DX Summit Workshop: Building a stronger narrative.dllavoy
In this workshop we will look at why narrative matters, why its different from story telling. We'll walk through a self assessment of your narrative strength, and get started building a stronger narrative.
Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
Introducing cyberdrama and using digital technologies in drama for creating and sharing drama. Specific focus on school and educational contexts, drawing on MA and PhD p
What are the elements of video game's narrative? What are the roles & skills involved in the interactive storytelling? How gameplay and story are developed to bring an exceptional experience to the player?
Workshop by Simona Maiorano.
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)Sherry Jones
I was invited by Games MOOC (http://gamesmooc.shivtr.com/) to discuss the following topic on a Youtube live webcast:
Games MOOC - Live Event - "Narrative and Gameplay in Game Design" (April 4, 2013, 7PM MST)
http://gamesmooc.shivtr.com/events/339755?event_instance_id=4800586
"Narratology and ludology are two theories that have divided scholars in game studies; the debate arises from determining which theory is most effective for game design. Sherry will address the "narratology vs. ludology" debate, as well as the current game design trend to marry narrative with gameplay. She will also cover the key elements of narration that can facilitate game progression."
April 4, 2013 - Youtube - "Narrative and Gameplay in Game Design"
http://youtu.be/U4Uktwwn42M
This slideshow is featured in the live webcast.
What Video Games Can Teach L&D About Crafting Effective Scenarios & SimsBianca Woods
Training scenarios and simulations can be powerful for learning. They give people an opportunity for realistic practice in an environment where it’s safe to experiment and learn from mistakes. But they are, admittedly, more complex to envision and build than a linear eLearning course. Thankfully, when it comes to figuring out how to get them right, there’s no reason we need to start from scratch. That’s because another field has been innovating in this space for decades: video games.
In this session you’ll uncover the practical lessons video games can teach us about creating effective simulations and branched scenarios. You’ll get advice on how to make player decisions have real weight, why strong writing is your most powerful asset, how to streamline development without weakening the experience, and how to use fun to enhance (instead of distract from) learning. Whether you’re an experienced gamer or someone who hasn’t picked up a controller since you were a kid, there’s lots anyone can take from this session to make their scenarios more enjoyable and useful for their learners. And it’ll also give you a great excuse to pick up a few new games in the name of “work research.”
Presentation about activities that kindle creativity and thinking outside the box by Roukia Ladgham. It can be used for inspiration or entirely after permission.
For credit for use contact @Kayashe
Let's Play Our Way - Designing Flexibility into Card Game Systems - Gifford C...Gifford Cheung
In this dissertation, I explore the idea of designing "flexible game systems". A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first strategy is "robustness". When players want to change the rules of a game, a robust system is able to resist extreme breakdowns that the new rule would provoke. The second is "versatility". A versatile system can accommodate multiple use-scenarios and can support them very well. To investigate these concepts, first, I engage in reflective design inquiry through the design and implementation of Card Board, a highly flexible digital card game system. Second, via a user study of Card Board, I analyze how players negotiate the rules of play, take ownership of the game experience, and communicate in the course of play. Through a thematic and grounded qualitative analysis, I derive rich descriptions of negotiation, play, and communication. I offer contributions that include criteria for flexibility with sub-principles of robustness and versatility, design recommendations for flexible systems, novel dimensions of design for gameplay and communications, and rich description of game play and rule-negotiation over flexible systems. A model of rule-negotiation is introduced as well as advancements in theory regarding unexpected use of software and socially-negotiated play.
If you consider using game elements in education, this presentation gives a hint at how to do it.. not only on a digital level, but also in the psysical classroom.
See what you should think about when it comes to motivation and fun :-)
AlchemyKnights is a transformational game designed to teach adolescents and teens about the dangers of over-the-counter medication misuse. In this session we will discuss design strategies for transformational games, mapping design features to transformational outcomes, and using an iterative develop-playtest-fix approach to evaluate and measure the transformational effect
DX Summit Workshop: Building a stronger narrative.dllavoy
In this workshop we will look at why narrative matters, why its different from story telling. We'll walk through a self assessment of your narrative strength, and get started building a stronger narrative.
Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
Introducing cyberdrama and using digital technologies in drama for creating and sharing drama. Specific focus on school and educational contexts, drawing on MA and PhD p
What are the elements of video game's narrative? What are the roles & skills involved in the interactive storytelling? How gameplay and story are developed to bring an exceptional experience to the player?
Workshop by Simona Maiorano.
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)Sherry Jones
I was invited by Games MOOC (http://gamesmooc.shivtr.com/) to discuss the following topic on a Youtube live webcast:
Games MOOC - Live Event - "Narrative and Gameplay in Game Design" (April 4, 2013, 7PM MST)
http://gamesmooc.shivtr.com/events/339755?event_instance_id=4800586
"Narratology and ludology are two theories that have divided scholars in game studies; the debate arises from determining which theory is most effective for game design. Sherry will address the "narratology vs. ludology" debate, as well as the current game design trend to marry narrative with gameplay. She will also cover the key elements of narration that can facilitate game progression."
April 4, 2013 - Youtube - "Narrative and Gameplay in Game Design"
http://youtu.be/U4Uktwwn42M
This slideshow is featured in the live webcast.
What Video Games Can Teach L&D About Crafting Effective Scenarios & SimsBianca Woods
Training scenarios and simulations can be powerful for learning. They give people an opportunity for realistic practice in an environment where it’s safe to experiment and learn from mistakes. But they are, admittedly, more complex to envision and build than a linear eLearning course. Thankfully, when it comes to figuring out how to get them right, there’s no reason we need to start from scratch. That’s because another field has been innovating in this space for decades: video games.
In this session you’ll uncover the practical lessons video games can teach us about creating effective simulations and branched scenarios. You’ll get advice on how to make player decisions have real weight, why strong writing is your most powerful asset, how to streamline development without weakening the experience, and how to use fun to enhance (instead of distract from) learning. Whether you’re an experienced gamer or someone who hasn’t picked up a controller since you were a kid, there’s lots anyone can take from this session to make their scenarios more enjoyable and useful for their learners. And it’ll also give you a great excuse to pick up a few new games in the name of “work research.”
Presentation about activities that kindle creativity and thinking outside the box by Roukia Ladgham. It can be used for inspiration or entirely after permission.
For credit for use contact @Kayashe
Let's Play Our Way - Designing Flexibility into Card Game Systems - Gifford C...Gifford Cheung
In this dissertation, I explore the idea of designing "flexible game systems". A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first strategy is "robustness". When players want to change the rules of a game, a robust system is able to resist extreme breakdowns that the new rule would provoke. The second is "versatility". A versatile system can accommodate multiple use-scenarios and can support them very well. To investigate these concepts, first, I engage in reflective design inquiry through the design and implementation of Card Board, a highly flexible digital card game system. Second, via a user study of Card Board, I analyze how players negotiate the rules of play, take ownership of the game experience, and communicate in the course of play. Through a thematic and grounded qualitative analysis, I derive rich descriptions of negotiation, play, and communication. I offer contributions that include criteria for flexibility with sub-principles of robustness and versatility, design recommendations for flexible systems, novel dimensions of design for gameplay and communications, and rich description of game play and rule-negotiation over flexible systems. A model of rule-negotiation is introduced as well as advancements in theory regarding unexpected use of software and socially-negotiated play.
If you consider using game elements in education, this presentation gives a hint at how to do it.. not only on a digital level, but also in the psysical classroom.
See what you should think about when it comes to motivation and fun :-)
AlchemyKnights is a transformational game designed to teach adolescents and teens about the dangers of over-the-counter medication misuse. In this session we will discuss design strategies for transformational games, mapping design features to transformational outcomes, and using an iterative develop-playtest-fix approach to evaluate and measure the transformational effect
"Everything I need to know I learnt from World of Warcraft": why we might nee...Martin Oliver
Ascilite 2010 keynote
"Everything I need to know I learnt from World of Warcraft": why we might need to start asking better questions about games, simulations and virtual worlds
Like many areas of educational technology research, a lot of the work that focuses on games, simulations and virtual worlds consists of case studies that demonstrate proof of concept, enthusiastic position pieces or success stories. All of this is important: we need to know what sort of things we can use these technologies to do, so as to build a broader repertoire of teaching practices. However, this kind of focus neglects a range of other questions and issues that may prove more important in the longer term.
For example, educational research about games typically emphasises the way that playing motivates players; it ignores how successful games (such as massively multiplayer online games) often feel like work, and it also glosses over the way that bringing a game inside the curriculum changes the way that 'players' relate to it. There are also inconsistencies in the way games are thought about: the idea that they cause violence is often criticised as over-simplistic, yet the idea that they cause learning isn't. In virtual worlds, opportunities to create new identities is widespread, but questions about how this relates to our embodied relationships are rarely asked. In simulations, 'realism' is celebrated - but this means that simulations will always be second best to actual experiences, and it ignores how groups can disagree about whether something is realistic or not. Across this work, the complexity of learning and teaching seems hidden by the desire to promote the value of these technologies.
This talk will offer some examples of work that, in small ways, try to engage with these kinds of issue. Different priorities will be suggested, which invite a new kind of engagement with research and practice in this area.
Games in Non-entertainment Environments (GiNE)
Perspectives on using games for other purposes
Interactive Technologies and Games (ITAG) Conference 2014
Health, Disability and Education
Dates: Thursday 16 October 2014 - Friday 17 October 2014
Location: The Council House, NG1 2DT, Nottingham, UK
Art & Technology, 1950 to the Present, Day 1 IntroductionLoriLanday
Art in the 21st century is created in the context of digital technology, embracing, critiquing, avoiding, and correcting its promises and pitfalls. This course focuses on art experiences that are immersive (puts you inside the art) and interactive (requires your participation), with special emphasis on experiences that combine sound, image, movement, and performance. Students will learn about the roots of immersive and interactive art in traditional mediums of painting, sculpture, installation, and performance art, as well as new media and digital art. The time frame is the 1950s to the present, with particular attention to the legacy of the Bauhaus (established 1919, so 2019 is the centennial) and the greatest of all interdisciplinary art and education experiments: Black Mountain College. We will consider themes such as: collaborating with technology, representing the self with avatars, plasticity, democratization of art-making, accessibility, modernism/postmodernism/metamodernism, minimalism, imaging the future, and utopia/dystopia.
Topics include: virtual reality, video games as art, immersive music experiences, multisensory immersive experiences, interactive museum and gallery installations, virtual worlds, immersive live theater, augmented and mixed reality, role of the artist, physical and virtual spaces, screens, 360-degree experiences, 2D and 3D, improvisation, machine learning/artificial intelligence. Artists include: Marina Abramović, Doug Aitken, John Akomfrah, Laurie Anderson, John Cage, Nick Cave, Chagall, Paige Dansinger, Char Davies, Critical Art Ensemble, Nonny de la Peña, Thomas Dolby, Elizabeth Edwards, Cécile B. Evans, Charity Everett, William Forsythe, Goro Fujita, Nona Hendryx, Lynn Hershman, Jenny Holzer, Hyphen Labs, Allan Kaprow, Yayoi Kusama, Sol LeWitt, Christian Marclay, Eva and Franco Mattes, Chris Milk, Nam June Paik, Maya Paris, Punchdrunk, Queer Technologies, Scott Snibbe, Stelarc, Camille Utterback, Yao Wang, Ai Weiwei.
Goes with the slides https://www.slideshare.net/LoriLanday/ready-for-the-metaverse-immersive-and-interactive-experiences-in-virtual-worlds-game-audio-boston-92562619
Ready for the Metaverse: Immersive and Interactive Experiences in Virtual Wo...LoriLanday
What’s happening in virtual worlds now that consumer VR is available? How is spatialized sound part of the new immersive virtual worlds? Just returned from speaking at GDC (and recent visits to High Fidelity), Lori Landay will give an overview of the past, present, and possible futures of virtual worlds and shared VR. Topics will include: social interaction, avatars, first- and third-person perspectives, environment, interacting with objects, quests, games, and “scripting hijinks”—when people goof around with the affordances of the virtual world. We’ll take a spoiler-free glimpse at Ernest Cline’s book Ready Player One and the about-to-be-released movie based on it. Are you ready for the metaverse??
Updated presentation for Boston Game Audio Meetup on 27 March 2018
Storytelling and New Media -- Lori LandayLoriLanday
Lori Landay combines theory and practice in her work exploring virtual worlds, mixed reality, and storytelling with new media.
Slides for a presentation.
Some links to work:
http://lorilanday.com/NewMedia/multiscope.html
http://www.fusionmagazine.org/henry-tate-said/
http://c.ymcdn.com/sites/www.cmstudies.org/resource/resmgr/in_focus_archive/In_Focus_51.3.pdf
http://lorilanday.com/cv/Immersive-media-Landay.pdf
Sound, Embodiment, and the Experience of Interactivity in Video Games & Virtu...LoriLanday
Sound, Embodiment, and the Experience of Interactivity in Video Games & Virtual Environments, presented by Lori Landay, Professor of Cultural Studies at Berklee College of Music, at SCMS 2013.
http://www.lorilanday.com/sound
http://www.youtube.com/watch?v=e1oB9kMg0do&list=PLEnae7GogtYvFt4Mj8sMcurlproykzsd0
Slides for lecture on the hero's journey and other structuralist approaches to myth, legend, tales, and other forms of storytelling, including Hollywood film. Day 2 of Digital Narrative Theory and Practice, Berklee College of Music.
Teaching with Digital Media: Reboot Institute 2011LoriLanday
Presentation slides for a welcome dinner for Reboot Institute: Teaching with Digital Media, Summer 2011, Berklee College of Music. This faculty development program offers faculty the opportunity to work on a project with support from the Office of Faculty Development and the CTMI (Center for Technology in Music Instruction.) Workshops led by Lori Landay, Associate Professor of Cultural Studies, Liberal Arts Department.
An overview of the course "Digital Narrative Theory and Practice," required in the Video Game Scoring Minor & Visual Culture & Interactive Media Minor at Berklee College of Music. Lori Landay, Ph.D., Associate Professor of Cultural Studies.
Slides used in a lecture on the history of early cinema in The Language of Film, a course in the Film Scoring major at Berklee College of Music, taught by Professor Lori Landay.
This presentation introduces students to some of the wider issues around virtual worlds: identity, subjectivity, appearance, reality, presence, and the possibilities of mixed reality and augmented reality in the future. It is chock-full of Lori Landay's machinima, and you can see more at http://www.youtube.com/user/ProfLL
Slides used to introduce some major concepts by play theorists John Huizinga and Roger Callois in Week 1 of LHUM P410: Digital Narrative Theory and Practice, a course in the Visual Culture and Interactive Media Studies Minor and Video Game Scoring Minor at Berklee College of Music.
Presentation slides for LucyTV week in Approaches to Visual Culture, Berklee College of Music, Lori Landay. Videos not included. For more information, see the book I Love Lucy, Wayne State University Press.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Embracing GenAI - A Strategic ImperativePeter 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.
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.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
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
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?
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
6. Hierarchy of payoffs in the Prisoner’s Dilemma is:
1. · Temptation for defection: zero years
2. · Reward for mutual cooperation: one year each
3. · Punishment for mutual defection: three years each
4. · Sucker’s payoff for unreciprocated cooperation:
five years
9. ·Overall, what were your thoughts about the game?
· What were your thoughts about the game play?
· Were you able to learn how to play quickly?
· What is the objective of the game?
· How would you describe this game to someone who has
never played it before? What would you tell them?
· Now that you have had a chance to play the game, is
there any information that would have been useful to you
before starting?
· Is there anything that you did not like about the game? If
so, what?
· Was anything confusing? Please take me through what
you found to be confusing.