Video games and simulations with statistics, visual examples and research by Colorado Technical University doctoral students on game design hosted by Dr. Cynthia Calongne.
Features highlights from Jane McGonigal's Spring 2014 CTU Keynote Address and research, her ISTE EPIC Leadership game with Peggy Sheehy. Dr. Andrew Stricker's games at Air University, Dr. Fil Arenas and Dr. Tony Cook, the Mars Expedition Strategy Challenge with Mike McCrocklin and Jeanne Holm, and Will Wright's Bar Karma.
The Business of Family-Friendly Mobile Gaming | Brian LovellJessica Tams
Delivered at Casual Connect Europe 2019. This talk will provide a rapid-fire overview of the future of the mobile gaming industry and the potential impact “always on” gaming has on young gamers. We will discuss the balance between ethics, responsibility and making money; the influence of influencers; how governments are beginning to play a bigger role; and what this all means for game developers (content opportunities).
The Game Studies Download is compiled annually by Jane McGonigal, Ian Bogost, and Mia Consalvo for the Game Developers Conference.
It's a summary of the top ten research findings from academic game studies from the previous calendar year.
Our main criteria for selecting studies is simple: the direct relevance of the researchers' insights to the future innovation of game design and development.
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
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
The Business of Family-Friendly Mobile Gaming | Brian LovellJessica Tams
Delivered at Casual Connect Europe 2019. This talk will provide a rapid-fire overview of the future of the mobile gaming industry and the potential impact “always on” gaming has on young gamers. We will discuss the balance between ethics, responsibility and making money; the influence of influencers; how governments are beginning to play a bigger role; and what this all means for game developers (content opportunities).
The Game Studies Download is compiled annually by Jane McGonigal, Ian Bogost, and Mia Consalvo for the Game Developers Conference.
It's a summary of the top ten research findings from academic game studies from the previous calendar year.
Our main criteria for selecting studies is simple: the direct relevance of the researchers' insights to the future innovation of game design and development.
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
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
Using game-design pedagogies to embed skills in the law or social science curriculum - a 1 day conference held at Staffordshire University on behalf of the Higher Education Academy (HEA).
“An Overview of Gamification as a Tool for Sustained Engagement” By Dr Bobbie Fletcher, Head of the Games Technology Group (AGL) and Director of C-MAT
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
Game on! How Gamification Can Work in GovernmentEric Hackathorn
Gamification is a hot topic right now. But what is it? How does it work, and why should you care? Tune in to this webinar to learn how to apply game mechanics to engage citizens and solve agency problems. Gamification can integrate the most engaging, exciting, and addictive aspects of game play into your agency’s business processes.
We will discuss the newly formed Federal Games Guild. Led by the White House Office of Science and Technology Policy, the group was established in November 2011. We will also highlight projects created by a variety of agencies and collaborators. Finally, you will learn how to become involved with the group.
A recording of the talk can be found at: http://www.howto.gov/training/classes/gamification
Presentation from the Brisbane Gamification Meetup held in July, 2013. In this presentation we introduce the concept of gamification and then dissect the well-designed, gamified app - Duolingo
Sign up to my gamification newsletter for a weekly does of gamification news: http://gamificationweekly.com
Acquisition and transferability of 21st Century skills from an onlline virtual gaming environment. This is the longer, interactive version of the one-hour talk given in November. This version was presented as a pre-conference workshop at Arizona Library Assoc, Dec 7, 2009.
In addition to the sources within the presentation, visit:
More information on board and face-to-face games:
http://people.lis.illinois.edu/~ddubin//games.html
A game design program for very young children:
http://www.squeakland.org/
Games for Innovation: A Five Year ForecastJane McGonigal
Games provoke powerful positive emotions -- like curiosity, optimism, determination, and a desire to achieve something extraordinary. What if we could bring those same emotions to the workplace? to innovation? to customer relationships? This five-year forecast looks at the opportunity to invent new work practices and business solutions that engage customers, consumers and employees as effectively as a good game.
Public Interest Gaming by Alan GershenfeldRobin Alter
Here is a nice presentation by Alan Gershenfeld covering some the discussion points around public interest gaming which were discussed at the Game Developers Conference 2010 in San Francisco.
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
Using game-design pedagogies to embed skills in the law or social science curriculum - a 1 day conference held at Staffordshire University on behalf of the Higher Education Academy (HEA).
“An Overview of Gamification as a Tool for Sustained Engagement” By Dr Bobbie Fletcher, Head of the Games Technology Group (AGL) and Director of C-MAT
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
Game on! How Gamification Can Work in GovernmentEric Hackathorn
Gamification is a hot topic right now. But what is it? How does it work, and why should you care? Tune in to this webinar to learn how to apply game mechanics to engage citizens and solve agency problems. Gamification can integrate the most engaging, exciting, and addictive aspects of game play into your agency’s business processes.
We will discuss the newly formed Federal Games Guild. Led by the White House Office of Science and Technology Policy, the group was established in November 2011. We will also highlight projects created by a variety of agencies and collaborators. Finally, you will learn how to become involved with the group.
A recording of the talk can be found at: http://www.howto.gov/training/classes/gamification
Presentation from the Brisbane Gamification Meetup held in July, 2013. In this presentation we introduce the concept of gamification and then dissect the well-designed, gamified app - Duolingo
Sign up to my gamification newsletter for a weekly does of gamification news: http://gamificationweekly.com
Acquisition and transferability of 21st Century skills from an onlline virtual gaming environment. This is the longer, interactive version of the one-hour talk given in November. This version was presented as a pre-conference workshop at Arizona Library Assoc, Dec 7, 2009.
In addition to the sources within the presentation, visit:
More information on board and face-to-face games:
http://people.lis.illinois.edu/~ddubin//games.html
A game design program for very young children:
http://www.squeakland.org/
Games for Innovation: A Five Year ForecastJane McGonigal
Games provoke powerful positive emotions -- like curiosity, optimism, determination, and a desire to achieve something extraordinary. What if we could bring those same emotions to the workplace? to innovation? to customer relationships? This five-year forecast looks at the opportunity to invent new work practices and business solutions that engage customers, consumers and employees as effectively as a good game.
Public Interest Gaming by Alan GershenfeldRobin Alter
Here is a nice presentation by Alan Gershenfeld covering some the discussion points around public interest gaming which were discussed at the Game Developers Conference 2010 in San Francisco.
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
Got Game? The Use of Gaming in Learning and DevelopmentKip Michael Kelly
Organizations ranging from the U.S. Army to IBM use serious video games to recruit and develop their people. They do so because research studies from academia and the public and for profit sectors have established that video games are a highly-effective training and development tool.This UNC Executive Development white paper supports HR and talent management professionals in understanding the latest gaming technology and its applications in learning and development. Specifically, it:• Outlines the various types of video games and the demographics of those who play them • Provides research about the use and effectiveness of gaming for training and development • Discusses how serious games develop organizational talent and examines their future in the world of L&D • Provides examples of companies that use serious games to develop skills and behaviors in the workplace Read how video games are building leaders, solving problems, and developing talent.
Games are fun, exciting and engaging but do they belong in the classroom? Can they actually be educational? There is evidence that students and trainees participating in simulation game learning experiences have higher declarative knowledge, procedural knowledge and retention of training material than those participating in more traditional learning experiences. But, what elements make games appropriate for learning and how can those elements be integrated into the classroom. In this webinar, Karl will share practical examples of how to apply game dynamics, or “gamification”, as part of your instructional tool kit helping you to engage students and create an active learning environment.
The serious games a new way to learn things!gencodestudio
Serious game is a new way to learn things. These games are generally used in various fields such as defense, education, health care, emergency management, engineering, city planning, scientific exploration, etc.
If you are an indie game developer, like many people in our DC chapter of the IGDA, you may wonder about learning games, or as I like to call them, reality games. There are reasons for and against making a reality game: you may find funding or interest in your game from people or groups who work in the same field as your game... there is an association or a research group for every topic! Federal grants are discussed as well as the role an indie game developer can play as part of the larger team that is necessary to win a (US) Federal grant.
See my site for a link to my peer reviewed paper or to contact me! www.MolecularJig.com/research
Combining Art, Creativity and Industrial Simulations: Game-Based Tools for Le...Karl Kapp
Games are fun, exciting and engaging but do they belong in the classroom? Can games and simulations be artistic, creative and still be educational? There is evidence that students participating in game-based learning experiences have higher declarative knowledge, procedural knowledge and retention of instructional material than those participating in more traditional learning experiences. But, what elements make games and simulations appropriate for learning and how can those elements be integrated into the classroom. This keynote discusses the careful blending of creativity, artistry and technology to create effective game-like simulations for learning.
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
Designing Criminal Case for Retention and ViralityPretty Simple
Full presentation by Pretty Simple's co-founders Corentin Raux and Bastien Cazenave, on designing the virality and retention for the hit social game of investigation Criminal Case.
Launched in November 2012, Criminal Case went from 0 to 9 million players in just 6 months, and reached #2 most played game on Facebook by May 2013. Only 2% of all players came from ads, which means a staggering 98% of players discovered and played Criminal Case organically.
The popularity of Criminal Case rests in large part on the quality of the game itself, but though this presentation discusses our overall design choices briefly, how to design a good game is (way) beyond its scope. This presentation focuses on the key pillars of the success of Criminal Case: optimizing the first time user experience, designing virality and retention, and understanding their relationship. This presentation is supported by actual examples and numbers from Criminal Case.
Designing Criminal Case for Retention and ViralitySerge Versille
Full presentation by Pretty Simple's co-founders Corentin Raux and Bastien Cazenave, on designing the virality and retention for the hit social game of investigation Criminal Case.
Launched in November 2012, Criminal Case went from 0 to 9 million players in just 6 months, and reached #2 most played game on Facebook by May 2013. Only 2% of all players came from ads, which means a staggering 98% of players discovered and played Criminal Case organically.
The popularity of Criminal Case rests in large part on the quality of the game itself, but though this presentation discusses our overall design choices briefly, how to design a good game is (way) beyond its scope. This presentation focuses on the key pillars of the success of Criminal Case: optimizing the first time user experience, designing virality and retention, and understanding their relationship. This presentation is supported by actual examples and numbers from Criminal Case.
AI for Nonprofits_Exploring the News_ Creative Use and ChallengesCynthia Calongne
AI for Nonprofits, a presentation by Dr. Cynthia Calongne for the Nonprofit Commons in Second Life. Features benefits, challenges, and AI news to illustrate ethical and safe use of AI for nonprofit organizations.
Lyr Lobo hosted the 2024 Nonprofit Commons tour of the Second Life Fantasy Faire's 20 regions and the Bard Queen's Quest. The slides feature images of LitFest and the Quest companion, Theo.
Finding Educator Freebies in the Metaverse Lyr Lobo.pptxCynthia Calongne
Workshop and presentation by Dr. Cynthia Calongne, aka Lyr Lobo in the Metaverse for the 29th Annual TCC Hawaii Worldwide Online Conference. The session includes a demonstration of how to Hypergrid, surf the Metaverse of 3D virtual worlds, and find 3D content for educational use. The slides give a quick overview of the process and destinations. Have fun!
Presentation by Cynthia Calongne, aka Lyr Lobo, and Joyce Bettencourt, aka Rhiannon Chatnoir, for the AI & I Exhibition at the Museum of Contemporary Art at CDS. Topics featured AI Art, using GenAI for prompt engineering, resources from the Cengage Empowered Educator 2024 conference, and AI use cases and topic areas for future sessions.
NPC at the OpenSimulator Community Conference 2023.pdfCynthia Calongne
Joyce Bettencourt as Rhiannon Chatnoir and Dr. Cynthia Calongne as Lyr Lobo present the session highlights from the OpenSimulator Community Conference to the Nonprofit Commons on December 8, 2023. This Metaverse conference is Dec 9-10, 2023.
AI in Prompt Engineering by Dr Calongne at CTU.pdfCynthia Calongne
May 18, 2023 presentation on AI and Prompt Engineering by Dr. Cynthia Calongne for the CTU Doctoral Symposium. Links include the workshop handout and examples from AI art and generative AI tools.
Lyr Lobo is Surfing the Metaverse VWMOOC 2023.pdfCynthia Calongne
Presentation by Dr. Cynthia Calongne, aka Lyr Lobo for the Virtual Worlds MOOC 2023 and the Nonprofit Commons on how to surf the Metaverse and shop in OpenSimulator virtual worlds using OpenSimWorld.com. Features a tribute to OPENSIM Fest 2023.
Joyce Bettencourt, David Fliesen, and Cynthia Calongne present our second workshop on STEAMy AI for the Virtual World Massive Open Online Course 2023 and the Nonprofit Commons in Second Life.
The story continues with updated examples and information on how AI Art stimulates creativity to support STEM education in science, technology, engineering, and math.
We explore additional AI Art tools and examine a template for improving prompts via natural language processing (NLP).
A keynote address by Dr. Cynthia Calongne or the International Conference on Media in Education (iCoME) 2023 on August 16, 2023, which appears August 17, 2023 by invitation of the College of Education at Wenzhou University, China. Many thanks to the Organizing Committee, Bert Kimura, and Curtis HO at TCC at the University of Hawai'i at Manoa. The session illustrates the Metaverse, how we teach and learn, and the transformation for online and campus education.
STEAMy AI in Education_VWEC AI Expert Series.pdfCynthia Calongne
VWEC AI Expert Series presentation by Dr. Cynthia Calongne, aka Lyr Lobo, and Joyce Bettencourt, aka Rhiannon Chatnoir. Description: Join us at the Virtual Worlds Education Consortium in Second Life as we explore the use of AI in education and the Arts. This session features AI use in virtual worlds, teaching AI for ethical use, safety, explainable AI, and research, and prompt generation to create artifacts for sparking creativity and inspiration.
AI Art Exhibit for SLEA4 in 2023 by Lyr Lobo.pptxCynthia Calongne
The AI Art Exhibit by Lyr Lobo, aka Dr. Cynthia Calongne, blends William Gibson's The Peripheral with portals to a Secret Garden, a fairytale land, and in the style of Thomas Cole's Voyage of Life series. Designed in Midjourney, this AI Art is on exhibit in Second Life from May 24-June 30, 2023. It is in teleporter #4 within Art Blue's Genesis Tower.
Fantasy Faire of SL 2023 NPC tour by Lyr Lobo.pptxCynthia Calongne
A Nonprofit Commons Tour of the Fantasy Faire 2023 in Second Life by Dr. Cynthia Calongne, aka Lyr Lobo. Features a video tour of the 22 regions and information on LitFest, the Literary Festival. Both the Fantasy Faire and LitFest benefit the American Cancer Society's Relay for Life of Second Life. Go Relay!
Presentation for the OpenSimulator Community Conference 2022 on December 11th with Dr. Andrew Stricker, Dr. Cynthia Calongne, Dr. Francisca Yonekura, Mrs. Betty Stricker, and our science fiction librarian, JJ Drinkwater.
Sharing 18 years of teaching in the Metaverse.pdfCynthia Calongne
Presentation hosted by Dr. Cynthia Calongne, aka Lyr Lobo for the Virtual Worlds Education Consortium on Friday, November 11, 2022. Unlike other sessions, this one is a salute to some of our early pioneers and how they helped to shape the early work in teaching between worlds and across the Metaverse.
How to Design a Course and Teach in VWs and VR.pptxCynthia Calongne
Dr. Cynthia Calongne, aka Lyr Lobo, presented "How to Design a Course and Teach in Virtual Worlds and VR Environments" for the Virtual Worlds Massive Open Online Course 2022 #VWMOOC22 conference and simulcast it during the Nonprofit Commons. I want to thank the VWMOOC22 organizers for their inspiring work in strengthening education in VR environments. *cheers*
A keynote address by Dr. Cynthia Calongne from Parker University in Dallas, Texas, USA for the Global Smart Education Conference on the Metaverse in Education. The conference is August 18-20, 2022.
Fantasy Faire 2022 of Second Life NPC Tour by Lyr Lobo.pdfCynthia Calongne
Join us on April 29, 2022 for a visual tour of the Fantasy Faire 2022 in Second Life by Lyr Lobo, aka Dr. Cynthia Calongne. We'll continue the tour on May 6, 2022 of the Fairelands.
Education in the Metaverse_Reflections at eLCC.pptxCynthia Calongne
Closing Keynote for the eLearning Consortium of Colorado (eLCC) 2022 conference April 13-15, 2022 by Dr. Cynthia Calongne, aka, Lyr Lobo, faculty XR/VR champion at Parker University.
TCC Hawai'i 27th Annual Worldwide Online Learning Conference Plenary on VR 2022: Learning in the Metaverse by Dr. Cynthia Calongne, faculty XR/VR champion at Parker University. Illustrates the early work and recent work on the development of an Oculus Quest 2 (Meta) app illustrating Sakurajima and Ikigai designs. Mahalo, TCC!
The Planetarium at Virtual Harmony is a tribute to the amazing Dr. Barbara Truman, who bridged worlds and was a champion for virtual reality and virtual world education. OSCC 2021 hosted the planetarium in honor of our valiant friend who is fallen, yet not forgotten.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
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
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
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.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
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.
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
1. Game On! Video Games,
Simulations and Modeling
Dr. Cynthia Calongne
Colorado Technical University
DCS Keynote Address, July 19, 2014
2. Workshop Description: This workshop presents highlights from popular
games, the game industry and the back story behind your favorite games.
Game enthusiasts and those who are curious, but do not play games, are
welcome to play the workshop’s game (or to lurk and offer encouragement)
as we examine the entertainment industry’s video games, PC games,
MMORPGs and research opportunities in games.
If you thought that games were only for relaxation, think again. The
statistics and forecast for the future of the game industry may surprise you.
Join us as we explore how games are shaping our culture and how popular
entertainment and social games are creating opportunities for increasing
motivation in business, how they can invigorate education and how they can
build strong social communities for non-profits, corporations and
universities.
DCS Saturday Keynote Summer 2014
3. Identify and examine the game
industry’s current statistics.
Explore the future of the game
industry and the opportunities it
presents for research.
Critically evaluate how games are
shaping our culture and the impact
of emerging media.
Outcomes for this Workshop
4. The Mars Expedition
Space Simulation
Dr. Cynthia Calongne, Lyr Lobo
Dr. Andrew Stricker, Air University
Mike McCrocklin, Air University
Jeanne Holm, NASA JPL
New Media Consortium Symposium on
New Media and Learning 2010
Defense GameTech
Federal Virtual Worlds Challenge
$25,000 Grand Prize Winner in 2010
5. TV Series Bar Karma
• Will Wright, a GameTech keynote speaker
– Game designer -- the Sims, SimCity and Spore
– The Black Ops team designed Bar Karma – Myxen in Ep. 1
https://www.youtube.com/watch?v=W6NVGEyYTYE&index=5&list=PLHvXWRUSjjKcS7kTMAxHMyoBMVJQb5mtg
Will Wright GameTech slides
http://www.slideshare.net/guesta79ddf9/orando2010-5
Will Wright video:
http://www.youtube.com/watch?v=fulyfB0c_CQ
7. 2014 Entertainment Software Association
Statistics for 2013
59% of Americans play video games
58% in 2012
An average of two gamers per
household
Average US household owns at least
one dedicated game console, PC or
smartphone & 51% own 2 consoles
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
8. US Video Game Households
68% play games on a console
53% play games on a smartphone
22% increase over 2012
41% play games on a wireless device
37% increase over 2012
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
9. Average gamer is 31 years old
29% under 18 years
32% 18-35 years
39% 36+ years
52% male; 48% female
55% male; 45% female in 2012
Female gamers 50+
Increased by 32% in 2013
Who is Playing?
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
10. Average age 35 years
Of frequent game purchasers
50%male; 50% female
Female gamers 50+
Increased by 32% in 2013
Social games are most popular
Increase of 55% in 2013
Who Buys Video Games?
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
12. Inventing a new Internet: Learning from Icarus
Are we flying too close to the sun?
Games as vehicles for examining wicked problems
The Maker Movement
Hackerspaces
Civic hacking
http://www.makercities.net/
Jane McGonigal & the Institute for the Future
13. Game Statistics from Jane McGonigal
• 1 billion gamers worldwide
• 300 million minutes a day spent playing
• 400,000 years daily
• 7+ billion hours a week of maximum engagement
• 99% males vs 94% females play one hour+ / day
• 92% of two-year-olds play games
http://janemcgonigal.com/learn-me/
http://janemcgonigal.com/2014/01/06/superbetter-show-me-the-science/
14. Call of Duty Statistics
Call of Duty Black Ops II Launch
1 in 4 players called in sick
Call of Duty Modern Warfare 3
Played 170 hours a year per player
1 month of full-time work/year
Jane McGonigal CTU Keynote Address, April 17, 2014
15. Call of Duty Modern Warfare 2
http://www.wallpapersonly.net/view/call-of-duty-modern-warfare-2-1680x1050.html
16. Game Statistics on Engagement
81% of global workers are not engaged
Gallup 2013 (G2013)
Unengaged workers cost companies
$3.1 trillion/year worldwide (G2013)
The longer you stay in school, the less
engaged you become
Level of engagement
76% elementary engaged
61% middle school engaged
44% high school engaged
Jane McGonigal CTU Keynote Address, April 17, 2014
17. Games - Positive Emotions
1. Curiosity
2. Creativity
3. Contentment
4. Excitement
5. Relaxation
6. Surprise
7. Joy
8. Control
9. Arousal
10. Wonder
11. Triumph
12. Pride
13. Love
14. Flow
Calongne’s adaptation of Jane McGonigal’s research
18. Games – Negative Emotions
1. Boredom
2. Frustration
3. Discomfort
4. Despair
5. Apathy
6. Uncertainty
7. Annoyance
8. Fear
9. Anxiety
10. Worry
11. Anger
12. Rage
13. Aggression
14. Addiction
Calongne’s adaptation of Jane McGonigal’s research
19. Top Selling 20 Video Games of 2013
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
20. BioShock Infinite – Importance of Storytelling
http://venturebeat.com/2013/04/06/bioshock-infinites-social-commentary-marks-another-evolution-in-videogame-storytelling/
26. Mobile Games Played Most Often
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
27. Digital vs. Physical Sales
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
Digital formats: mobile apps, social network gaming, digital full games, add-on content and subscriptions
28. Social Game Retention Problems
http://www.themarysue.com/social-video-games-churn/#geekosystem
“No, I Won’t Visit Your Farm: Around 85% of US Players Quit
Social Video Games After One Day” – Playnomics July-Sep 2012
Long-term retention is tied to early engagement
95% stop playing at the end of three months;
most left within 3 days
29. New Media Consortium Symposium on the Impact of Digital Media
Blended Reality Session with the MacArthur Foundation
Lyr asks the Katie Salen and Eric Zimmerman
about the need for educational MMORPGs
40. Gamasutra – the Art & Business of Making Games
International Game Developers Association (IGDA.org)
GameDev.net
Game Developer Conferences Vault – 20 years of content
http://www.gdcvault.com/
Game Developer Magazine Archives
http://www.gdcvault.com/gdmag
The Entertainment Software Association (TheESA.com)
Game Development Resources
43. Testing Your Gamer Knowledge When asked, call out the answers
Get ready to keep score!
Virtual Worlds Best Practices in Education
Making a Machinima
44. Gartner Research Prediction for 2015
By 2015, how many organizations that manage innovation processes
will gamify them?
A. 60%
B. 80%
C. 50%
Gartner Prediction on Gamification
45. Gartner Research Prediction for 2014
By 2014, what percentage of the current gamified applications
will fail to meet business objectives due to poor design?
A. 50%
B. 80%
C. 75%
Gartner on Gamification Failure
Previous Answer: C. 50%
46. Gartner Research Prediction for 2018
Gartner on Mobile App Financial Success
By 2018, less than what percentage of consumer mobile apps
will be considered a financial success by their developers?
A. 0.01%
B. 1.0%
C. 0.1%
Previous Answer: B. 80%
47. Gartner Predictions
By 2015
50% of organizations that manage innovation
processes will gamify them – Prediction date:
April 12, 2011
By 2014
80% of the current gamified applications will fail
to meet business objectives due to poor design –
Nov 27, 2012
By 2018
Less than 0.01% of consumer mobile apps will be
considered a financial success by their developers –
Jan 13, 2014
Answer: A. 0.01%
48. Name the virtual world that helps burn victims manage
their pain and reduce their morphine?
A. SnowBall Toss
B. SnowMan City
C. SnowWorld
49. Gamers played this game to solve the HIV protease in
two weeks that scientists had studied for 10 years
Name that game
A. DNA Sequencer
B. FoldIt
C. HIV Cure
Answer: C. SnowWorld
50. In the games ReMission and ReMission 2,
what disease are the players are fighting?
A. Heart Disease
B. Diabetes
C. Cancer
Answer: B. FoldIt
52. A NY library held a game with 500 gamers writing a book in one
night. Which movie did not use this library?
A. The Adjustment Bureau
B. Ghostbusters
C. Oblivion
D. Breakfast at Tiffany’s
E. Head Over Heels
F. A Night at the Museum
G. The Time Machine
H. Arthur
53. Answer: F. A Night at the Museum
was not featured at the NYPL
In Ghostbusters, the library ghost scares them outside the library.
In The Adjustment Bureau, the Rose Main Reading room leads to the
Adjustment Bureau’s headquarters.
http://www.nypl.org/spacerental/filming/movies-tv
55. EM and Future Game Designs
Roleplay, Social Games and Simulations
Featuring Head-mounted displays and gestural interfaces
56. Games for the Future
• Alternate reality games
• Augmented reality
• Games for change
• Freeplay games
• Serious games
• Mobile games
• Reality games
• Social games
• Gamification
• Video games
• MMORPGs
• MMOGs
• MUVEs
• MUDs
58. In the Slippery Rock Falls game,
what is the Traveler trying to avoid?
A. The Waterfall
B. The Alligator
C. The Slippery Rocks
Game Design by Spinoza Quinnell, aka Dr. Andrew Stricker
63. While opening Pandora’s Box,
Delightful Doowangle transforms into a
A. Pillar of Fire
B. The Phoenix
C. Goddess
64. IFTF Future of the Internet: In Greek mythology,
who flew too close to the sun?
A. Daedalus
B. Icarus
C. Apollo
Game Designs by Penny Galaxy, Delightful Doowangle,
Denise Dashrix & Niccrhod, The Greek Mythology TeamAnswer: B. The Phoenix
65. The badge is a reward for which type of game?
A. Boy/Girl Scouts
B. Greek Mythology
C. Gamification
Answer: B. Icarus
66. What is not featured in this game?
A. Board Game
B. Roleplay/Simulation
C. Trading Card Game
Game Designs by the Blue Earth team: Rockhopper Tigerfish’s and Zilla1Answer: C. Gamification
67. Learning Goals, Game Elements and Pedagogy
Game Design by the Space Team: Murtek Viper, Eduardo Capalini, RexMundie & Xavia Zuta
Answer: A. Board Game
78. Avatar Na’v’i as Game Characters
Story, characterization and
aesthetics
Development of quality models
and game prototypes
79. If your identity was similar to the environment,
would you learn better?
Participants were water molecules or code
fragments from The Matrix.
A somatic computing model-based reasoning game
The Mars Geothermal
A STEM Game
CTU IRB 2011
Virtual Harmony
Military Open Simulator Enterprise Strategy (MOSES) project
80. The Mars Expedition
Space Simulation
Dr. Cynthia Calongne, Lyr Lobo
Dr. Andrew Stricker, Air University
Mike McCrocklin, Air University
Jeanne Holm, NASA JPL
New Media Consortium Symposium on
New Media and Learning 2010
Defense GameTech
Federal Virtual Worlds Challenge
$25,000 Grand Prize Winner in 2010
81.
82.
83.
84.
85. Mars Expedition Trailer: http://www.facebook.com/video/video.php?v=1399395902637
and Educational Video: http://www.facebook.com/video/video.php?v=1404251944035
86.
87.
88.
89.
90.
91.
92.
93.
94.
95.
96.
97.
98.
99. Designing a Game Inside a Game
Photo by C. Calongne
Game Design by AgileBill Firehawk
100. Game-based research
Impact of Video Games on Society
Games for social change
Game-based learning
Games research
Gamification
101. For More Information
Gartner Research 2014 http://www.gartner.com/newsroom/id/2251015
Gartner Research 2015 http://www.gartner.com/newsroom/id/1629214
Gartner Research 2018 http://www.gartner.com/newsroom/id/2654115
Jane McGonigal (2010). : Gaming can make a better world. Ted Talks.
http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world
McGonigal (2010). Reality is Broken. http://janemcgonigal.com/
Stricker, A. and Calongne, C. (2011). Games and simulation design: from a hostage rescue game to geothermal energy on
Mars in Virtual Harmony. Gordon Research Conference 2011 on Scientific Visualization.
http://www.slideshare.net/lyrlobo/gordon-research-conference-2011
Stricker, A., Arenas, F., Scribner, T., Cook, T., Calongne, C. (2014). A summer experiment with MOOC design by
educators. EDUCAUSE ELI 2014.
http://www.educause.edu/events/eli-virtual-annual-meeting-2014/2014/summer-experiment-mooc-design-educators
Artificial Intelligence Resources:
Pandorabots – Chatbot Creation http://www.pandorabots.com/botmaster/en/home
Calongne, C. (2014). Games for change: What can we learn from video games, online games and simulations?
http://www.slideshare.net/lyrlobo/games-workshop-for-the-ctu-doctoral-symposium-by-calongne-2014
Mars Expedition Trailer: http://www.facebook.com/video/video.php?v=1399395902637
Mars Expedition Educational Video: http://www.facebook.com/video/video.php?v=1404251944035
Calongne Curriculum Vitae. http://bit.ly/ccalongne
102. Game On! Video Games,
Simulations and Modeling
Dr. Cynthia Calongne
Colorado Technical University
DCS Keynote Address, July 19, 2014