images for feedback, with a deadline of May 15th to submit final entries, and prizes to be awarded in the 3D and 2D categories.
The document discusses the future of e-learning and technologies. It argues that serious games and simulations can provide valuable learning opportunities through meaningful practice in realistic virtual experiences. By blending capabilities like knowledge capture, virtual experiences, social learning, and skills assessment, serious games can foster collaboration and communities of shared interest to drive learning. However, technologies should serve learning goals rather than being an end in themselves.
How to do mobile game discovery badly (lesson 1)Kevin Corti
A satirical look at how Apple tackles app discovery....badly.
(Follow @every1playing / www.everyonesplaying.com to see a company that is setting out to improve things for mobile games developers)
The document discusses considerations for making serious games successful. It provides examples of clients in different industries that have used serious games for training, including compliance training, leadership development, and sales training. It also discusses metrics that show serious games can deliver productivity gains and cost savings compared to traditional classroom training methods. Platform considerations are also outlined, emphasizing the need for solutions that are practical and fit within clients' budgets, timelines, and existing IT systems.
The document discusses the challenges of marketing mobile games. It notes that traditional marketing methods like press releases do not work well and performance ads are very expensive. Both game makers and players struggle with discovery in crowded app stores. The document advocates devoting serious time and effort to marketing across multiple channels. It emphasizes targeting a niche audience and having a budget to test user acquisition strategies wisely. The key message is that relying only on making a good game is not a viable strategy and game developers must make their own luck through proactive marketing.
The document summarizes Patrick Di Loreto's presentation on modernizing a data platform with microservices and fast data. Some key points:
- The platform processes large amounts of data (160TB daily) in real-time from various sources to support millions of simultaneous customers.
- Omnia is the distributed data management platform built on reactive principles with Chronos, Fates, NeoCortex and Hermes layers to ingest, store, process and serve data.
- Chronos collects streaming data and stores it in Kafka. Fates builds timelines and views using batch processing. NeoCortex performs real-time analytics using Spark, Akka streams or lambdas. Hermes serves the data
Using Spark, Kafka, Cassandra and Akka on Mesos for Real-Time PersonalizationPatrick Di Loreto
The gambling industry has arguably been one of the most comprehensively affected by the internet revolution, and if an organization such as William Hill hadn't adapted successfully it would have disappeared. We call this, “Going Reactive.”
The company's latest innovations are very cutting edge platforms for personalization, recommendation, and big data, which are based on Akka, Scala, Play Framework, Kafka, Cassandra, Spark, and Mesos.
Presentation given by Kevin Corti (when CEO, now Founder of SoshiGames) about serious games used in business education and training.
Please note the videos do no work in slide share. If you would any information on specific games please contact info@pixelearning.com
Why the hell do you want a social intranet anywayAntony Clay
This document discusses the potential use of a social intranet for an organization. It explores different activities and frameworks that could help facilitate discussions to define social business requirements, including low-tech networking games, introducing collaboration tools like brainstorming and simulations, and aligning the goals of any social platform with the organization's needs through activities like role-playing scenarios. The document suggests gathering user input is important before implementing a social intranet solution.
Visual design is more than styling. It is function. And not only because it communicates, but also because it makes us feel. And between feeling and communication, people find things easier to use.
The document discusses how gamification, which uses game mechanics to engage users, can be used for employee engagement through initiatives like Marriott's Facebook game for recruiting. It also explores how gamification has potential benefits in education by building connections between students, supporting collaboration, and increasing interest in course content. The document provides an overview of gamification applications, costs, development processes, and considerations for organizations in implementing gamification.
freshly blended for different learning:
we need new formats for groups, companies and the society to break up current myths in the learning environment - that's the mission of kay steglich and thomas staehelin from curious minds
The document discusses how gamification can be used to increase employee engagement by applying game mechanics and thinking to non-game contexts. It provides examples of how companies like Marriott have used gamification through Facebook games to engage users and help with recruitment. The document also outlines how gamification can be an effective tool in education to improve learning outcomes, engagement, and collaboration among students.
The document discusses how gamification can be used to increase employee engagement by applying game mechanics and principles to non-game contexts. It provides examples of how companies like Marriott have used gamification for recruitment by launching Facebook games to attract candidates. The document also outlines how gamification can be beneficial in education by enhancing student engagement, collaboration, and learning outcomes.
Luke Hohmann, founder and CEO of Enthiosys, discusses collaborative roadmap development and introduces innovation games as a tool to involve stakeholders. Innovation games are serious games that can be used to understand customer needs, requirements, and future products. One such game is called "Prune the Product Tree", where stakeholders draw and modify a tree representing a company's product portfolio and roadmap to provide ideas for new products and services. Hohmann emphasizes that innovation games leverage psychology to provide richer customer insights through verbal, written, and visual participation.
The document discusses the use of games and simulations in training at the Defense Acquisition University. It provides an overview of DAU's mission and vision, the different career fields served, and the research showing that immersive learning simulations produce better results than other forms of training and provide a return on investment. The document advocates for greater use of games, simulations and emerging technologies in corporate training curriculums.
Contrived experiences are edited copies of reality that are used to simulate or substitute for real things. They include models, mock ups, simulations, and games. Models reproduce real things on a smaller scale, while mock ups arrange real devices. Simulations represent manageable real events without winners, and games are played to win. Contrived experiences are used to overcome limitations of space and time, edit reality, overcome difficulties of size, understand the inaccessible, and help learners understand abstractions. General purposes include developing changes in attitude, behavior, motivation, and analytical processes as well as helping individuals understand roles and apply principles.
The document discusses several concepts related to knowledge and its application:
1. It presents a taxonomy of learning that progresses from simple knowledge and recall to more complex comprehension and application, all the way to synthesis and teaching others.
2. It shares stories and lessons about teamwork from geese flying in formation, highlighting how individuals and groups can achieve more by working together.
3. It briefly outlines Nonaka's framework for knowledge creation, which involves transforming tacit knowledge into explicit knowledge through socialization, externalization, combination, and internalization.
This document discusses game-based learning and its benefits. It provides examples of successful educational games like Foldit and World of Warcraft. Game elements like badges, leaderboards, and virtual identities are described as motivational tools. The document outlines a case study using a virtual environment to teach cyber security through simulated discussions. Overall, it argues that games can foster active, social, and emotional learning when designed intentionally for educational purposes.
Connecting The Play of Improv with The Work of Ethnographic Research Steve Portigal
The document discusses the connections between improvisational acting techniques and ethnographic research methods, noting that both involve examining users in context, interpreting findings to gain insights, and applying learnings to address business problems, with benefits including learning through doing, gaining new perspectives, and facilitating innovation.
Learning 3.0 Training Magazine Presentation: Gamification of Learning & Instr...Karl Kapp
1. The document discusses applying game elements and gamification to learning and instruction. It summarizes research showing that games and simulations can increase engagement, knowledge retention, and confidence.
2. Key elements from games that can enhance learning are feedback, embedding content in stories, and use of characters. Feedback should be specific and encourage reflection. Stories aid memory more than lists. Characters can model behaviors.
3. Recommendations include using games to provide context, crafting them for interactivity, embedding them in curriculum with set-up and debrief, and applying story and character elements discussed. Games can positively influence behaviors when designed well.
The document discusses using games for learning and describes the Knowledge Guru game. It summarizes that the Knowledge Guru game was created to allow people to learn while playing games, track what they are learning, and remember the information after playing. It was used by ExactTarget to train their employees on their multiple product lines and launches in a fun and engaging way through mobile and web apps.
The document discusses how adventure-based learning using virtual role-playing simulations and interactive scenarios can be an effective tool for training. It is described as highly flexible, emotionally motivating, engaging, and fun while also reducing resistance to change and helping users better retain and apply new knowledge. Traditional training methods often have low retention rates. Adventure-based learning taps into emotional and memory centers of the brain to help people improve skills and behaviors. It works by challenging users at an ability level within their "improvement zone". Case studies show it can increase sales revenues by solidifying strategies and enhancing customer-centric mindsets.
Business Simulation Games for Secondary SchoolHFX Training
Early exposure to even the basics of business principlescan boost leadership, accountability, & decision-making skills. Business Simulations provide a competitive & fun introduction into the world of business for young learners. Keep reading to learn about five characteristics of simulation-based learning that are especially apt for appealing to secondary school students
Introduction to 3D Lean Learning SeminarVirtual iVent
Optimum Performance Solutions is a management consulting firm that uses applied behavior analysis and a holistic approach. They partner with 3D web consultancy KohdSpace to deliver interactive learning experiences through blended learning and virtual worlds. Their approach focuses on systems, processes, culture and people. They have worked with clients in various industries and host conferences and seminars on topics like lean learning and virtual worlds.
Playful Design, Fun Products & Gamification for Startupsgbanga
This is a short workshop about how to turn your startup service into a playful and fun experience.
It was set up in a few minutes to be hold at the Startupcamp.ch 2013 in Basel, Switzerland.
Gbanga creates mixed-reality games to entertain players in a new and fun way.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
Ocean lotus Threat actors project by John Sitima 2024 (1).pptxSitimaJohn
Ocean Lotus cyber threat actors represent a sophisticated, persistent, and politically motivated group that poses a significant risk to organizations and individuals in the Southeast Asian region. Their continuous evolution and adaptability underscore the need for robust cybersecurity measures and international cooperation to identify and mitigate the threats posed by such advanced persistent threat groups.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
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See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
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- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
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2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
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Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
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2. Understanding Edge (IoT)
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5. Introduction to Apache Kafka and S3
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6. Viewing Kafka Messages in the Data Lake
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7. What is Prometheus?
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8. Monitoring Application Metrics with Prometheus
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9. What is Camel K?
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10. Configuring Camel K Integrations for Data Pipelines
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11. What is a Jupyter Notebook?
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12. Jupyter Notebooks with Code Examples
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1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
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During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
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Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
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1. Richard Smith, PIXELearning – Devlearn session 514
Best practice Guide for Implementing
Immersive Learning Simulations
2. Personal introduction
• Sales Director, PIXELearning
• Background in IT/telecoms
• Established 6 years
• Custom services (design & build)
• OTS products
• International ‘blue chip’ clients
• Based at Serious Games Institute
• Over 50 game/simulation projects
3. Topics
Definitions, benefits, examples, costs,
[1] timescales & how to sell it
Stages & process
[2] – from ‘big idea’ to successful deployment
Cardinal sins
[3] – what to avoid
4. What are we talking about?
There are a LOT of
terms in play right
“Serious now.
“Immersive Games”
Learning Easy to get confused
Simulations”
“eLearning
(or overwhelmed)!
“Games-based
? 2.0”
Focus on what the
medium can
do…then implement
Learning”
“Virtual to get results!
Worlds”
6. A definition
“The use of games or gaming dynamics not
simply to entertain the player, but rather to
inspire a particular action, effect some type of
attitudinal/behavioral change, or instill a
particular lesson in the service of an
organizational goal”.
“It’s Time To Take Games Seriously”
Forrester report (TJ Keitt and Paul Jackson), August 19, 2008
7. QUESTIONS
Who here has used ‘serious games’
or ‘immersive sims’ in your
organisation already?
What was they intended to achieve?
8. Games/sims for learning
Immersive
PRACTICE simulations allow
people to experience
a scenario or
“Game the skill” situation in a
safe, realistic
manner.
Putting theory into
Theory Reflection
practice.
Builds on theory and
post-reflection
(blend)
9. Games/sims for learning
Immersive simulations
Higher-order thinking skills
focus on higher-order
thinking skills.
Complex
Cognitive Think ‘Football
activity
Manager’ or ‘Tycoon’ –
lots of different
information, competing
pressures, focus on
Information
strategy and decision-
dissemination making.
Not memorizing facts!
10. Games/sims for learning
Immersive simulations
allow users to build up
and learn from ‘virtual
“VIRTUAL EXPERIENCE” experience’.
They can then apply this
Real world to the real world –
Virtual experience
application
transferrable learning!
11. Games/sims for learning
Learning by doing!
ADULT LEARNING Simulations are based
on their job role and/or
work environment.
Problem-based Adults like problem-
Learning (goals, based
tasks)
learning, challenges
and clear relevance to
work or personal
needs.
12. Games/sims for learning
Immersive simulations
ENGAGEMENT
positively encourage
user participation.
Passive
reception Moving from “fill the
vessel” with facts to….
…empower the user to
make decisions and
experience meaningful
Active
engagement
consequences.
Learner-centric
experiences!
13. Games/sims for learning
Multiplayer allows
MULTIPLAYER learners to collaborate
Added realism and compete.
Makes experience very
Collaboration
life-like, challenging
and engaging.
Peer support + learn
Peer review from others.
Group support
16. Examples - What others are doing
Small projects/discreet ‘jolts’
B2C marketing Discreet topics
Proof of concepts Viral awareness
17. Investment outlay
• Larger projects usually in $50k to $500k range
• Smaller projects - $10k to $50k
• Marginal/ongoing cost (e.g. hosting/updates) approx 10%
Longer terms savings come through
investments in reusable ‘engines’ –
avoids reinventing the wheel.
18. Timescales
• Normal range 2 to 6 months
• Usually to fit in client budget quarters (3 or 6 months)
1 month
2 months
3 months
4 months
5 months
* Based on analysis of
6 months PXL projects in
7+ months
2008/09 FY
19. Selling it internally
Example project (Financial Services)
Total project cost $750,000 (inc client time)
Simulations + F2F programme
2,000 users/year
Five year useful life
= $75/user
Measured productivity improvement > $10m
20. Selling it internally
Costs for Classroom Training vs. Serious Game Solution
Assumes average
costs/employee for
classroom training at
$14,000,000
$200
$12,000,000
$10,000,000 Assumes initial Sim
solution investment of
Costs
$8,000,000
$750K and internal
$6,000,000
variable costs of
$4,000,000 $2/employee.
$2,000,000
$0
Inclusion of lost time
and productivity would
increase the savings as
less time is spent using
Employees the serious game than in
classroom training.
Game Solution Classroom
21. Making it happen (successfully!)
The ‘big idea’ Client:
Defining it 1. Organisational drivers
The project team
2. Audience
Vendor selection
Design it 3. Subject
Build it 4. ‘Content’ (expertise)
Manage it 5. Early stage concepts
Test it
Pre-sell it Time to bring in a vendor or
Support it
consultant? - could save time, $’s
Deploy it
Review it and stress later!
Measure it
22. Making it happen (successfully!)
The ‘big idea’ Keep asking; What? Why? When?
Defining it How? & Who?
The project team
Vendor selection
Outputs:
Design it
Build it
Manage it •RFI/RFP,
Test it •IT guidelines
Pre-sell it •Audience/instructional objectives
Support it •Articulate concepts
Deploy it
•Budget
Review it
Measure it •Outline project plan
•Success criteria!!!
23. Making it happen (successfully!)
The ‘big idea’ •Sponsor / project owner
Defining it •The ‘vision holder’
The project team
•The SMEs/curricula experts
Vendor selection
Design it •The tech guys/LMS guardian
Build it •Branding
Manage it •Compliance
Test it •ISDs/training folks
Pre-sell it •Project Manager
Support it
•Guinea pigs
Deploy it
Review it •Consultant?
Measure it •Vendor
•Measurement
24. Making it happen (successfully!)
The ‘big idea’ •Game/Sim and learning skills?
Defining it •Technology specialism (e.g. browser)?
The project team
•Topic specialism? (e.g. compliance)
Vendor selection
Design it •Genre specialism (e.g. business sims)?
Build it •Proven track record
Manage it •Existing technology/engines?
Test it •Existing product?
Pre-sell it •Comfortable with timescales?
Support it
•Comfortable with budget?
Deploy it
Review it •Team in place?
Measure it •Pricing model/licensing approach?
25. Making it happen (successfully!)
The ‘big idea’
• Revisit key drivers/objectives with
Defining it vendor - check all assumptions &
The project team decisions again
Vendor selection
Design it • Be clear on genre/concept approach +
Build it • 2D or 3D? – learning value vs cost
Manage it
Test it
Pre-sell it • Define learning, tech, look and
Support it feel, genre, sim models in very deep
Deploy it detail
Review it
Measure it • Design on paper with mock-ups to
visualise
26. Making it happen (successfully!)
The ‘big idea’
Key mantra! Building for learners not
Defining it for gamers
The project team
Vendor selection Be clear on development approach –
Design it time to do iterative prototypes?
Build it
Manage it
Test it
Be clear on what deliverables are
Pre-sell it (alpha?, beta?)
Support it
Deploy it Build to work, then build pretty
Review it
Measure it 20:80 rule – comes together at end
27. Making it happen (successfully!)
The ‘big idea’
Single points of decision/contact
Defining it
The project team Document & sign-off everything
Vendor selection
Design it Ensure project team understand
Build it implications of changes – disciplined
Manage it
Test it
change management process
Pre-sell it
Support it Frequent communications + ‘show &
Deploy it tells’
Review it
Measure it Beware of feature creep
28. Making it happen (successfully!)
The ‘big idea’
Define testing regimes at start
Defining it
The project team Test logic before coding (RAD tools?)
Vendor selection
Design it Test usability e.g. instructions/GUI
Build it
Manage it
Test it
Test from learning design standpoint
Pre-sell it
Support it Test from IT compliance standpoint (inc
Deploy it LMS)
Review it
Measure it QA – typos, visuals, brand/professional
compliance
29. Making it happen (successfully!)
The ‘big idea’
Internal marketing
Defining it
The project team Viral tools (mini-games?)
Vendor selection
Design it ‘Coming soon’ videos
Build it
Manage it
Test it
Posters in water cooler area
Pre-sell it
Support it Competitions / high score charts
Deploy it
Review it Identify internal advocates
Measure it
30. Making it happen (successfully!)
The ‘big idea’
‘Dummies guides’ (PDF)
Defining it
The project team Intro video (quick captivates)
Vendor selection
Design it Facilitator guides – remove
Build it barriers/empower key people
Manage it
Test it
Pre-sell it Email support
Support it
Deploy it Telephone support?
Review it
Measure it
31. Making it happen (successfully!)
The ‘big idea’
“To LMS or to not LMS”?
Defining it - Control access vs barrier to entry
The project team - Compliance reporting?
Vendor selection - Level of data needed for assessment?
Design it
Build it Recognize that IT are their to protect
Manage it
Test it
the IT infrastructure – TLC required
Pre-sell it
Support it CD/DVD – are learners always online?
Deploy it
Review it
Measure it
32. Making it happen (successfully!)
The ‘big idea’
Hold a project “post-mortem”
Defining it
The project team Encourage open and frank feedback
Vendor selection from internal and external teams
Design it
Build it Document for future use – avoid
Manage it
Test it
repeating any mistakes
Pre-sell it
Support it Create an ideas ‘parking lot’ – stuff that
Deploy it didn’t make it into v1.0
Review it
Measure it
33. Making it happen (successfully!)
The ‘big idea’
Refer to original success criteria
Defining it
The project team ‘Happy sheets’ or $savings /
Vendor selection $generated?
Design it
Build it Use industry standard measurement
Manage it
Test it
approaches (Kirkpatrick/Phillips)
Pre-sell it
Support it Proof needed to justify the next
Deploy it project!
Review it
Measure it
34. Cardinal sins
• Avoid ‘decision by committee’ like the plague
• Skimping on the design - effective design leads to
effective development
• Diluting the design - accommodating too many
viewpoints creates confusion, waters down the results
• Treat sims as ‘content’ – fundamental differences
• Changing design during development – project suicide
• Failure to communicate – talk/meet regularly, review
progress weekly
• Don’t allow time for testing – 20% of project at least!
35. Richard Smith, PIXELearning – Devlearn session 514
Best practice Guide for Implementing
Immersive Learning Simulations White paper
coming soon!
www.pixelearning.com
Or
info@pixelearning.com
36. +44 (0) 24 7623 6971
Richard Smith,
Sales Director
Richard.smith@pixelearning.com
Company web:
www.pixelearning.com
LinkedIn:
www.linkedin.com/in/richardsmithuk