Updated at ISTE 2014! Explore what makes a game addictive, discover the five most addictive games, and learn about the five most powerful game dynamics and how you can use them in your classroom. See video of this presentation here: https://www.youtube.com/watch?v=euE-z_JzTow
Unhappy customers, competitors, disgruntled employees. Social media gives all of your haters a voice and the damage can be permanent. Are you ready to protect your brand online?
Discover how to stay cool during flame wars, silence social screaming matches, and minimize lasting damage with Andrea Weckerle, author of Civility in the Digital Age: How Companies and People Can Triumph over Haters, Trolls, Bullies, and Other Jerks.
Download the full presentation with audio here: http://prsoftware.vocus.com/andreaweckerle?source=SM
and learn how to:
-Recognize your hater types and calm them accordingly
-Conquer conflict with professionalism and best practices
-Boost your reputation as your brand's online protector
About the speaker: Andrea Weckerle is the founder of CiviliNation, a nonprofit dedicated to fighting online hostility and character assassination. In February, she published Civility in the Digital Age: How Companies and People Can Triumph over Haters, Trolls, Bullies, and Other Jerks. In additional to a JD, Andrea has an MA in Public Relations/Conflict Analysis and Resolution, and earned certificates in Commercial Mediation and Conflict Resolution Processes.
My talk from Devoxx Poland 2016.
Abstract:
Have you ever wondered why your manager pushes you to those nasty communication trainings? Why your colleagues do not understand those simple concepts that you churn through. And even worse, they complain to your boss about you! On the other hand, why that smart developer sits alone in a corner, does not share, do not PP, and hides his commits, while you could learn all from him. Why there is no “I” in a “team” word, and what is up with those teams at all, where the heck disappeared the concept of coding alone in your basement around midnight!
Lot of material, so we'll touch on each topic of : learning, working together, motivating ourselves and what are the differences between us and tools to visualize them
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
Unhappy customers, competitors, disgruntled employees. Social media gives all of your haters a voice and the damage can be permanent. Are you ready to protect your brand online?
Discover how to stay cool during flame wars, silence social screaming matches, and minimize lasting damage with Andrea Weckerle, author of Civility in the Digital Age: How Companies and People Can Triumph over Haters, Trolls, Bullies, and Other Jerks.
Download the full presentation with audio here: http://prsoftware.vocus.com/andreaweckerle?source=SM
and learn how to:
-Recognize your hater types and calm them accordingly
-Conquer conflict with professionalism and best practices
-Boost your reputation as your brand's online protector
About the speaker: Andrea Weckerle is the founder of CiviliNation, a nonprofit dedicated to fighting online hostility and character assassination. In February, she published Civility in the Digital Age: How Companies and People Can Triumph over Haters, Trolls, Bullies, and Other Jerks. In additional to a JD, Andrea has an MA in Public Relations/Conflict Analysis and Resolution, and earned certificates in Commercial Mediation and Conflict Resolution Processes.
My talk from Devoxx Poland 2016.
Abstract:
Have you ever wondered why your manager pushes you to those nasty communication trainings? Why your colleagues do not understand those simple concepts that you churn through. And even worse, they complain to your boss about you! On the other hand, why that smart developer sits alone in a corner, does not share, do not PP, and hides his commits, while you could learn all from him. Why there is no “I” in a “team” word, and what is up with those teams at all, where the heck disappeared the concept of coding alone in your basement around midnight!
Lot of material, so we'll touch on each topic of : learning, working together, motivating ourselves and what are the differences between us and tools to visualize them
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
Think like a child to invent the future. Say goodbye to certainty and say hello to the uncertainty of tomorrow using Divergent Thinking followed by Convergent Thinking. Tomorrow belongs to those of us who can liberate our aspirations in pursuit of future possibilities.
Roadmap to Blended Learning (4 Nov 2011)Wesley Fryer
Where are we headed in K-12 education with respect to technology and learning? What are the vehicles ("ships" in this metaphor using the Waldseemüller map) that will take us into this future? What activities should characterize effective blended learning in the future? These are Wesley Fryer's slides for a presentation on these topics for New York educational leaders in November 2011.
Gamification is an important movement in business management, but also in higher education. Projects like the GradeCraft LMS, funded at $1.8 million dollars at U of M, demonstrate that designing student experience in learning is a top priority for major educational institutions. Considering enrollment limitations and changes in population profiles, motivating students into program completion and into high employability STEM programs may provide a competitive edge for academic organizations. Before switching to a fully gamified LMS, faculty, designers, and administrators should consider the capacity in Blackboard Learn to support gameful pedagogy. Gamification has the potential to motivate both the students and the faculty, especially in introductory courses.
Talk given at the "Pushing the Envelope" symposium on MOOCs, e-Learning, and Gamification for Libraries.
If you downloaded the earlier version of the pptx and want the proper typeface, it's a free font called "Rise of Nations" that can be downloaded here: http://www.dafont.com/cf-rise-of-nations.font . I've replaced that file with a PDF that has the fonts properly embedded, and which includes more detailed speaker notes.
Sententia Gamification Strategy Design, a trademarked and proven process.
Over 2200 have taken our Level 1 Certification in gamification design for training, talent development, HR, and adult education.
Here is a small sample of work projects submitted at the conclusion of the program as a portfolio of evidence.
All work products are copyrighted and used here by permission. No part of this document or the related files may be reproduced or transmitted in any form, by any means (electronic, photocopying, recording, or otherwise) without the prior written permission of the publisher.
Game idea that I had a long while ago that was so complex (or complicated) it never ended up being produced.
Good news: it inspired me to create Mural.ly
Slides from a presentation in support of a workshop for math teachers at the SUM (Saskatchewan Understands Math) Conference in Saskatoon, SK; May 2011.
Gamification, Makerspaces, Minecraft: The Classroom of the Future is NowDouglas Kiang
What Does the Classroom of the Future Look Like?
Educators worldwide are looking at diverse models for the future classroom, ranging from the most innovative college and university spaces, to models of industry and dot-com startups. Perhaps more important than what the future learning space looks like, however, is what students are being asked to do to demonstrate their learning. In this talk, catch a glimpse of what a future classroom might look like, in both its curriculum and its physical space. Come explore the DIY “Maker” movement, and what it might mean for the future. Take a look at how companies like Google foster creativity and innovation, and see what kids’ visions of a “learning center” might look like. Finally, we’ll look at an original way to create stronger community in the classroom using the popular game Minecraft as a virtual learning environment.
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Think like a child to invent the future. Say goodbye to certainty and say hello to the uncertainty of tomorrow using Divergent Thinking followed by Convergent Thinking. Tomorrow belongs to those of us who can liberate our aspirations in pursuit of future possibilities.
Roadmap to Blended Learning (4 Nov 2011)Wesley Fryer
Where are we headed in K-12 education with respect to technology and learning? What are the vehicles ("ships" in this metaphor using the Waldseemüller map) that will take us into this future? What activities should characterize effective blended learning in the future? These are Wesley Fryer's slides for a presentation on these topics for New York educational leaders in November 2011.
Gamification is an important movement in business management, but also in higher education. Projects like the GradeCraft LMS, funded at $1.8 million dollars at U of M, demonstrate that designing student experience in learning is a top priority for major educational institutions. Considering enrollment limitations and changes in population profiles, motivating students into program completion and into high employability STEM programs may provide a competitive edge for academic organizations. Before switching to a fully gamified LMS, faculty, designers, and administrators should consider the capacity in Blackboard Learn to support gameful pedagogy. Gamification has the potential to motivate both the students and the faculty, especially in introductory courses.
Talk given at the "Pushing the Envelope" symposium on MOOCs, e-Learning, and Gamification for Libraries.
If you downloaded the earlier version of the pptx and want the proper typeface, it's a free font called "Rise of Nations" that can be downloaded here: http://www.dafont.com/cf-rise-of-nations.font . I've replaced that file with a PDF that has the fonts properly embedded, and which includes more detailed speaker notes.
Sententia Gamification Strategy Design, a trademarked and proven process.
Over 2200 have taken our Level 1 Certification in gamification design for training, talent development, HR, and adult education.
Here is a small sample of work projects submitted at the conclusion of the program as a portfolio of evidence.
All work products are copyrighted and used here by permission. No part of this document or the related files may be reproduced or transmitted in any form, by any means (electronic, photocopying, recording, or otherwise) without the prior written permission of the publisher.
Game idea that I had a long while ago that was so complex (or complicated) it never ended up being produced.
Good news: it inspired me to create Mural.ly
Slides from a presentation in support of a workshop for math teachers at the SUM (Saskatchewan Understands Math) Conference in Saskatoon, SK; May 2011.
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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.
7. “Brains like ours alter profoundly to fit the
technologies and practices that surround
them.”
Andy Clark
Director, Cognitive Sciences Program
Indiana University
24. http://tinyurl.com/bartletest
Which would you rather do:
Get to a certain experience level faster than anyone else?
Solve a riddle no one else has gotten?
Previous Next
Question 3 of 30
25. Explorers
Love to “figure out” games
Fun comes from discovery
Collectors of knowledge
and little-known facts
Enjoy teaching others
http://www.flickr.com/photos/
43132185@N00/
26. Seek to improve power and
status
Achievers
Fun comes from points and
leveling up.
Point of playing is to master
the game
Enjoy recognition of their
achievements
http://www.flickr.com/photos/
21957530@N07/
27.
28. Enjoy meaningful social interaction with other players
Socializers
Game is simply a backdrop
Point of playing is to make friends
Enjoy recognition of their
followers, contacts, influence
29. Also known as “griefers”
Killers
Achievement comes from
another person’s loss
Value knowledge for its
applications
Prize reputation and
recognition
http://www.flickr.com/photos/
32774510@N00/
60. Neither of these
tells you much about
where you are.
http://www.flickr.com/photos/43132185@N00/71878108
61. Always see where you are.
Always see where you are going.
Always see the path to get there.
http://www.flickr.com/photos/70021771@N00/94459791
62. Grade 9
Biology
Biology Honors
Grade 10
Chemistry
Chemistry Honors
Grade 10
Physics
Grade 10
Bio/Geology of Hawaii
Science Electives
Grade 11
AP Biology
AP Env. Science
Bio/Geology of Hawaii
AP Chemistry
Physics or Physics Honors
AP Physics B
Science Electives
Grade 11
Bio/Geology of Hawaii
Chemistry or !
Chemistry Honors
AP Physics B
Science Electives
Grade 11
Chemistry or !
Chemistry Honors
Science Electives
Physics or !
Physics Honors
Grade 12AP Biology
AP Env. Science
Bio/Geology of Hawaii
Chemistry or Chemistry Honors
AP Chemistry
Physics or Physics Honors
AP Physics B
AP Physics C
Science Department
63. Quarter 1
Data Types
Variables
Quarter 2
Arrays
Lists
Quarter 2
Encapsulation
Quarter 2
Recursion
Independent Project
Quarter 3
Advanced Data Types
Computer Ethics
Recursion
Advanced Arrays and Lists
Encapsulation and Inheritance
Advanced Class Design
Independent Project
Quarter 3
Recursion
Arrays!
Lists
Polymorphism
Independent Project
Quarter 3
Arrays!
Lists
Independent Project
Inheritance and
Polymorphism
Quarter 4Advanced Data Types
Recursion
Computer Ethics Arrays and Lists
Data Structures
Encapsulation and
Inheritance
Independent Project
Computer Science
http://www.flickr.com/photos/12142259@N00/2867502891
66. Preserving an Open-Ended
Process
• Provide lots of resources!
• Provide different paths to the
destination!
• Encourage and reward exploration!
• Provide a map!
• Create opportunities for collaboration
67. 4. Progression Dynamic
“A soldier will fight long and hard for
a bit of colored ribbon.”!
Napoleon Bonaparte
http://www.flickr.com/photos/angelslens/
2447754116
68.
69. 4. Progression Dynamic
Tutorials (scaffolding of content)
Achievements (positive reinforcement)
Badges and Leveling Up (social capital)
70. Current ability Ability with support
Outside of current grasp
Vygotsky’s Zone of
Proximal Development
4. Progression Dynamic
114. Getting Started
• Find ways to embed game dynamics in
the structure of your class:!
• Create “events” !
• Encourage low-stakes failure !
• Recognize achievements often!
• Create multiple paths to success!
• Build something we all care about
115.
116. Slides, links, and resources
www.kiang.net
@dkiangThank
you.
Learning With Games
a two-day workshop with Douglas Kiang
Harvard University, July 24–25
edtechteacher.org/summer