Making games at ELI 2013 with Ryan Martinez, Chris Holden, and 14 awesome brave participants! http://www.educause.edu/eli/events/eli-annual-meeting/2013/seminar-01a-iterative-design-process-curriculum-and-games-separate-registration-required.
Facebook Design Jam: Game Notification RedesignNiyati Gupta
This is the final presentation created as a part of Facebook Design Jam organized at School of Information, University of Michigan. In a group of 5-6 we had to brainstorm and prototype a solution for the design problem given by Facebook.
Problem Statement:
Facebook users often complain about the intrusiveness of Facebook games — mainly via the notifications that get sent out, as well as the posts that may appear in News Feed. We had to propose changes to any part(s) of Facebook to help improve the overall experience for players and non-players alike.
Micro Hydro Schemes : Case of Ghandruk VDC, Nepal Regmi Milan
Ghandruk Village attracts tourists with its traditional Gurung lifestyle. Its main sources of income are agriculture, and military service. In 1992, a 50KW micro hydro power plant was built in Ghandruk with assistance from ACAP to provide electricity. The 3.4 million rupee project was financed through loans, grants, and community contributions. It has benefited the community by providing power for lighting, cooking, refrigeration, and more. The successful public-private partnership between the community, private sector, government, and ACAP shows the importance of institutional support for community-based electrification projects.
Наша компания специализируется на разработке, внедрении и сопровождении автоматизированных систем на базе платформ Alfresco и Documentum, предназначенных для управления деятельностью предприятий различного уровня.
Мы работаем как с российскими, так и с зарубежными заказчиками, что позволяет всегда быть в курсе современных тенденций в мире ECM и требует постоянного развития.
За прошедние 5 лет нами было реализован не один десяток проектов в различных отраслях: государственный сектор, банки, страхование, производство.
Постоянное самосовершенствование, наличие сертификатов вендора, наличие отраслевой экспертизы позволяют выполнять проекты на высоком уровне.
A couple spent their honeymoon from September 22nd, 2008 at the Ritz Carlton in Palm Beach, Florida where they enjoyed the hotel, pier, and tiki bar. They also visited Bubba Gump's restaurant and had fun at a tiki-themed location before returning home at the end of their trip.
Ernest F. Mariani Company is a national wholesale distributor of supplies and equipment to the beverage, food and dairy industries. Representing dozens of manufacturing companies, Mariani specializes in providing: equipment for the beverage/soda fountain industry including parts/tubing, bottles and closures, filters and new soda fountain sales; tools; gloves; and vending parts and equipment.
El documento trata sobre diferentes tipos de transporte. Brevemente describe el transporte de carga, el transporte urbano de pasajeros, el transporte aéreo, el transporte marítimo y el transporte terrestre. Explica algunas características clave de cada uno como los medios utilizados, los bienes o pasajeros transportados, y su importancia para el comercio y desarrollo humano.
Facebook Design Jam: Game Notification RedesignNiyati Gupta
This is the final presentation created as a part of Facebook Design Jam organized at School of Information, University of Michigan. In a group of 5-6 we had to brainstorm and prototype a solution for the design problem given by Facebook.
Problem Statement:
Facebook users often complain about the intrusiveness of Facebook games — mainly via the notifications that get sent out, as well as the posts that may appear in News Feed. We had to propose changes to any part(s) of Facebook to help improve the overall experience for players and non-players alike.
Micro Hydro Schemes : Case of Ghandruk VDC, Nepal Regmi Milan
Ghandruk Village attracts tourists with its traditional Gurung lifestyle. Its main sources of income are agriculture, and military service. In 1992, a 50KW micro hydro power plant was built in Ghandruk with assistance from ACAP to provide electricity. The 3.4 million rupee project was financed through loans, grants, and community contributions. It has benefited the community by providing power for lighting, cooking, refrigeration, and more. The successful public-private partnership between the community, private sector, government, and ACAP shows the importance of institutional support for community-based electrification projects.
Наша компания специализируется на разработке, внедрении и сопровождении автоматизированных систем на базе платформ Alfresco и Documentum, предназначенных для управления деятельностью предприятий различного уровня.
Мы работаем как с российскими, так и с зарубежными заказчиками, что позволяет всегда быть в курсе современных тенденций в мире ECM и требует постоянного развития.
За прошедние 5 лет нами было реализован не один десяток проектов в различных отраслях: государственный сектор, банки, страхование, производство.
Постоянное самосовершенствование, наличие сертификатов вендора, наличие отраслевой экспертизы позволяют выполнять проекты на высоком уровне.
A couple spent their honeymoon from September 22nd, 2008 at the Ritz Carlton in Palm Beach, Florida where they enjoyed the hotel, pier, and tiki bar. They also visited Bubba Gump's restaurant and had fun at a tiki-themed location before returning home at the end of their trip.
Ernest F. Mariani Company is a national wholesale distributor of supplies and equipment to the beverage, food and dairy industries. Representing dozens of manufacturing companies, Mariani specializes in providing: equipment for the beverage/soda fountain industry including parts/tubing, bottles and closures, filters and new soda fountain sales; tools; gloves; and vending parts and equipment.
El documento trata sobre diferentes tipos de transporte. Brevemente describe el transporte de carga, el transporte urbano de pasajeros, el transporte aéreo, el transporte marítimo y el transporte terrestre. Explica algunas características clave de cada uno como los medios utilizados, los bienes o pasajeros transportados, y su importancia para el comercio y desarrollo humano.
The document discusses the Texas STaR Chart, a state-mandated survey that measures teacher, campus, and district progress in meeting technology and education goals. It is comprised of four domains: Teaching and Learning, Educator Preparation and Development, Leadership/Administration/Support, and Infrastructure. The document reviews Deer Park High School's STaR Chart results, showing steady growth in infrastructure and leadership but inconsistent growth in educator development and teaching/learning. It concludes that the school should continue focusing on student-centered technology use, effective professional development, and infrastructure/leadership growth.
Google fue fundado en 1998 por Larry Page y Sergey Brin, dos estudiantes de Stanford que desarrollaron un algoritmo llamado PageRank para clasificar y organizar grandes cantidades de datos e información en Internet, lo que eventualmente se convirtió en el motor de búsqueda Google. Apple fue fundada en 1976 por Steve Jobs y Steve Wozniak para producir ordenadores personales como el exitoso Apple II. Jeff Bezos fundó Amazon en 1995 como una librería online que pronto se diversificó a otros productos, convirtiéndose en la mayor tienda online del mundo.
Experts Review — это квартальное электронное издание, отражающее самую важную, интересную и «вкусную» информацию о технологиях, формах и методах управления человеческими ресурсами. Преследуемая нами цель — экономия вашего времени, позволяющая оставаться в курсе последних новостей. Знакомьтесь в нашем Дайджесте с актуальными новостями и трендами, изучайте результаты исследований рынка труда, обзоры тенденций и прогнозы, делайте выводы и не забывайте смотреть на проблемы свысока! Полезного вам чтения!
Five students plan to operate bike tours as a summer job. They must determine costs for operating tours, how much to charge customers, and whether the company will make a profit. Students are asked to estimate costs per customer for tour provisions, how much customers would pay for a three-day tour, and if the tour company would be profitable based on their estimates. They then begin working in groups on a homework problem involving costs to rent different numbers of bikes from bike shops.
MassMutual has strong financials as of June 30, 2009 with a surplus of $8.3 billion, $2.7 billion in cash and equivalents, and over $11 billion in government securities. It has the highest ratings of AAA from Standard & Poor's, Aa1 from Moody's, and AAA from Fitch. Core weighted whole life sales were up 9% and the net field force increased 9% despite challenges. The investment portfolio totaled $84.3 billion using a prudent, diversified approach.
Collaborative tools and cultures are important for teachers and students. Research shows that students score higher in schools with collaborative principals. The document lists standards from organizations like ISTE and AASL that are relevant for collaboration. It provides contact information for The Stephens Group LLC, which works on collaboration.
State of Armenian Irregular Migrants in TurkeyCRRC-Armenia
The document summarizes the findings of a research study on the state of Armenian migrants in Turkey. It finds that 94% of Armenian workers in Turkey are women who work in jobs like house cleaning and childcare. While Armenian migrants initially had fears about Turkey before arriving, their attitudes change positively after experiencing the cultural similarities between Turkish and Armenian people. However, Armenian children born in Turkey cannot access education and face an uncertain future due to a lack of citizenship rights.
This document discusses the role of public libraries and how technology and social media can impact their future. It provides examples of mission statements from different libraries that focus on providing access to information and promoting lifelong learning. It then discusses how social media platforms like Goodreads can help libraries engage communities by allowing users to track reading progress, recommend books, and participate in reading challenges and clubs. The document suggests that technology and social networks present opportunities for libraries to adapt to changing needs and that the future role and purpose of libraries may need to evolve.
The speaker was worried it might rain on their graduation day as the clouds looked gray in the morning, but the sun came out and the day turned fine. They went to their graduation ceremony where their parents and friends attended with umbrellas and sweaters just in case, but the weather cooperated and remained sunny so the graduation celebration could proceed as planned.
1) The document introduces a session on using game design in education at the ELI Annual Meeting, led by John Martin and Ryan Martinez from the University of Wisconsin - Madison.
2) It discusses why game design and play are important learning tools, noting that play is universal and we often learn through play, and that game design in class incorporates powerful learning practices like problem-based and constructionist learning.
3) The document then describes an iterative game design process used in a workshop, where participants brainstorm themes, make prototypes with materials, design playable games, test and refine their designs.
The document discusses using games as a tool for language teaching. It provides definitions of games from Wikipedia and Merriam-Webster and notes that games have goals, rules, and are a form of entertainment. It then lists several benefits of using games for language teaching, including that they are motivating, help reinforce language structures, and create a positive learning environment. Some key factors to consider for choosing and implementing classroom games are also outlined, such as having a clear objective, managing competition, and materials required.
Slide presentation used in the Live Webinar during the TEFL2YL EVO 2018 Sessions for Week 3 Board Games on Moodle4Teachers.https://moodle4teachers.org/course/view.php?id=91
Live Webinar hosted by Integrating Technology on WizIQ by Dr Nellie Deutsch and co-presented by Sheryl McCoy and Nives Torresi.
The digital board game mentioned in this presentation is also on slideshare at this link https://www.slideshare.net/NivesTorresi/digital-board-game-for-tefl2yl-evo-sessions-2018-week-3
Recording of the Webinar will be available on the following playlist in YouTube soon https://www.youtube.com/playlist?list=PL3t2HJcKLuQnBcYdlhbeLT_PwMvmc1_tF
This document discusses different aspects of education including e-learning, educational software games, and the arts. E-learning includes online courses, computers in the classroom, and instructional videos or CDs/DVDs. While e-learning allows flexibility, personal discipline is required. Educational games can help students learn in a fun way but may lead to overuse of games. The arts like drawing, music, and dance allow creative expression but some students may feel less talented. Overall, a variety of teaching methods are beneficial to engage different types of learners.
1) The document outlines the use of games to teach vocabulary, including definitions of vocabulary learning, reasons for teaching vocabulary, advantages of using games, types of effective games, and guidelines for choosing games.
2) Some key advantages discussed are that games motivate students, lower anxiety, and allow practice of all language skills in a fun context.
3) The conclusion states that games are an effective and interesting way to teach vocabulary and enhance student motivation, as well as improving memorization and providing opportunities for interaction and clarification.
The document discusses several serious games focused on training and education including:
- ARLearn, a mobile serious gaming platform for scoring, progress tracking, and team play in educational games.
- EMURGENCY, a game to train decision making and proper response for cardiac arrest emergencies.
- SALOMO, a logistics training game that simulates disruptions and assigns players different roles to improve coordination.
- ELENA, a language learning game for young children that incorporates game patterns and context.
The document discusses the Texas STaR Chart, a state-mandated survey that measures teacher, campus, and district progress in meeting technology and education goals. It is comprised of four domains: Teaching and Learning, Educator Preparation and Development, Leadership/Administration/Support, and Infrastructure. The document reviews Deer Park High School's STaR Chart results, showing steady growth in infrastructure and leadership but inconsistent growth in educator development and teaching/learning. It concludes that the school should continue focusing on student-centered technology use, effective professional development, and infrastructure/leadership growth.
Google fue fundado en 1998 por Larry Page y Sergey Brin, dos estudiantes de Stanford que desarrollaron un algoritmo llamado PageRank para clasificar y organizar grandes cantidades de datos e información en Internet, lo que eventualmente se convirtió en el motor de búsqueda Google. Apple fue fundada en 1976 por Steve Jobs y Steve Wozniak para producir ordenadores personales como el exitoso Apple II. Jeff Bezos fundó Amazon en 1995 como una librería online que pronto se diversificó a otros productos, convirtiéndose en la mayor tienda online del mundo.
Experts Review — это квартальное электронное издание, отражающее самую важную, интересную и «вкусную» информацию о технологиях, формах и методах управления человеческими ресурсами. Преследуемая нами цель — экономия вашего времени, позволяющая оставаться в курсе последних новостей. Знакомьтесь в нашем Дайджесте с актуальными новостями и трендами, изучайте результаты исследований рынка труда, обзоры тенденций и прогнозы, делайте выводы и не забывайте смотреть на проблемы свысока! Полезного вам чтения!
Five students plan to operate bike tours as a summer job. They must determine costs for operating tours, how much to charge customers, and whether the company will make a profit. Students are asked to estimate costs per customer for tour provisions, how much customers would pay for a three-day tour, and if the tour company would be profitable based on their estimates. They then begin working in groups on a homework problem involving costs to rent different numbers of bikes from bike shops.
MassMutual has strong financials as of June 30, 2009 with a surplus of $8.3 billion, $2.7 billion in cash and equivalents, and over $11 billion in government securities. It has the highest ratings of AAA from Standard & Poor's, Aa1 from Moody's, and AAA from Fitch. Core weighted whole life sales were up 9% and the net field force increased 9% despite challenges. The investment portfolio totaled $84.3 billion using a prudent, diversified approach.
Collaborative tools and cultures are important for teachers and students. Research shows that students score higher in schools with collaborative principals. The document lists standards from organizations like ISTE and AASL that are relevant for collaboration. It provides contact information for The Stephens Group LLC, which works on collaboration.
State of Armenian Irregular Migrants in TurkeyCRRC-Armenia
The document summarizes the findings of a research study on the state of Armenian migrants in Turkey. It finds that 94% of Armenian workers in Turkey are women who work in jobs like house cleaning and childcare. While Armenian migrants initially had fears about Turkey before arriving, their attitudes change positively after experiencing the cultural similarities between Turkish and Armenian people. However, Armenian children born in Turkey cannot access education and face an uncertain future due to a lack of citizenship rights.
This document discusses the role of public libraries and how technology and social media can impact their future. It provides examples of mission statements from different libraries that focus on providing access to information and promoting lifelong learning. It then discusses how social media platforms like Goodreads can help libraries engage communities by allowing users to track reading progress, recommend books, and participate in reading challenges and clubs. The document suggests that technology and social networks present opportunities for libraries to adapt to changing needs and that the future role and purpose of libraries may need to evolve.
The speaker was worried it might rain on their graduation day as the clouds looked gray in the morning, but the sun came out and the day turned fine. They went to their graduation ceremony where their parents and friends attended with umbrellas and sweaters just in case, but the weather cooperated and remained sunny so the graduation celebration could proceed as planned.
1) The document introduces a session on using game design in education at the ELI Annual Meeting, led by John Martin and Ryan Martinez from the University of Wisconsin - Madison.
2) It discusses why game design and play are important learning tools, noting that play is universal and we often learn through play, and that game design in class incorporates powerful learning practices like problem-based and constructionist learning.
3) The document then describes an iterative game design process used in a workshop, where participants brainstorm themes, make prototypes with materials, design playable games, test and refine their designs.
The document discusses using games as a tool for language teaching. It provides definitions of games from Wikipedia and Merriam-Webster and notes that games have goals, rules, and are a form of entertainment. It then lists several benefits of using games for language teaching, including that they are motivating, help reinforce language structures, and create a positive learning environment. Some key factors to consider for choosing and implementing classroom games are also outlined, such as having a clear objective, managing competition, and materials required.
Slide presentation used in the Live Webinar during the TEFL2YL EVO 2018 Sessions for Week 3 Board Games on Moodle4Teachers.https://moodle4teachers.org/course/view.php?id=91
Live Webinar hosted by Integrating Technology on WizIQ by Dr Nellie Deutsch and co-presented by Sheryl McCoy and Nives Torresi.
The digital board game mentioned in this presentation is also on slideshare at this link https://www.slideshare.net/NivesTorresi/digital-board-game-for-tefl2yl-evo-sessions-2018-week-3
Recording of the Webinar will be available on the following playlist in YouTube soon https://www.youtube.com/playlist?list=PL3t2HJcKLuQnBcYdlhbeLT_PwMvmc1_tF
This document discusses different aspects of education including e-learning, educational software games, and the arts. E-learning includes online courses, computers in the classroom, and instructional videos or CDs/DVDs. While e-learning allows flexibility, personal discipline is required. Educational games can help students learn in a fun way but may lead to overuse of games. The arts like drawing, music, and dance allow creative expression but some students may feel less talented. Overall, a variety of teaching methods are beneficial to engage different types of learners.
1) The document outlines the use of games to teach vocabulary, including definitions of vocabulary learning, reasons for teaching vocabulary, advantages of using games, types of effective games, and guidelines for choosing games.
2) Some key advantages discussed are that games motivate students, lower anxiety, and allow practice of all language skills in a fun context.
3) The conclusion states that games are an effective and interesting way to teach vocabulary and enhance student motivation, as well as improving memorization and providing opportunities for interaction and clarification.
The document discusses several serious games focused on training and education including:
- ARLearn, a mobile serious gaming platform for scoring, progress tracking, and team play in educational games.
- EMURGENCY, a game to train decision making and proper response for cardiac arrest emergencies.
- SALOMO, a logistics training game that simulates disruptions and assigns players different roles to improve coordination.
- ELENA, a language learning game for young children that incorporates game patterns and context.
Andrew Lenards gave a presentation about software on February 6, 2014. He has 13 years of experience and has worked as a programmer for 10 years, including with 2 startups and 2 academic projects. He believes that learning about software is worthwhile and that software is important as it controls and overcomes challenges. Understanding how software works is empowering, and every career can benefit from learning computer science basics. Learning to code has become easier with online resources and movements that promote computer science education.
Маша расскажет, как играют юные ученики – дошкольники от трёх с половиной лет, а также младшие школьники. Обсудит темп и динамику игр для малышей, роли, материалы, познакомит с наиболее выдающимися и заслуженно любимыми играми для этого возраста и покажет, как их можно адаптировать для различных тем и форм занятий.
NNSTOY A Framework of Fun:Learning Through and From Games Curtis Chandler
This document appears to be notes from a presentation on using games and game design principles to enhance learning. Some of the key ideas discussed include:
- Human beings are wired for both learning and playing. Games can blur the lines between these.
- Seven game design principles are identified for educational use: fun and immersive learning, student choice and control, problem-based challenges, interactive and multimodal activities, customization and personalization, opportunities for creativity and co-design, and providing meaningful feedback.
- Examples are given of how various video games could be used to teach different subjects or embed "game mechanics" into classroom activities to motivate students. The presenter advocates for teachers to think like game designers
Making Games Based Learning Work in Secondary SchoolsOllie Bray
The document discusses using games-based learning in secondary schools. It proposes using games like Guitar Hero to help transition primary 7 students to secondary school. Students would use the game context to work on projects in various subjects from Easter through the summer. All P7 students would then come together for a transition event involving Guitar Hero. The theme would also be used in some subjects through the start of the new term. Brain training games on Nintendo DS could also be used for 10 minutes at the start of math lessons. The document advocates using games to develop literacy and provides other ideas for incorporating games into the curriculum.
Modified1 lego slides putting play in our secondary practice for hice 2013wenzela
This document discusses incorporating play-based learning opportunities at the secondary level to enhance student learning and success. It provides background on play theory and the benefits of play for development. While play is seen as vital for young children, the document questions how important it is for middle and high school students. It then explores what play-based learning could look like for secondary students, including examples of incorporating activities, games, problem/project-based learning, and technologies. Barriers and challenges to play-based learning are also addressed. The presentation aims to translate facets of play from early childhood into effective approaches for secondary classrooms.
Social Skills Training In Students With Autismrmaxwell1
The document discusses social skills training for students with autism. It outlines a 6 step process for developing social skills programs: 1) assess students' skills, 2) decide which skills to target, 3) set specific and measurable goals, 4) choose intervention methods and materials, 5) track student progress, and 6) facilitate generalization of skills. Example goals, curricula, data tracking methods and techniques for generalization are provided. The overall goal is for students to independently function socially as adults.
This document discusses building a culture of learning and curiosity through makerspaces. It defines key characteristics of makers as curious, playful risk-takers who engage in persistent prototyping and sharing through a community. Makerspaces support personalized learning through challenges that encourage students to build, play with, and share their creations in an iterative process. When integrated with project based learning, makerspaces can help students engage in self-directed learning through questioning and collaboration.
There are 7 approaches to learning outlined in the document: visual, auditory, kinesthetic, reading/writing, logical, social, and solitary learning. Each approach has different strengths - visual learners benefit from pictures and diagrams, auditory learners enjoy listening and discussing, kinesthetic learners learn through hands-on activities, etc. The conclusion emphasizes that all learners are unique and embracing different learning styles can make education more enjoyable for everyone.
This document provides a variety of game ideas that teachers can use in the classroom to engage students and reinforce learning. It begins with an introduction to educational games and the benefits of using games. It then describes 16 specific games that can be adapted for different subjects, including content-related games like Battleship for vocabulary practice and guessing games like Who is He/She? for identifying people. The games are meant to be interactive, help students work together, and make learning an enjoyable experience while still focusing on academic content.
Children and adolescents’ perceptions of learning in video games and schooljamonjanight
The document summarizes research on children and adolescents' perceptions of learning in video games versus school. Focus groups were conducted with frequent and infrequent gamers in grades 4-8. Students saw video games and schoolwork as involving learning, but viewed games as more fun. When stuck in a game or problem, most sought help, and frequent gamers identified more help sources for games. Frequent gamers also cited renewing effort on school problems more than infrequent gamers. Both groups used trial and error for new games. Problems in games and school were seen as similar in requiring problem solving, but games were viewed as more exciting and having fewer consequences.
The document discusses an educational game called JumpStart 5th grade that incorporates subjects like art history, geography, math, and US history into a game format. The author notes that the entertainment aspect seems to take precedence over the educational content, as students may focus more on completing the story than learning. To better balance education and entertainment, the author recommends focusing more on designs that encourage continued play while emphasizing the educational content itself. The author also suggests localizing the game's language to promote patriotism and better learning outcomes for students in the target country.
Computer Games Based Learning in Scottish SchoolsOllie Bray
The document discusses using games-based learning in Scottish schools. It describes how games can be used across various subjects to engage students and support learning. Some examples highlighted include using Guitar Hero to teach music and culture, and Wii Sports to support numeracy skills. The document advocates for using games as a transition activity between primary and secondary school to help build relationships. It also provides advice on selling the idea of games-based learning to teachers, parents and students.
How many times have we been told growing up to stop monkeying around and start studying seriously? But did you know science has proven that fun is a key factor in getting better grades?
Here are some ways playtime can help enhance your child’s learning.
This document discusses using the Mechanics-Dynamics-Aesthetics (MDA) framework for course design. The MDA framework considers user experiences through mechanics (what's possible), dynamics (what happens), and aesthetics (overall experience). These interrelated parts can be adjusted to respond to learner feedback. Using MDA in teaching can lead to more engaging learning. Furthermore, layering backwards design onto MDA shows how MDA complements existing instructional design approaches. The session will explore applying current research in learning sciences and experiences with game design workshops to instructional design.
The Active Teaching Lab program provides low-commitment, structured explorations of teaching tools and techniques to help faculty teach more effectively. Faculty tell program organizers that they appreciate the light-touch, playful environment that allows them to learn from peers' experiences in a low-stress way through hands-on activities and discussions. Based on positive feedback, organizers plan to expand offerings to different times and provide deeper training on specific tools and processes to further inspire faculty to incorporate new approaches in their teaching.
This document discusses situating mobile learning and describes John Martin's perspective on the topic. It advocates for an experiential and situated approach to mobile learning that connects learning to places, problem spaces, information, and people. Mobile learning should respect how students typically use mobile devices to connect informal learning activities like chatting with friends or following passions, and design formal learning experiences accordingly. The key is connecting learning to where students are and where they want to be via hands-on experiences and just-in-time access to information.
Mobile Media Learning Classroom Practices and IntegrationJohn G Martin, PhD
1) The document discusses the "Up River" mobile augmented reality game created by Jim and Mark to teach ethnographic skills through place-based storytelling along the St. Louis River estuary. Teachers and students collaborated in designing and developing the game and their own place-based stories.
2) Five key themes emerged from participatory design of mobile learning games: encouraging engagement, leveraging place-based experiences, gathering information from the physical environment, fostering systems thinking, and continuous design improvement through collaboration.
3) The document advocates for improving the accessibility and community features of the ARIS game platform to further support participatory, place-based mobile learning design.
This document discusses the participatory scaling of the ARIS mobile learning platform. ARIS allows educators and students to create augmented reality games for learning without programming. It has grown organically from small projects to thousands of games worldwide through sustained use, frequent engagement of user-designers, and an open source community model. Examples are given of ARIS games created at the University of New Mexico and University of Wisconsin to enhance place-based learning in various courses. The goal is for mobile technologies like ARIS to become integrated into education through grassroots adoption by educators and students.
Learning, Games, and Gamification - with NOTES (Horizon Report Webinar)John G Martin, PhD
Slides and Script for a webinar presentation on Games and Gamification for the 2013 Horizon Report for Higher Education (read more here: http://www.nmc.org/publications/2013-horizon-report-higher-ed).
Educational trends point to a growing need for flexible learning tools that support anyplace, anytime learning. Recent advances in mobile computing present potential avenues for addressing this. Having explored current trends in location-based mobile learning, we will share three projects built on an easy-to-use, open-source augmented reality storytelling platform. The ARIS platform is a mobile application that layers multimedia onto physical locations, using a browser-based editor that allows users to "roll their own" place-based game, tour, or other mobile-based activity. Finally, we will facilitate a structured discussion and brainstorming activity to generate and share other place-based mobile ideas. (Presented at 2011 Educause Midwest Regional Conference 3-15-11). Link: http://www.educause.edu/midwest-regional-conference/2011/place-based-learning
In this presentation, I explore the concept of Activity and CHAT (Cultural-Historical Activity Theory) in the context of The Little Red Hen, then apply it to my doctoral research to understand how an augmented reality game mediates the cultural models of campers at a traditional woods camp.
1. The document discusses mobile learning and how smartphones and other mobile devices can be used for educational purposes.
2. It describes how mobile learning enables learning anywhere and anytime through access to information, people, and databases on mobile devices.
3. The document presents examples of how location-based augmented reality games and interactive situated learning experiences can engage students and enhance learning when incorporated into mobile devices.
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.
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.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
1. ITERATIVE DESIGN PROCESS
OF CURRICULUM AND GAMES
John Martin Ryan Martinez
johnmartin@wisc.edu rmmartinez@gmail
Monday, February 4, 13 1
Hello everyone, welcome to the very first session of the ELI Annual Meeting. I’m John Martin,
and this is my colleague Ryan Martinez. We are both from the University of Wisconsin -
Madison. My job is to push instructors just a hair out of their comfort zone. Ryan is a
doctoral student in the Curriculum & Instruction department and has on many occasions like
myself, ran workshops teaching the importance of iterative design in education through the
scope of games. So first, while you may not be asking this question, many educators and
administrators frequently start off with...
2. WTF?
Monday, February 4, 13 2
or at least “why?” Games? Okay, maybe — there are nice educational games like Oregon
Trail... but Game Design? More now than in recent memory, people have started to associate
playing games to adverse societal effects (violence, etc.).
But to connect curriculum design with game design let’s break it down
3. WHY PLAY?
Monday, February 4, 13 3
Why play? Why do we feel that elements of play and the design of games are important for
education?
5. WE LEARN WHEN WE PLAY
Monday, February 4, 13 5
In fact, play is a powerful learning tool. We learn how to interact in cultures, we learn tactics,
ways of thinking, being, and speaking in that game space. We play to learn, and to survive.
6. PLAY IS SUBVERSIVE
Monday, February 4, 13 6
We also play, at times, to preserve and pass on cultures. Much of play is subversive that way.
It’s also a welcome change to traditional didactic instruction.
7. Monday, February 4, 13 7
And play and games are starting to get some “play” in both formal and inform learning
environments with the inclusion of not only academic conferences devoted to the topic but
brand new school intiatives around games-based learning.
8. WHY DESIGN?
Monday, February 4, 13 8
So, that’s play and games. But where does design come in? We all know that students are
terrible designers and will design terrible games. But that’s okay, because it’s the process
that counts. Game design in class is a mash-up of powerful learning practices
10. HOW TO
Monday, February 4, 13 10
Why play? Why do we feel that elements of play and the design of games are important for
education?
11. Monday, February 4, 13 11
We started doing this in 2008 informally as an extension of the Games Learning and Society
research group....
12. Monday, February 4, 13 12
Basically, it’s a process of starting rough and iterating — just like instructional design.
13. Set Constraints
Monday, February 4, 13 13
Every Saturday we would have a group of people come to our offices. While the majority of
participants were graduate students, we had participants whose age ranged from anywhere between 7
and 55. We would have each person write on a sheet of paper a theme for that week’s jam.
• to teach the design process
• about specific course content
through design
• allow students to play a game that teacher designed to learn course content in a playful setting
• (currency can touch on math, social justice, economics, etc.)
• (narrative lends itself to history, identity, science, psychology, etc.)
• (N-game simulates Nitrogn Cycle)
• (game
14. Grab materials
Monday, February 4, 13 14
Once the theme was settled, participants would usually group off and pick through an
assortment of supplies.
15. Design game
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Players then have one hour to design a playable prototype. Here you see one group working
together on various elements of their game. We usually encourage no more than 4
participants per group.
22. WHAT IT LOOKS LIKE...
vimeo.com/47970922
Monday, February 4, 13 22
http://vimeo.com/47970922
23. Monday, February 4, 13 23
This is from a 2011 class that looked at contemporary issues through the lense of The Wire.
It’s based on Chutes and Ladders, where you roll a 6-sided die to attain the American Dream
— but look at what happens when you get close to it...
24. • what is the most important part What they think about
of the course content?
• what do we need to communicate here?
• what do we keep literal and what can we
conceptualize through metaphor and narrative?
• is that the right balance?
• how do we get players to “get it” through game
play?
• the game is a good representation, but it’s no fun
— how do we make it compelling?
• the format we chose doesn’t cover everything we
need them to get — is there a better format?
• it takes too long to play — how do we tweak?
• the rules are too complicated/take too long — how do we explain this thing,
how do we “build them in” to the game? given our constraints?
• we need to simplify — what’s okay to leave out?
• have we left out too much?
Monday, February 4, 13 24