The document summarizes a workshop on digital game-based learning. The workshop covers introducing learning through digital games, choosing and using games in lessons, and game design basics. Participants will discuss games they play, how games can be used in class, and game design. Key topics include the learning potential of games, serious games designed for purposes beyond entertainment, and analyzing and designing games. The agenda includes introducing games for learning, principles of game design, and developing game concepts using paper prototyping.
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
Gamification 101: Learn the Basics of Gamification StrategyTechnologyAdvice
Learn the basics of gamification strategy, including common terms, how to implement solutions, and what it can do for your company.
For more gamification resources, visit us at TechnologyAdvice.com
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
This is a presentation a bout Educational Games.It has difinition and spicific components of educational games.Alsi it has uses in education and some examples of it.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Detailed presentation covering the fundamentals of gamification, helping business owners understand the process and crucial elements required to gamify their businesses product or service. GamifyConsultant.com offers gamification consultation services.
Hi there, this is a PowerPoint presentation on Gaming technology. Feel free to use it for education and presentation purposes. Follow me on Instagram.
Id:thunderbird_boy99
PUBG is a online survival game. In this ppt i have mentioned all the necessary details about this game like game-play , fact, its addiction , reason of its popularity etc.
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
Health care providers that want to offer games to their customers must do so without violating federal patient privacy regulations -- a requirement that can make it difficult to target games to the patients who will benefit most from them. Even companies that are not subject to those regulations are finding themselves under pressure to protect players' most personal data
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.
This presentation covers ideas and issues related to the use of games and videogame technologies in crowdsourcing projects for productivity, education, citizen science, human computation, and more.
Gamification 101: Learn the Basics of Gamification StrategyTechnologyAdvice
Learn the basics of gamification strategy, including common terms, how to implement solutions, and what it can do for your company.
For more gamification resources, visit us at TechnologyAdvice.com
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
This is a presentation a bout Educational Games.It has difinition and spicific components of educational games.Alsi it has uses in education and some examples of it.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Detailed presentation covering the fundamentals of gamification, helping business owners understand the process and crucial elements required to gamify their businesses product or service. GamifyConsultant.com offers gamification consultation services.
Hi there, this is a PowerPoint presentation on Gaming technology. Feel free to use it for education and presentation purposes. Follow me on Instagram.
Id:thunderbird_boy99
PUBG is a online survival game. In this ppt i have mentioned all the necessary details about this game like game-play , fact, its addiction , reason of its popularity etc.
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
Health care providers that want to offer games to their customers must do so without violating federal patient privacy regulations -- a requirement that can make it difficult to target games to the patients who will benefit most from them. Even companies that are not subject to those regulations are finding themselves under pressure to protect players' most personal data
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.
This presentation covers ideas and issues related to the use of games and videogame technologies in crowdsourcing projects for productivity, education, citizen science, human computation, and more.
Explore three specific survey gamification examples that can improve engagement in your next online survey, increase response rates, and generally make your survey suck less.
Workshop with Carolyn Chandler and Jason Ulaszek. Experience design and game design have a lot in common, and the two worlds continue to come together. It's no wonder - we've all been playing games for millenia, to learn and grow or to get through tough challenges. So how can you incorporate the positive aspects of a game into the experiences you're designing for your customers? Learn more about basic game mechanics, and how they've been used to motivate learning, promote action, and prepare players (like your users) for complex scenarios.
Special Event Meetup on Gamification
Agenda:
5:45 - 6:00: Welcome & Networking
6:00 - 6:15: News and Introduction
6:15 – 7:15: Studies in Gameful Interaction Design and Games User Research + Q&A
7:15 - 7:30: Networking
Learning Analytics Design in Game-based LearningMIT
Summary: The workshop will deal with the problematic of designing learning analytics in games for learning, it makes special emphasis on the process and the design side, and will prepare assistants to start facing this or similar analytical challenges in the future.
- Methodology: It will be an active workshop where the instructor will do short introductions, present step-by-step examples and then participants will work in their own designs in groups, with the support of the instructor. We finalize by sharing with the rest of the class to see different designs for different games and constructs.
- Intended audience: Will definitely be interesting for anyone working around learning analytics, games for learning and alternative assessment methods. But anyone can enjoy this workshop as it will be dynamic and scaffolded. No requisites needed.
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.
Συγγραφή μαθηματικού κειμένου με χρήση του XeLaTeX (Writing mathematical tex...Apostolos Syropoulos
A presentation in Greek that explains how one can use XeLaTeX to prepare documents that have a lot mathematical symbols and equations. Presented at the 37th Panhellenic Conference on on Mathematical Education, 2022.
MATATAG CURRICULUM: ASSESSING THE READINESS OF ELEM. PUBLIC SCHOOL TEACHERS I...NelTorrente
In this research, it concludes that while the readiness of teachers in Caloocan City to implement the MATATAG Curriculum is generally positive, targeted efforts in professional development, resource distribution, support networks, and comprehensive preparation can address the existing gaps and ensure successful curriculum implementation.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
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.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
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
Delivering Micro-Credentials in Technical and Vocational Education and TrainingAG2 Design
Explore how micro-credentials are transforming Technical and Vocational Education and Training (TVET) with this comprehensive slide deck. Discover what micro-credentials are, their importance in TVET, the advantages they offer, and the insights from industry experts. Additionally, learn about the top software applications available for creating and managing micro-credentials. This presentation also includes valuable resources and a discussion on the future of these specialised certifications.
For more detailed information on delivering micro-credentials in TVET, visit this https://tvettrainer.com/delivering-micro-credentials-in-tvet/
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
3. Agenda
30 January 2018
09:00 – 10:30 Introduction
11:00 – 13:00 Learning potential of digital games
13:30 – 15:00 Choosing and using games in lessons
1 February 2018
09:00 – 13:00 Game-design basics
13:30 – 17:00 Teaching concepts
5. • Which games do you play?
• How often do you play games?
• Have you ever used games in class?
• Have you ever designed your own games?
• Have you ever had your pupils/students design games?
13. Essential factors for learning
•Motivation
•Exercise
•Individualised feedback at the right time
•Ability to use knowledge when we need it
•Fun
14.
15. 13 Principles (J. P. Gee)
1. Co-design
2. Customization
3. Identity
4. Manipulation
5. Well-Ordered
Problems
6. Pleasantly Frustrating
7. Cycles of Expertise
8. Information just in
Time & on Demand
9. Fish Tanks
10.Sandboxes
11.Skills as Strategies
12.Systems Thinking
13.Meaning as Action
16. Serious Games
Serious games are games whose primary goal is
not entertainment but teaching, changing
behavior and attitudes.
17. Serious Games can be categorised:
• Games for Health / Exergames
• Games for Resilience: mental health
• Advergames (Marketing)
• Politics (NGO) and culture
• Military
• Jobtraining
• Games for Education
23. How to analyse games
Finding out if a game is useful for lessons
24. A well-designed game entices players into
the “reality” of the game world and keeps
them there until the goals of the game
have been met (Salen & Zimmerman,
2004).
28. Game-based learning seems to be a misnomer,
as the learning is not based on games, but
enhanced by them. Commercial games are
repurposed and modified to support curricular
goals, as opposed to driving them.
(http://blogs.kqed.org/mindshift/2014/07/literature-ethics-physics-its-all-in-video-
games-at-this-norwegian-school/)
30. Agenda
30 January 2018
09:00 – 10:30 Introduction
11:00 – 13:00 Learning potential of digital games
13:30 – 15:00 Choosing and using games in lessons
1 February 2018
09:00 – 13:00 Game-design basics
13:30 – 17:00 Teaching concepts
36. How games are developed
• Game design basically is the development of the basis of a game
– especially rules, objectives, contents and story of the game
• Without interesting game design, there is no fun
• A game design document („concept“) summarizes the idea and is
the basis for developing the game
• Mostly, paper and handicraft materials are used to check if the
basic idea works (“Prototyping”)
39. Analysing game design
• Work with a partner.
• Play the game according to the instructions.
• Identify the formal elements of this game:
- Players: How many? Any requirements? Special knowledge, roles …?
- Objective: What is the objective of the game?
- Procedures: What are the required actions for play?
- Rules: Any limits on player actions? Rules regarding behavior? What are they?
- Challenge: What creates challenge in the game?
- Fun: Is there any fun element in the game?
40. Game design exercise
• Work in groups of three.
• Write down the rules of
TicTacToe.
• Change the game and the
rules so that three players
can play TicTacToe (and it
still makes sense).
• Test the new game.
41. GAME DESIGN ELEMENTE
The challenge, the rules,
the objective …
The story accompanying
the game
The part giving sense ,
in „Serious Games“
44. •4-5 people per group
•Choose a topic which might be suitable for a
serious game
•Work on the game design concept
•Result: Rough design concept: purpose,
mechanics, story
•Mechanics should be shown in a protoype (paper,
cards …)
DESIGN TEAMS
48. Competences
• Game design = active work with media
• Media literacy – „reading“ games and understanding production
processes
• Realize your own ideas in games
• Project management
• Teamwork – game design, texts, graphics, sound, animation, coding
• Communication - feedback
51. SERIOUS GAMES
• More than just entertainment
• Provide a purpose and a serious topic
• Enable gamers:
• Experiences
• Change their point of view
• New approaches towards a topic
• Traditionally are less expensive (less budget)
• Transfer from game into reality is difficult
53. Why do I play the game? What’s the topic?
PURPOSE
54. PURPOSE
Data Dealer
Make gamers aware of: internet security and data abuse in an
ironic way
CURE Runners
Training of behavior: teach most important rules for sustainable
approach to money
55. MECHANICS
Was do I have to do in the game? What are the rules and the
objective?
56. Data Dealer
• Collect
• Trade
• Expand
CURE Runners
• Run (against time)
• Collect
• Assess
MECHANICS
58. Data Dealer
In Data Dealer players take on the role of unscrupulous "data dealers", collect personal data all
over the internet, and learn how to turn this information into cash. They run all kinds of
companies and online ventures - from dating sites and mobile apps to search engines and their
own social web. On the way to becoming the world's most powerful data tycoon, they obtain
data from a variety of sources – whether legal or illegal - and ruthlessly sell it to insurance
companies, human resources departments or governmental agencies. Their growing data
empires have to be defended against hackers, complaining citizens, critical media and pesky
privacy activists.
STORY
59. CURE Runners
CURE Runners is an exciting story centred on the mysterious elixir CURE. In the
contaminated deserts of "the Zone", the industrial plants of Rayne City and jungle
dens, players must prove their prowess, learn to deal with scare CURE reserves and
reveal Raynecoat Corporation's real plans.
STORY
60. What are your suggestions for improvement?
….
….
ANY IMPROVEMENTS?
61. Some Serious Games
• CURE Runners (mobile)
• Data Dealer (in-browser)
• ELUDE (download)
• Every Day The Same Dream (in-browser)
• Finding Home (mobile)
• I love Potatoes (mobile/in-browser)
• MacDonald’s Game (download)
• NNC News with Tom Vandercar (in-browser)
• Quandary (in-browser)
• WAY (download)
72. Thank you for your attention!
sonja.gabriel@kphvie.ac.at
Editor's Notes
HopeLab conducted an international, multicenter randomized controlled trial to gauge the efficacy of Re-Mission as it relates to compliance with prescribed chemotherapy and antibiotic treatments, cancer-related knowledge, and self-efficacy. The study enrolled 375 cancer patients aged 13–29 at 34 medical centers in the United States, Canada, and Australia. Subjects received either computers pre-loaded with a popular commercial video game (the control group) or computers preloaded with the same control game plus Re-Mission. Study results indicated that playing Re-Mission led to more consistent treatment adherence, faster rate of increase in cancer knowledge, and faster rate of increase in self-efficacy in young cancer patients. These findings were published in August 2008 in the peer-reviewed medical journal Pediatrics. Notably, to ascertain treatment compliance, researches used objective blood tests to measure levels of prescribed chemotherapy in the bodies of study participants rather than subjective self-report questionnaires, and electronic pill-cap monitors were used to determine utilization of prescribed antibiotics. Researches concluded that a carefully designed video game can have a positive impact on health behavior in young people with chronic illness and that video-game–based interventions may constitute a component of a broader integrative approach to healthcare that synergistically combines rationally targeted biological and behavioral interventions to aid patients in the prevention, detection, treatment, and recovery from disease.[1]