The document discusses research on game making for learning. It provides data on the number of publications and target populations for game making research. A chart shows the specific themes of this research, including collaboration, creativity, coding literacies and skills. The document also describes a project from 2013-2014 that involved 600 students and teachers participating in game design and production in primary schools and special education centers in several European countries. It discusses benefits observed, such as motivation, collaboration, and critical thinking. Finally, the document outlines a vision for the future of game making tools and environments that support collaboration, user engagement, and access to publishing games.
From learning design to game design and back; the Cyberdam examplePieter van der Hijden
Presentation by Pieter van der Hijden (pvdh@sofos.nl) of Sofos Consultancy (www.sofos.nl) and Stichting RechtenOnline (www.rechtenonline.nl) at the 39th annual conference of the International Simulation and Gaming Association (ISAGA,, www.isaga.info); Kaunas, Lithuania, 2008.
My slides from the workshop I tutored at the MindTrek 2009 conference in Finland. The workshop showcases methods and findings that will be published in my forthcoming book on social games.
UX Design isn't a field, a role, or a step, but a mindset. This presentation introduces the core mindset and process used to design experiences that are delightful, useful, and usable.
From learning design to game design and back; the Cyberdam examplePieter van der Hijden
Presentation by Pieter van der Hijden (pvdh@sofos.nl) of Sofos Consultancy (www.sofos.nl) and Stichting RechtenOnline (www.rechtenonline.nl) at the 39th annual conference of the International Simulation and Gaming Association (ISAGA,, www.isaga.info); Kaunas, Lithuania, 2008.
My slides from the workshop I tutored at the MindTrek 2009 conference in Finland. The workshop showcases methods and findings that will be published in my forthcoming book on social games.
UX Design isn't a field, a role, or a step, but a mindset. This presentation introduces the core mindset and process used to design experiences that are delightful, useful, and usable.
Game Design Course Development Panel at the Foundations of Digital Games Conference held on a Royal Caribbean cruise to Cozumel, Mexico. The panel speakers were Dr. Ken Hoganson, Dr. Cynthia Calongne, Dr. Mario Guimaraes (our mastermind) and Dr. Barbara Truman. Dr. Jing (Selena) He was unable to join us. Slides by Dr. Calongne from her games and simulation design classes with Dr. Andrew Stricker at Colorado Technical University.
AI Based Game Design - Teaching how to expand designers' artistic palette wit...Mirjam Eladhari
Talk given at the Game Developers Conference (GDC) in San Francisco on the 3rd of March 2015.
One approach to game design innovation is AI-based game design (AIGD), in which the game mechanics are inspired and enabled by AI systems. This case study describes AIGD as an educational approach along with best practices of using it in teaching, illustrated by example student games demonstrating both design and technical innovation. Teaching AI and design in tandem enables students to take a role where they can use different technological approaches as part of their artistic palette as game developers.
Experimental Game Prototyping and Play Testing using Iterative DesignMirjam Eladhari
Lecture "Experimental Game Prototyping and Play Testing using Iterative Design" by Mirjam P Eladhari, given 2010 at the course International Game Production Studies at Gotland University.
Stick & Click - the road towards friendly, classroom-centered interactive dig...Andrea Valente
In this project, we argue for the need of new kinds of visual, digital game authoring tools. The main goal for this project is to re-conceptualization the programming of interactive digital contents, to minimize the coding aspects, and focus instead on the creative and design-like parts, leveraging on a tangible metaphor, so to empower teachers and pupils to create digital interactive content, expanding the creative affordances offered by digital games. The resulting tool is called Stick&Click, it is based on findings from our past research, and it targets the pedagogical practice of editing games that is currently common in Danish primary schools. The study is organized according to the research through design approach, and centers around user needs and experience. We discuss our explorations of the computational model behind Stick&Click, requirements and design principles, and alternative ways to visualize its user interface.
Steve Isaacs - Game Design and Development in the StudioSeriousGamesAssoc
Game Design and Development provides an authentic introduction to computer science concepts. Developing these skills with upper elementary and middle school students enables them to explore computer programming and problem solving within a design framework. The goal of this session is to provide a framework for teaching game design and development in a school setting.
Game design and development is an underutilized, but powerful tool in terms of creativity and design thinking. Video game design provides a valuable context for creating a constructionist learning environment where students are provided with great flexibility in both the learning path and the content as students become creators of content rather than consumers. Developing games puts students in a position to utilize technology as a design tool. Throughout the process, students have opportunities to work in a studio like environment while participating in a variety of activities including graphic design, programming, and sound engineering.
GLAID: Designing a Game Learning Analytics Model to Analyze the Learning Process in Users with Cognitive Disabilities
Downtown: Serious Game designed and develop to teach young people with Down Syndrome to move around the city using the subway
We are using learnig analytics for evaluating the game and for knowing how the user is doing in the game
This work is part of the H2020 BEACONING project
Downtown is a game
Special Event Meetup on Gamification
Agenda:
5:45 - 6:00: Welcome & Networking
6:00 - 6:15: News and Introduction
6:15 – 7:15: Studies in Gameful Interaction Design and Games User Research + Q&A
7:15 - 7:30: Networking
Puzzle game development is the process of designing and creating puzzle games. Puzzle games are a type of video game that typically involve solving puzzles to progress. They can be adapted from other sources, such as board games, card games, and real-world puzzles. Puzzle game development usually begins with coming up with a concept for the game. Once the concept is finalized, the team works on designing the game mechanics and level design. The game is then created using game engines such as Unity or Unreal Engine.
A presentation delivered at iDesignX Australia 2017 containing definitions and reasons for taking a game-based learning approach. Demonstration on how to map existing L&D roles to game development tasks and project management best practice. A seven step practical process for developing a learning game with additional instructional design and game design tips at gerardfriel.com.
SELFIE tool helping schools across Europe to self-evaluate their digital technology capacities & progress. Presentation at EfVET Conference, Como, 26 October 2018.
Game Design Course Development Panel at the Foundations of Digital Games Conference held on a Royal Caribbean cruise to Cozumel, Mexico. The panel speakers were Dr. Ken Hoganson, Dr. Cynthia Calongne, Dr. Mario Guimaraes (our mastermind) and Dr. Barbara Truman. Dr. Jing (Selena) He was unable to join us. Slides by Dr. Calongne from her games and simulation design classes with Dr. Andrew Stricker at Colorado Technical University.
AI Based Game Design - Teaching how to expand designers' artistic palette wit...Mirjam Eladhari
Talk given at the Game Developers Conference (GDC) in San Francisco on the 3rd of March 2015.
One approach to game design innovation is AI-based game design (AIGD), in which the game mechanics are inspired and enabled by AI systems. This case study describes AIGD as an educational approach along with best practices of using it in teaching, illustrated by example student games demonstrating both design and technical innovation. Teaching AI and design in tandem enables students to take a role where they can use different technological approaches as part of their artistic palette as game developers.
Experimental Game Prototyping and Play Testing using Iterative DesignMirjam Eladhari
Lecture "Experimental Game Prototyping and Play Testing using Iterative Design" by Mirjam P Eladhari, given 2010 at the course International Game Production Studies at Gotland University.
Stick & Click - the road towards friendly, classroom-centered interactive dig...Andrea Valente
In this project, we argue for the need of new kinds of visual, digital game authoring tools. The main goal for this project is to re-conceptualization the programming of interactive digital contents, to minimize the coding aspects, and focus instead on the creative and design-like parts, leveraging on a tangible metaphor, so to empower teachers and pupils to create digital interactive content, expanding the creative affordances offered by digital games. The resulting tool is called Stick&Click, it is based on findings from our past research, and it targets the pedagogical practice of editing games that is currently common in Danish primary schools. The study is organized according to the research through design approach, and centers around user needs and experience. We discuss our explorations of the computational model behind Stick&Click, requirements and design principles, and alternative ways to visualize its user interface.
Steve Isaacs - Game Design and Development in the StudioSeriousGamesAssoc
Game Design and Development provides an authentic introduction to computer science concepts. Developing these skills with upper elementary and middle school students enables them to explore computer programming and problem solving within a design framework. The goal of this session is to provide a framework for teaching game design and development in a school setting.
Game design and development is an underutilized, but powerful tool in terms of creativity and design thinking. Video game design provides a valuable context for creating a constructionist learning environment where students are provided with great flexibility in both the learning path and the content as students become creators of content rather than consumers. Developing games puts students in a position to utilize technology as a design tool. Throughout the process, students have opportunities to work in a studio like environment while participating in a variety of activities including graphic design, programming, and sound engineering.
GLAID: Designing a Game Learning Analytics Model to Analyze the Learning Process in Users with Cognitive Disabilities
Downtown: Serious Game designed and develop to teach young people with Down Syndrome to move around the city using the subway
We are using learnig analytics for evaluating the game and for knowing how the user is doing in the game
This work is part of the H2020 BEACONING project
Downtown is a game
Special Event Meetup on Gamification
Agenda:
5:45 - 6:00: Welcome & Networking
6:00 - 6:15: News and Introduction
6:15 – 7:15: Studies in Gameful Interaction Design and Games User Research + Q&A
7:15 - 7:30: Networking
Puzzle game development is the process of designing and creating puzzle games. Puzzle games are a type of video game that typically involve solving puzzles to progress. They can be adapted from other sources, such as board games, card games, and real-world puzzles. Puzzle game development usually begins with coming up with a concept for the game. Once the concept is finalized, the team works on designing the game mechanics and level design. The game is then created using game engines such as Unity or Unreal Engine.
A presentation delivered at iDesignX Australia 2017 containing definitions and reasons for taking a game-based learning approach. Demonstration on how to map existing L&D roles to game development tasks and project management best practice. A seven step practical process for developing a learning game with additional instructional design and game design tips at gerardfriel.com.
SELFIE tool helping schools across Europe to self-evaluate their digital technology capacities & progress. Presentation at EfVET Conference, Como, 26 October 2018.
progetto MAGICAL (Making in Games in Collaboration for Learning) Jeffrey Earp
Brevissima presentazione del progetto europeo MAGICAL (Making in Games in Collaboration for Learning), coordinato da ITD-CNR, per la manifestazione Forum PA - Roma, maggio 2016. Per informazioni: tinyurl.com/magicaldoor
Overviews of the EU LLP MAGICAL project (Making Games in Collaboration for Learning) & associated MAGOS environment for learners' collaborative game building
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
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.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
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.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
2. 1 1 2 1 1
8
2
5
1
4
2 2 3 3 2
8
19
11
23
38
40
59
62
67
69
52
7
0
10
20
30
40
50
60
70
80
research publications on game making for learning*
(excluding higher ed. computer science & professional training)
*jeffrey earp – itd-cnr (in press)N o n - d i g i t a l g a m e m a k i n g
3. 11 - 14
19 - 22
23+
?
school age
15 -18
5 - 10
non
specific
Who?
target population age in game making research*
*jeffrey earp – itd-cnr (in press)
6. 2013-2014
primary schools & SEN centres
BE, FI, GR, IT, UK
37 classroom experiences
600 students and teachers
150 classroom hours
a full cycle of team-based game design and production, peer play-
testing, peer review, feedback appraisal, game versioning & publication
7.
8. I learnt how games are made … a whole new experience.
(The good thing was) working together because I wouldn’t have
managed on my own.
Following my classmates’ suggestions for modifying my game made
me feel like a real game inventor.
I’ve added Game Designer to the jobs I’d like to do when I grow up.
13. blurred lines & new opportunities
fast prototyping
collaborative design &
development
systematic user
engagement in design
enhanced play testing
marketplace access
recruitment
14. users in the design process
user centred design
informant design
participatory design
co-design
user driven design
game making
working in a team
gameplay
learning
other things
UX UCD player modeliing persona scenarios
Co-design differs from participatory design in that it does not assume that any stakeholder a priori is more important than any other.[6] It also differs from various user-centered design approaches in that it acknowledges that the client or beneficiary of the design may not be using the artifact itself
Participatory design (originally Cooperative Design, also known in the USA as co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.
A direct and explicit communication between designer and end-user needs to be established. The way of communication should minimise the chance of misinterpretation on either side. End-users should be enabled to have a realistic interaction with the design information. They should be able to reliably assess the exact functioning and experience of the design under a wide range of circumstances. End-users should be enabled to reliably become conscious of and assess the consequences of design decisions. Consequences of design decisions should be made explicit and presented in a manner that is comprehensible regardless participant’s training or discipline.
UX UCD player modeliing persona scenarios
Co-design differs from participatory design in that it does not assume that any stakeholder a priori is more important than any other.[6] It also differs from various user-centered design approaches in that it acknowledges that the client or beneficiary of the design may not be using the artifact itself
Participatory design (originally Cooperative Design, also known in the USA as co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.
A direct and explicit communication between designer and end-user needs to be established. The way of communication should minimise the chance of misinterpretation on either side. End-users should be enabled to have a realistic interaction with the design information. They should be able to reliably assess the exact functioning and experience of the design under a wide range of circumstances. End-users should be enabled to reliably become conscious of and assess the consequences of design decisions. Consequences of design decisions should be made explicit and presented in a manner that is comprehensible regardless participant’s training or discipline.
UX UCD player modeliing persona scenarios
Co-design differs from participatory design in that it does not assume that any stakeholder a priori is more important than any other.[6] It also differs from various user-centered design approaches in that it acknowledges that the client or beneficiary of the design may not be using the artifact itself
Participatory design (originally Cooperative Design, also known in the USA as co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.
A direct and explicit communication between designer and end-user needs to be established. The way of communication should minimise the chance of misinterpretation on either side. End-users should be enabled to have a realistic interaction with the design information. They should be able to reliably assess the exact functioning and experience of the design under a wide range of circumstances. End-users should be enabled to reliably become conscious of and assess the consequences of design decisions. Consequences of design decisions should be made explicit and presented in a manner that is comprehensible regardless participant’s training or discipline.
UX UCD player modeliing persona scenarios
Co-design differs from participatory design in that it does not assume that any stakeholder a priori is more important than any other.[6] It also differs from various user-centered design approaches in that it acknowledges that the client or beneficiary of the design may not be using the artifact itself
Participatory design (originally Cooperative Design, also known in the USA as co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.
A direct and explicit communication between designer and end-user needs to be established. The way of communication should minimise the chance of misinterpretation on either side. End-users should be enabled to have a realistic interaction with the design information. They should be able to reliably assess the exact functioning and experience of the design under a wide range of circumstances. End-users should be enabled to reliably become conscious of and assess the consequences of design decisions. Consequences of design decisions should be made explicit and presented in a manner that is comprehensible regardless participant’s training or discipline.
UX UCD player modeliing persona scenarios
Co-design differs from participatory design in that it does not assume that any stakeholder a priori is more important than any other.[6] It also differs from various user-centered design approaches in that it acknowledges that the client or beneficiary of the design may not be using the artifact itself
Participatory design (originally Cooperative Design, also known in the USA as co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.
A direct and explicit communication between designer and end-user needs to be established. The way of communication should minimise the chance of misinterpretation on either side. End-users should be enabled to have a realistic interaction with the design information. They should be able to reliably assess the exact functioning and experience of the design under a wide range of circumstances. End-users should be enabled to reliably become conscious of and assess the consequences of design decisions. Consequences of design decisions should be made explicit and presented in a manner that is comprehensible regardless participant’s training or discipline.
UX UCD player modeliing persona scenarios
Co-design differs from participatory design in that it does not assume that any stakeholder a priori is more important than any other.[6] It also differs from various user-centered design approaches in that it acknowledges that the client or beneficiary of the design may not be using the artifact itself
Participatory design (originally Cooperative Design, also known in the USA as co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.
A direct and explicit communication between designer and end-user needs to be established. The way of communication should minimise the chance of misinterpretation on either side. End-users should be enabled to have a realistic interaction with the design information. They should be able to reliably assess the exact functioning and experience of the design under a wide range of circumstances. End-users should be enabled to reliably become conscious of and assess the consequences of design decisions. Consequences of design decisions should be made explicit and presented in a manner that is comprehensible regardless participant’s training or discipline.
UX UCD player modeliing persona scenarios
Co-design differs from participatory design in that it does not assume that any stakeholder a priori is more important than any other.[6] It also differs from various user-centered design approaches in that it acknowledges that the client or beneficiary of the design may not be using the artifact itself
Participatory design (originally Cooperative Design, also known in the USA as co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.
A direct and explicit communication between designer and end-user needs to be established. The way of communication should minimise the chance of misinterpretation on either side. End-users should be enabled to have a realistic interaction with the design information. They should be able to reliably assess the exact functioning and experience of the design under a wide range of circumstances. End-users should be enabled to reliably become conscious of and assess the consequences of design decisions. Consequences of design decisions should be made explicit and presented in a manner that is comprehensible regardless participant’s training or discipline.
UX UCD player modeliing persona scenarios
Co-design differs from participatory design in that it does not assume that any stakeholder a priori is more important than any other.[6] It also differs from various user-centered design approaches in that it acknowledges that the client or beneficiary of the design may not be using the artifact itself
Participatory design (originally Cooperative Design, also known in the USA as co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.
A direct and explicit communication between designer and end-user needs to be established. The way of communication should minimise the chance of misinterpretation on either side. End-users should be enabled to have a realistic interaction with the design information. They should be able to reliably assess the exact functioning and experience of the design under a wide range of circumstances. End-users should be enabled to reliably become conscious of and assess the consequences of design decisions. Consequences of design decisions should be made explicit and presented in a manner that is comprehensible regardless participant’s training or discipline.