Passion should be what drives the creativity behind our games. When you deal with subject matter that rarely would become a theme for a game expected to be a commercial success, you need passion and perseverance to make games that have social impact.
Our genuine concern about biodiversity and ecosystems inspired us to create innovative game mechanisms that fit well with the nature of the content we would need to create iBiome, a game series that teaches kids about environmental science.
Worried about the future of our children, two concerned moms decided to fight back with educational games that they believe will engage kids in environmental stewardship. With none partnership and less than $2000 of marketing budget to start with, we went through a path that has led us to where we are today: awards, iTunes store features and two games in the series. Find out how far we are from success after four abandoned prototypes, countless failure to sell to k-12 schools and struggle to raise funds.
The document discusses strategies for engaging students in science learning using technology. It provides examples of how tools like Skype, Voicethread, Google Docs, and Animoto can be used to connect with experts, share results collaboratively, and demonstrate understanding. Recommendations are given for using mobile devices, videos, and games to enhance science instruction and help students learn.
This document discusses how to integrate technology with Marzano's instructional strategies to enhance student learning. It provides examples of how to use various technologies like Microsoft Office, online tools, and multimedia to help students compare and classify information, take notes, work cooperatively, generate and test hypotheses, and more. Specific apps, websites, and digital resources are recommended for each instructional strategy to engage students and improve comprehension.
This document discusses using interactive whiteboards in science classrooms and provides examples of how they can enhance instruction. Interactive whiteboards allow teachers to access electronic resources, seamlessly link technology to lesson material, and save work for future use. They can engage and motivate students by making science concepts interactive. Suggested uses include manipulating text and images, taking digital notes, viewing websites as a group, and showcasing student presentations. Several websites with science simulations and lessons are also listed.
The document discusses an "iPads in the Library" program at Inter-American Magnet School. It describes how iPads are being used to expand learning in the library by engaging students in reading, writing, research, collaboration and global online communities. It provides examples of student projects created using apps like Puppet Pals HD, Voicethread and iMovie. The document advocates that technology is an important tool for preparing students for the digital age and should not be seen as a novelty. It also discusses alternative specials class scheduling that allows for continuity of library and technology projects.
This document discusses how to integrate technology with Marzano's instructional strategies to enhance student learning. It provides examples of how to use various technologies, like Microsoft Office, web tools, and multimedia, to support identifying similarities and differences, summarizing and note-taking, generating and testing hypotheses, and other instructional strategies. Specific apps and websites are recommended for each strategy with brief descriptions and examples.
This document discusses digital literacy and its role in teaching and learning. It begins by outlining the key components of digital literacy, including communication and collaboration, critical thinking, citizenship, creativity, and self-efficacy. It then discusses the evolution of the web from Web 1.0 to the current Web 2.0 model and how this has impacted technology use, teaching, schools, parents, teachers, hardware/software, and views of graduates. The document proposes how Web 3.0, 4.0 and 5.0 may further transform these areas in the future. It also illustrates the relationships between content knowledge, pedagogical knowledge, technological knowledge, pedagogical content knowledge, technological pedagogical knowledge,
Facilitating k-12 instruction with technologySandra16505
The document discusses several benefits of integrating technology into the classroom, including:
1) Students can prepare assignments in various multimedia formats and manipulate technology tools to meet their needs.
2) Both students and teachers experience increased motivation and self-esteem from mastering technology tasks.
3) Technology fosters more collaboration between students as they help each other learn.
The document then provides several examples of educational technology tools that teachers can use to integrate technology into different subject areas.
The document discusses strategies for engaging students in science learning using technology. It provides examples of how tools like Skype, Voicethread, Google Docs, and Animoto can be used to connect with experts, share results collaboratively, and demonstrate understanding. Recommendations are given for using mobile devices, videos, and games to enhance science instruction and help students learn.
This document discusses how to integrate technology with Marzano's instructional strategies to enhance student learning. It provides examples of how to use various technologies like Microsoft Office, online tools, and multimedia to help students compare and classify information, take notes, work cooperatively, generate and test hypotheses, and more. Specific apps, websites, and digital resources are recommended for each instructional strategy to engage students and improve comprehension.
This document discusses using interactive whiteboards in science classrooms and provides examples of how they can enhance instruction. Interactive whiteboards allow teachers to access electronic resources, seamlessly link technology to lesson material, and save work for future use. They can engage and motivate students by making science concepts interactive. Suggested uses include manipulating text and images, taking digital notes, viewing websites as a group, and showcasing student presentations. Several websites with science simulations and lessons are also listed.
The document discusses an "iPads in the Library" program at Inter-American Magnet School. It describes how iPads are being used to expand learning in the library by engaging students in reading, writing, research, collaboration and global online communities. It provides examples of student projects created using apps like Puppet Pals HD, Voicethread and iMovie. The document advocates that technology is an important tool for preparing students for the digital age and should not be seen as a novelty. It also discusses alternative specials class scheduling that allows for continuity of library and technology projects.
This document discusses how to integrate technology with Marzano's instructional strategies to enhance student learning. It provides examples of how to use various technologies, like Microsoft Office, web tools, and multimedia, to support identifying similarities and differences, summarizing and note-taking, generating and testing hypotheses, and other instructional strategies. Specific apps and websites are recommended for each strategy with brief descriptions and examples.
This document discusses digital literacy and its role in teaching and learning. It begins by outlining the key components of digital literacy, including communication and collaboration, critical thinking, citizenship, creativity, and self-efficacy. It then discusses the evolution of the web from Web 1.0 to the current Web 2.0 model and how this has impacted technology use, teaching, schools, parents, teachers, hardware/software, and views of graduates. The document proposes how Web 3.0, 4.0 and 5.0 may further transform these areas in the future. It also illustrates the relationships between content knowledge, pedagogical knowledge, technological knowledge, pedagogical content knowledge, technological pedagogical knowledge,
Facilitating k-12 instruction with technologySandra16505
The document discusses several benefits of integrating technology into the classroom, including:
1) Students can prepare assignments in various multimedia formats and manipulate technology tools to meet their needs.
2) Both students and teachers experience increased motivation and self-esteem from mastering technology tasks.
3) Technology fosters more collaboration between students as they help each other learn.
The document then provides several examples of educational technology tools that teachers can use to integrate technology into different subject areas.
The document provides ideas for classroom activities integrating technology that meet NETS standards for high school students. It suggests having students research and present solutions to a complex global issue in groups through a short movie. Another idea is to have students create an online art gallery with commentary demonstrating understanding of different cultures through PowerPoint. A third idea is for students to create accessible personal blogs or contribute to a class blog sharing research and assignments. All activities should include properly citing sources used.
This document discusses using iPads and iPods in science classrooms and provides examples of mobile apps that can be used for various purposes. It describes apps that allow students to connect with content, communicate and collaborate, including apps for exploring biology, chemistry, physics and space. Students can use apps to analyze data, create concept maps and digital stories, record audio notes, and evaluate their understanding. The document also recommends apps for teachers to use for classroom tasks, curricula support, and organization.
The document provides information about science fairs, including their purpose and benefits. It discusses how science fairs can promote student interest in science, cognitive development, and hands-on learning. Guidelines and skills for science fair projects are outlined, such as formulating hypotheses, conducting research, and analyzing data. The relationship between science fairs and common core standards is also described.
Integrating the Internet into the Classroomsspengler
The document discusses strategies for integrating the internet into secondary classrooms, including using online learning applications like tutorials, tools, and information resources. It provides examples of websites that can be used as springboards for lessons, for online instruction, and for student reference and projects. Strategies mentioned include creating bookmarks of useful sites, developing multimedia scrapbooks, and designing treasure hunts or samplers to explore topics on the internet.
This unit plan focuses on teaching ecology to second year high school biology students over approximately one week. The unit will explore the interactions between living and non-living things in ecosystems and how humans impact environments. Students will learn about food webs, energy flow, succession, and human influences on ecosystems. Assessments will include surveys, worksheets, tests, and a reaction paper following a field trip to the zoo. The unit aims to help students understand that all life is interdependent and ecosystems seek to maintain balance.
This unit plan focuses on teaching ecology to second year high school biology students over approximately one week. The unit will explore the interactions between living and non-living things in ecosystems and how humans impact environments. Students will learn about food webs, energy flow, succession, and human influences on ecosystems. Assessments will include surveys, worksheets, tests, and a reaction paper following a field trip to the zoo. The unit aims to help students understand interdependence within ecosystems and both positive and negative human environmental impacts.
This document provides standards from the Common Core for 6th grade that involve using technology to develop understanding of topics from different media formats. It encourages using new comic creation software to have students create comics for various subjects to demonstrate their knowledge. Examples of potential comic topics are provided for literacy, social studies, and math/science. Guidance is given for effective comic creation, such as storyboarding and citing image sources. Links are included for writing assignments and additional online resources related to the standards.
3 D Project Based Learning Basics for the New Generation Science Standardsrekharajaseran
This presentation is a part of the workshop presented at Griffin RESA Drive-In STEM Conference on September 28, 2016. It provides an introduction to the basics of three dimensional project based learning for STEM Education and New Generation Science Standards.
This document provides an overview of technology best practices for the Tennessee curriculum standards. It discusses the National Educational Technology Standards (NETS) for students, teachers, and administrators adopted by the Tennessee Department of Education. The NETS for students focus on creativity, communication, research, critical thinking, and productive technology use. The document then profiles examples of how different digital tools can be used to engage students in grades K-2, 3-5, 6-8, and 9-12 based on the NETS. It concludes by listing additional resources on best practices for technology integration.
The document discusses ways to incorporate technology into K-8 lesson plans, including for anticipatory sets, independent practice, and assessment. It provides several examples of websites and online resources that can supplement current lessons across different subject areas. Effective use of technology requires access to tools like SmartBoards, classroom computer stations, and printers to engage students in interactive online content and assessments.
The document discusses ways to incorporate technology into K-8 lesson plans, including for anticipatory sets, independent practice, and assessment. It provides several examples of websites and online resources that can be used for different parts of the lesson plan. These include videos, interactive sites, webquests, and games. It also notes the technology infrastructure needed to support classroom use of these resources, such as smart boards and computer stations.
This document summarizes an online chemistry database called Core Concepts: Chemistry. The database covers topics from atoms and elements to chemical reactions and organic chemistry. It includes biographies, timelines, videos, images, diagrams and interactive activities. Educators will appreciate the correlations to science standards and instructional tools like lesson plans. The database is part of a Core Concepts science suite that integrates with biology and periodic table databases for a comprehensive STEM learning experience.
The document discusses web resources that can be used for accessing information and providing reference services. It begins by explaining how web-based resources allow for more up-to-date and accessible information compared to traditional reference services. However, using the web effectively requires addressing technical issues and maintaining intellectual control over vast amounts of information from various sources online. The document then provides examples of different types of science education websites that can serve as resources, including sites focused on the scientific process, field research journals, evolution, simulations, earth science data, and videos. It concludes by noting that web-based learning allows students to progress at their own pace compared to traditional classroom settings.
The Webquest I have created incorporates technology and common software into a nature journal project. In this Webquest, students are asked to create a journal template and cover page using either Microsoft Word or Publisher. This template is then printed and ten two sided copies are made. It is on this template that the student will write detailed, reflective, nature journal entries that relate to topics in science. Five of these entries will be done in the "real world" and five of them will be inresponse to national geographic videos or virtual birder "birding breaks". this will allow stduents the opportunity to refelct on species and habitats in their own community and those in different places in the World. Once the entries are complete, the student will use Excel to create a table of contents that will accompany their journal. Finally, the student will create one slide in PowerPoint to accompany each of their journal entries. This slide can include digital photos they themselves took, or images found on the internet.
Valerie Burton presented on ways to integrate technology into Common Core classrooms to engage students. She discussed using Google Forms for entrance and exit tickets to check prior knowledge. Piclits and images can be used to identify tone and provide deeper meaning. Wikis allow students to examine author's style or collect materials. Blogs are for analyzing and reflecting on text. Padlet is for posting questions about fiction or nonfiction. Finally, students can publish ePortfolios to showcase their work. The presentation aimed to increase student engagement and help cover literacy standards through technological means.
The document discusses using iPad and iPhone apps to foster literacy learning, outlining various apps that can be used for activities like accessing and analyzing information, reading and writing digitally, discussing and collaborating, and playing games and simulations to support learning. It provides examples of apps for social reading and writing, concept mapping, blogging, tweeting, essay writing, discussing online, screencasting, and texting that teachers can utilize to engage students in literacy skills.
This document provides a list of various educational resources organized by subject area. It includes resources for science in general as well as specific topics like environmental science, biology, genetics, forensics, and literacy. The resources listed cover a wide range of types including diagrams, assessments, data sources, lesson plans, simulations, videos, and electronic textbooks. Many of the resources are free online sources for teachers and students.
Electronic Portfolios: Making a Difference, Leaving a Legacyleegrafton
This document summarizes a presentation about electronic portfolios. It discusses how portfolios have evolved from physical collections to digital collections. It outlines two types of portfolios: working portfolios that document the learning process and formal portfolios that organize learning outcomes around standards. The presentation shows examples of student projects and artifacts from grades 3 through 7 created using software like iMovie, Keynote, Kidspiration to demonstrate skills in subjects like language arts, math, science and social studies.
The document discusses how technology can enhance student learning in three main ways:
1) Technology increases student engagement by incorporating research-based learning strategies.
2) Technology allows teachers to frequently check student progress through customized reports to improve instruction.
3) Various technologies like digital microscopes, GPS, and virtual field trips can provide interactive learning experiences and connect students to resources around the world.
Katie Pawloski, Professor
Dr. Pasquale Iemma, Adjunct Lecturer
Kellany Cadogan Noland, DrPH(c), MSN, RN
Marie L. Lumbart, MSN, ARNP-C, FNP, CCRN | all Utica College – ABSN Program
Wendy Moore | Orbis Education
TEAM PRESENTATION: Creating a Low Cost Obstetric Clinical Immersion Simulation for Medical and Nursing Students
This presentation is designed to provide application level exposure to essential perinatal concepts that are often not available through traditional clinical exposure. The session features two phases of activities used in student training.
Phase One:
Focused contextualized skill stations utilizing leading-edge simulation skills using state-of-the-art computerized manikins (Human Patient Simulators, or HPS) and patient actors, also known as standardized patients (SP).
Phase Two:
Students are exposed to a multistage unfolding patient care simulation that required application of the phase one skills within the evolving scenario.
More Related Content
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The document provides ideas for classroom activities integrating technology that meet NETS standards for high school students. It suggests having students research and present solutions to a complex global issue in groups through a short movie. Another idea is to have students create an online art gallery with commentary demonstrating understanding of different cultures through PowerPoint. A third idea is for students to create accessible personal blogs or contribute to a class blog sharing research and assignments. All activities should include properly citing sources used.
This document discusses using iPads and iPods in science classrooms and provides examples of mobile apps that can be used for various purposes. It describes apps that allow students to connect with content, communicate and collaborate, including apps for exploring biology, chemistry, physics and space. Students can use apps to analyze data, create concept maps and digital stories, record audio notes, and evaluate their understanding. The document also recommends apps for teachers to use for classroom tasks, curricula support, and organization.
The document provides information about science fairs, including their purpose and benefits. It discusses how science fairs can promote student interest in science, cognitive development, and hands-on learning. Guidelines and skills for science fair projects are outlined, such as formulating hypotheses, conducting research, and analyzing data. The relationship between science fairs and common core standards is also described.
Integrating the Internet into the Classroomsspengler
The document discusses strategies for integrating the internet into secondary classrooms, including using online learning applications like tutorials, tools, and information resources. It provides examples of websites that can be used as springboards for lessons, for online instruction, and for student reference and projects. Strategies mentioned include creating bookmarks of useful sites, developing multimedia scrapbooks, and designing treasure hunts or samplers to explore topics on the internet.
This unit plan focuses on teaching ecology to second year high school biology students over approximately one week. The unit will explore the interactions between living and non-living things in ecosystems and how humans impact environments. Students will learn about food webs, energy flow, succession, and human influences on ecosystems. Assessments will include surveys, worksheets, tests, and a reaction paper following a field trip to the zoo. The unit aims to help students understand that all life is interdependent and ecosystems seek to maintain balance.
This unit plan focuses on teaching ecology to second year high school biology students over approximately one week. The unit will explore the interactions between living and non-living things in ecosystems and how humans impact environments. Students will learn about food webs, energy flow, succession, and human influences on ecosystems. Assessments will include surveys, worksheets, tests, and a reaction paper following a field trip to the zoo. The unit aims to help students understand interdependence within ecosystems and both positive and negative human environmental impacts.
This document provides standards from the Common Core for 6th grade that involve using technology to develop understanding of topics from different media formats. It encourages using new comic creation software to have students create comics for various subjects to demonstrate their knowledge. Examples of potential comic topics are provided for literacy, social studies, and math/science. Guidance is given for effective comic creation, such as storyboarding and citing image sources. Links are included for writing assignments and additional online resources related to the standards.
3 D Project Based Learning Basics for the New Generation Science Standardsrekharajaseran
This presentation is a part of the workshop presented at Griffin RESA Drive-In STEM Conference on September 28, 2016. It provides an introduction to the basics of three dimensional project based learning for STEM Education and New Generation Science Standards.
This document provides an overview of technology best practices for the Tennessee curriculum standards. It discusses the National Educational Technology Standards (NETS) for students, teachers, and administrators adopted by the Tennessee Department of Education. The NETS for students focus on creativity, communication, research, critical thinking, and productive technology use. The document then profiles examples of how different digital tools can be used to engage students in grades K-2, 3-5, 6-8, and 9-12 based on the NETS. It concludes by listing additional resources on best practices for technology integration.
The document discusses ways to incorporate technology into K-8 lesson plans, including for anticipatory sets, independent practice, and assessment. It provides several examples of websites and online resources that can supplement current lessons across different subject areas. Effective use of technology requires access to tools like SmartBoards, classroom computer stations, and printers to engage students in interactive online content and assessments.
The document discusses ways to incorporate technology into K-8 lesson plans, including for anticipatory sets, independent practice, and assessment. It provides several examples of websites and online resources that can be used for different parts of the lesson plan. These include videos, interactive sites, webquests, and games. It also notes the technology infrastructure needed to support classroom use of these resources, such as smart boards and computer stations.
This document summarizes an online chemistry database called Core Concepts: Chemistry. The database covers topics from atoms and elements to chemical reactions and organic chemistry. It includes biographies, timelines, videos, images, diagrams and interactive activities. Educators will appreciate the correlations to science standards and instructional tools like lesson plans. The database is part of a Core Concepts science suite that integrates with biology and periodic table databases for a comprehensive STEM learning experience.
The document discusses web resources that can be used for accessing information and providing reference services. It begins by explaining how web-based resources allow for more up-to-date and accessible information compared to traditional reference services. However, using the web effectively requires addressing technical issues and maintaining intellectual control over vast amounts of information from various sources online. The document then provides examples of different types of science education websites that can serve as resources, including sites focused on the scientific process, field research journals, evolution, simulations, earth science data, and videos. It concludes by noting that web-based learning allows students to progress at their own pace compared to traditional classroom settings.
The Webquest I have created incorporates technology and common software into a nature journal project. In this Webquest, students are asked to create a journal template and cover page using either Microsoft Word or Publisher. This template is then printed and ten two sided copies are made. It is on this template that the student will write detailed, reflective, nature journal entries that relate to topics in science. Five of these entries will be done in the "real world" and five of them will be inresponse to national geographic videos or virtual birder "birding breaks". this will allow stduents the opportunity to refelct on species and habitats in their own community and those in different places in the World. Once the entries are complete, the student will use Excel to create a table of contents that will accompany their journal. Finally, the student will create one slide in PowerPoint to accompany each of their journal entries. This slide can include digital photos they themselves took, or images found on the internet.
Valerie Burton presented on ways to integrate technology into Common Core classrooms to engage students. She discussed using Google Forms for entrance and exit tickets to check prior knowledge. Piclits and images can be used to identify tone and provide deeper meaning. Wikis allow students to examine author's style or collect materials. Blogs are for analyzing and reflecting on text. Padlet is for posting questions about fiction or nonfiction. Finally, students can publish ePortfolios to showcase their work. The presentation aimed to increase student engagement and help cover literacy standards through technological means.
The document discusses using iPad and iPhone apps to foster literacy learning, outlining various apps that can be used for activities like accessing and analyzing information, reading and writing digitally, discussing and collaborating, and playing games and simulations to support learning. It provides examples of apps for social reading and writing, concept mapping, blogging, tweeting, essay writing, discussing online, screencasting, and texting that teachers can utilize to engage students in literacy skills.
This document provides a list of various educational resources organized by subject area. It includes resources for science in general as well as specific topics like environmental science, biology, genetics, forensics, and literacy. The resources listed cover a wide range of types including diagrams, assessments, data sources, lesson plans, simulations, videos, and electronic textbooks. Many of the resources are free online sources for teachers and students.
Electronic Portfolios: Making a Difference, Leaving a Legacyleegrafton
This document summarizes a presentation about electronic portfolios. It discusses how portfolios have evolved from physical collections to digital collections. It outlines two types of portfolios: working portfolios that document the learning process and formal portfolios that organize learning outcomes around standards. The presentation shows examples of student projects and artifacts from grades 3 through 7 created using software like iMovie, Keynote, Kidspiration to demonstrate skills in subjects like language arts, math, science and social studies.
The document discusses how technology can enhance student learning in three main ways:
1) Technology increases student engagement by incorporating research-based learning strategies.
2) Technology allows teachers to frequently check student progress through customized reports to improve instruction.
3) Various technologies like digital microscopes, GPS, and virtual field trips can provide interactive learning experiences and connect students to resources around the world.
Similar to Games That Can Have Social Impact - Jane Ji (20)
Katie Pawloski, Professor
Dr. Pasquale Iemma, Adjunct Lecturer
Kellany Cadogan Noland, DrPH(c), MSN, RN
Marie L. Lumbart, MSN, ARNP-C, FNP, CCRN | all Utica College – ABSN Program
Wendy Moore | Orbis Education
TEAM PRESENTATION: Creating a Low Cost Obstetric Clinical Immersion Simulation for Medical and Nursing Students
This presentation is designed to provide application level exposure to essential perinatal concepts that are often not available through traditional clinical exposure. The session features two phases of activities used in student training.
Phase One:
Focused contextualized skill stations utilizing leading-edge simulation skills using state-of-the-art computerized manikins (Human Patient Simulators, or HPS) and patient actors, also known as standardized patients (SP).
Phase Two:
Students are exposed to a multistage unfolding patient care simulation that required application of the phase one skills within the evolving scenario.
Finding Partners in Applied Research – A Case Study on Industry/Academic Coll...SeriousGamesAssoc
Erik Sand, Director of Strategic Relationships
Dr. Thomas Carbone, Technical Director
at UCF’s Florida Interactive Entertainment Academy (FIEA)
Mike Eakins, Creative Lead | Mixed Emerging Technology Integration Lab (METIL) at UCF Institute for Simulation & Training
Finding Partners in Applied Research – A Case Study on Industry/Academic Collaboration
Sometimes financial, physical and content constraints on graduate programs force university researchers to be creative. This presentation talks about how FIEA faculty designed a class called GameLab to help expose students to Serious Games while simultaneously fostering lasting research and development partners outside traditional entertainment industry partners.
We will talk about how the development life cycle of a simple handheld game that teaches cleaning protocols for hospital janitors in the VA hospital network helped develop a template for how FIEA now finds and interacts with industry partners. It is a case study to show how a project can move from relationship to MVP to full-on build and deployment of a robust application in the context FIEA’s student centric curriculum. UCF’s Institute for Simulation and Training then finished the final product for delivery to the VA.
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Designing Immersive Experiences that Create Empathy, Reveal Biases, Alter Min...SeriousGamesAssoc
In this talk we discuss insights from designing and studying immersive experiences aimed at improving early literacy outcomes through personalized learning, spanning virtual, augmented and mixed realities as well as non-immersive applications. Our serious games provide research evidence into how these varied media can enable adults (teachers, school leaders, families, and caregivers) to implement personalized literacy learning at the organizational and individual level.
We will present lessons gained from designing experiences across immersive media such as 360 video, virtual environments with agents, mixed reality systems with human-in-the-loop characters (ex: Mursion https://mursion.com/), and augmented reality. We will also discuss approaches and takeaways for creating experiences intended to build empathy towards the unfamiliar (ex: our work on parents using VR to experience the world as young children with reading disabilities), experiences for detecting unconscious biases (ex: teachers educating a stimulated classroom of students in ways that may trigger innate biases), and experiences to contextually modify parental mindsets (ex: parents using augmented reality to alter their strategies for children’s literacy).
Overall, we will present general lessons from building simulated authentic situations in which teachers and parents learn to overcome challenges in early literacy development. We will pause our talk/lecture occasionally for questions that enable brief small group interactions.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
This document summarizes a presentation about designing memorable games. The presentation discusses how human memory works, including that memories are based on experiences and situations rather than being like video recordings. It also reviews research findings on memory such as how forgetting takes more brain power than remembering. To be effective, games need to increase replay value, build on interactive elements, provide memorable experiences, and maintain consistency to be remembered. The presentation concludes by emphasizing the importance of designing games in ways that strengthen memory formation.
Preparing Soldiers for the Future: The Army's New Synthetic Training EnvironmentSeriousGamesAssoc
Keynote
Maj. Gen. Maria Gervais, Director, Synthetic Training Environment Cross Functional Team
Preparing Soldiers for the Future: The Army's New Synthetic Training Environment
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Catherine Croft, Co-Founder, Chief Executive Officer | Catlilli Games
Learning Through Play: STEM Games in the Classroom
Attendees will understand how STEM games can be used in K-12 classroom settings. They will learn about an overview of games on the market, from elementary school through high school. They will then learn how to design simple games that can be used to convey a key STEM concept within one class period. By the end of the workshop attendees will have collaborated to produce paper prototypes of such games.
We hope to host these files as free online print-and-play games for teachers, as a service to the community.
I will lead attendees in a game design workshop for STEM games in K-12 education. After providing an overview of such games, we will play a sample of existing games on the market from a variety of companies. Then each table will brainstorm ideas based on age, subject matter, and game mechanics. They will produce paper prototypes by the end of the workshop, which they will present to the other members. Hopefully, if it’s possible, we/SPC could host these files as free online print-and-play games for teachers as a service to the community.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Wei Fan Chen, Executive Producer / Founder | Fourdesire, China
Playable Design
I’m the founder of Fourdesire. I created games include keeping people to stay hydrated (via Plant Nanny), motivating them to walk more and stay healthy (via Walkr), and helping them to keep track of the knowledge behind these healthful activities.
Our titles Plant Nanny, Walkr and Fortune City have been used by tens of millions of users globally and were covered by Washington Post, Business Insider, IGN, Polygon etc.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Gregg Toppo, Author / Journalist and President | Education Writers Association
Playful Learning Without Games
What can educators do to understand games and make school a more rigorous, vital and enjoyable place? Building on decades of research, this session looks at the seven essential nutrients that games provide:
Failure
Feedback
Fairness
Flow
Fantasy
Freedom
Fellowship
Understanding these “seven F’s” can help teachers make their classrooms more successful places, even if they don’t like video games or are uncomfortable bringing them into the classroom. We’ll explore the possibilities and come up with doable, practical solutions.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Jenn McNamara, Vice President | BreakAway Games
Client-Centered Serious Game Design
Serious game developers must consider client needs and constraints. To most, it is obvious that the end users’ desired training, behavior change, assessment, or experience outcomes shape the focus of the game. But the client organization’s funding, IT infrastructure, data needs, and personnel impact design as much, if not more, than end users’ needs.
This session will share experiences where these factors significantly impacted game design and make recommendations for identifying and addressing these needs early in the design process.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
A Promise to Future Generations: Making Learning FunSeriousGamesAssoc
This document discusses intrinsic and extrinsic motivation in learning. It references studies from 1971, 1973, and 2001 on how extrinsic rewards can undermine intrinsic motivation to learn. It notes that not enough time is spent considering why children want to learn and too much time is spent trying to force learning. The document suggests thinking about the principles of play to better motivate learning.
This document outlines the schedule and process for a workshop on creating educational games. The workshop will guide participants through forming teams based on curriculum, conceptualizing a game concept around chosen curriculum concepts, prototyping the game through iterative playtesting and rule refinement, and reviewing the process and outcomes. The goal is for participants to gain experience applying a proven process for developing a game concept into a prototype to teach curriculum in an engaging way.
Andrew Gassen, CEO | Pivotal Software
0 for 3: Edtech Startup Lessons Learned
I’ve been a part of 3 different education technology companies, all focused on the K-12 market. Each of these companies failed, but each for different reasons and in spectacularly different ways. This talk is a bit of a public post-mortem that focuses on 3 key lessons from each company, including a brief discussion on how we might have done things a different way if I knew then what I know now.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
OODA OODA! How Rapid Iteration Can Help Level Up Your Gaming BusinessSeriousGamesAssoc
Mitch Weisburgh, Partner | Academic Business Advisors and
Scott Brewster, Co-Founder & CTO | Triad Interactive Media / Hats & Ladders
DOUBLE SESSION: OODA OODA! How Rapid Iteration Can Help Level Up Your Gaming Business
We are all involved in lots of complicated and complex situations. We deal with students and learning. We write, adapt, and use games for learning. We may be running businesses.
One thing that all of these have in common is that we can’t just come up with a plan, execute and expect things to just work smoothly. Unexpected things happen, it’s often impossible to anticipate all possible situations, people react in unanticipated ways, there is often information we just don’t or can’t know in advance, the people we are working with have hidden agendas. Allies, antagonists, and resources shift and change. And so on.
So, what are we supposed to do?
We are going to explore a framework for managing solutions during periods of dynamic change. The OODA Loop Framework was developed by air force colonel John Boyd based on precepts developed by Sun Tzu, Napoleon, Heisenberg, Kyng, Einstein, Gödel, and others, and has been used by military, political, and business leaders around the world. You’ll learn to prepare for the unexpected, observe and react to actions and results, and pull together and manage a team despite adversity.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
The ux of serious games how to impact a wider audienceSeriousGamesAssoc
Birdie Champ, BS, M.Ed., Ed.S, Owner, Chief Product Officer | UXDiversity and Thorne Palmer, BA, M.Ed
The UX of Serious Games: How to Impact a Wider Audience
What elements are you measuring when determining the value of your serious game?
There are many critical touchpoints a player (user) experiences that occur before, during, and after playing a game, from initial interest to post-game evangelism. Some serious game designs inadvertently block some users from ever playing. Some design elements can cause players to rage quit where others thrive. In this session we will explore three topics:
First, we will explore a complete user’s experience (UX) of a serious game.
Second, we will look closer at the users of serious games and break them into personas based on social, emotional, and cognitive differences in how they learn and how they play.
Third, we will explore how to merge instructional design with game design with activities that bridge the varied experiences different users can have when engaging with similar challenges. By breaking down the UX into touch points, breaking down users into personas, and mitigating gaps in the varied qualities of user experiences, you will likely improve your game analysis, game quality, and broaden your customer segments.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Alphabet Soup Cans: Avoiding Bad Tropes of Educational GamesSeriousGamesAssoc
Stuart Criley presents on avoiding "bad tropes" in educational games. He discusses games that include puzzles that do not fit thematically, such as sorting soup cans to progress in a haunted house game. Criley urges developers to have a deep understanding of the topic and include authentic problems to engage students, rather than unrealistic scenarios like doing math in space. Developers must ensure educational games are worth the classroom time spent on them.
Building Heroes: Using Roleplaying Game Design for Classroom Management, Read...SeriousGamesAssoc
You have a loyal companion to help you.
Barter: You can negotiate prices and deals well.
Bilingual: You speak two languages fluently.
Citizen: You have citizenship papers for a safe settlement.
Contacts: You know people who can provide information.
Educated: You received some schooling before the war.
Medic: You have basic medical skills and a small kit.
Scavenger: You know where to find supplies in the wastes.
Survivalist: You are well adapted to living in the wastelands.
Tradecraft: You know tricks for sneaking, hiding and spying.
*Animal handler:
Augmented Reality: Revolutionary or Disruptor of Training and AssessmentSeriousGamesAssoc
Dennis Glenn, MFA, Adjunct Professor| DePaul University Graduate School for New Learning / President | Dennis Glenn LLC
Augmented Reality: Revolutionary or Disruptor of Training and Assessment
Augmented reality (AR) has the potential to revolutionize training and assessment. This technology innovation superimposes computer-generated sensory input such as sound, video, graphics or GPS data onto a live or indirect view of a physical, real-world environment. The increasing need to scale education-based interactive learning to larger audiences thus mitigating the larger development costs, is where AR has a few potential revolutionary and disruption attributes that must be considered.
Learning Objectives:
Assessment needs to be done rigorously and methodologically, and AR technologies can provide multiple avenues to achieve this goal. Recall of knowledge is no longer a viable method to provide accurate validation of mastery. In order to assess competency, we need to understand what the learner needs to know and be able to do and then demonstrate their ability to perform these tasks. We will offer multiple solutions to this disruptor.
Privacy and security of the data con be compromised using AR technologies. A few of the risks to be discussed are identity theft, invasion of privacy, and unequal access, thus increasing the inequality divide. We will lead a discussion of the avenues to reduce these risks.
On the positive side we offer a number of effective solutions that lead to the demonstration of mastery. Using AR technology to disseminate education is a way to teach thousands of users across the globe while eliminating barriers to access, reducing costs, and ensuring consistency in quality and delivery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Return on Investment (ROI) for Virtual Environments and GamingSeriousGamesAssoc
Carole Bagley, President, Consultant, Team Lead | The Technology Group, Inc & Distinguished Service Professor | University of St. Thomas (UST)
Return on Investment (ROI) for Virtual Environments and Gaming
How effective are virtual and gaming environments? Do they have an impact on the user’s learning, on their job or organization and/or do they have an impact on their daily life?
The presentation will include a brief discussion of Kirkpatrick’s ROI levels 1-5 and how it is useful in the creation and evaluation of virtual gaming environments. Several virtual environments and games (Health Benefits, Pharmacy and Dentistry games for the Healthcare industry and a Tobacco prevention game for Middle school students) will be discussed and demonstrated and will describe how the evaluation results have impacted the effectiveness of the product and the user.
Participants who have conducted ROI evaluations will be asked to share their product evaluation results and how it impacted the users. Participants who are interested in conducting an ROI evaluation will be asked to provide for discussion product descriptions and what results/proof they are looking for in conducting an evaluation.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Enhancing New Employee Orientation with a Digital Scavenger HuntSeriousGamesAssoc
Karen Burns, Asst. Coordinator of Faculty Development | The University of Alabama
Enhancing New Employee Orientation with a Digital Scavenger Hunt
Pervasive games are a burgeoning genre in which the affordances of mobile devices are used to extend the boundaries of digital games into the real world. This game genre leverages the GPS, photo, video, and texting capabilities of smart phone devices in order to create games that require location-dependent and context-sensitive interactions between the physical and virtual environments. One particular form of pervasive games is a digital scavenger hunt.
This presentation will focus on the findings of a study in which a digital scavenger hunt was integrated into new employee orientation. The goal of the study is to determine if a digital scavenger hunt can be an effective means of enhancing the typical employee orientation by reinforcing information provided during the face-to-face sessions, introducing new information, reducing the stress new employees typically feel, and fostering employee competence. While this study is ongoing, data collection and analysis will be completed by May 2019.
This session will report on the findings of this study and include a discussion of the successes and challenges of the study. Additionally, discussion will center on potential applications of a digital scavenger hunt being used as a means of learning through discovery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
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.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
Communicating effectively and consistently with students can help them feel at ease during their learning experience and provide the instructor with a communication trail to track the course's progress. This workshop will take you through constructing an engaging course container to facilitate effective communication.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Chapter wise All Notes of First year Basic Civil Engineering.pptx
Games That Can Have Social Impact - Jane Ji
1. Springbay Studio Ltd.
Committed to making great educational games to help people appreciate and understand the beauty of
the natural world that surrounds them.
Design Games with Social Impact
9. Initial launch
“iBiome-Wetland is a beautifully designed and well-researched game that engages
students quickly.” - Mike Farley Gr.7 Teacher University of Toronto Schools
11. ”See what happens when you add extra of one species to your biome.
Students will see right away how species depend on one another and how
easy it is for an ecosystem to get off-balance. “- American Association of
School Librarians Best Apps for Teaching and Learning 2015
Unique virtual experiments on ecosystems
12. Featured by the iTunes Store worldwide five times
https://youtu.be/_im63C4Hklw
13. Explore the natural balance of ocean habitats. Build diverse and intricate ecosystems
Celebrate the rich diversity of sea life. Study the human impact on our oceans
Oceanic ecosystems
14. Introduction of the ecological interaction between us and the oceans.
Oceans and Us!
15. Build and see how different everyday items
such as cars and water bottles, create
challenges for sea life.
Learn our responsibility as
environmental stewards through
stories.
How can everyone help?
16. Example: CCSS.ELA-Literacy.RST.6-8.9 Compare and contrast the information gained
from experiments, simulations, video, or multimedia sources with that gained from
reading a text on the same topic.
Common Core Standards
CCSS.ELA-Literacy.RST.6-8.9
Compare and contrast the information gained from experiments, simulations, video, or
multimedia sources with that gained from reading a text on the same topic.
CCSS.ELA-Literacy.RI.5.5
Compare and contrast the overall structure (e.g., chronology, comparison, cause/effect,
problem/solution) of events, ideas, concepts, or information in two or more texts.
CCSS.ELA-Literacy.RST.6-8.2
Determine the central ideas or conclusions of a text; provide an accurate summary of the text
distinct from prior knowledge or opinions.
CCSS.ELA-Literacy.RI.3.3
Describe the relationship between a series of historical events, scientific ideas or concepts, or
steps in technical procedures in a text, using language that pertains to time, sequence, and
cause/effect.
CCSS.ELA-Literacy.RST.6-8.7
Integrate quantitative or technical information expressed in words in a text with a version of that
information expressed visually (e.g., in a flowchart, diagram, model, graph, or table).
CCSS.ELA-Literacy.RI.3.7
Use information gained from illustrations (e.g., maps, photographs) and the words in a text to
demonstrate understanding of the text (e.g., where, when, why, and how key events occur).
CCSS.ELA-Literacy.RST.6-8.4
Determine the meaning of symbols, key terms, and other domain-specific words and phrases as
they are used in a specific scientific or technical context relevant to grades 6–8 texts and topics.
CCSS.ELA-Literacy.RI.5.2
Determine two or more main ideas of a text and explain how they are supported by key details;
summarize the text.
CCSS.ELA-Literacy.RI.4.3
Explain events, procedures, ideas, or concepts in a historical, scientific, or technical text,
including what happened and why, based on specific information in the text.
CCSS.ELA-Literacy.RI.5.3
Explain the relationships or interactions between two or more individuals, events, ideas, or
concepts in a historical, scientific, or technical text based on specific information in the text.
CCSS.ELA-Literacy.RST.6-8.8
Distinguish among facts, reasoned judgment based on research findings, and speculation in a
text.
CCSS.ELA-Literacy.RI.4.7
Interpret information presented visually, orally, or quantitatively (e.g., in charts, graphs,
diagrams, time lines, animations, or interactive elements on Web pages) and explain how the
information contributes to an understanding of the text in which it appears.
CCSS.ELA-Literacy.RI.5.4
Determine the meaning of general academic and domain-specific words and phrases in a text
relevant to a grade 5 topic or subject area.
Reading Science/Technical
Source: Common Sense Education BrainPop
https://www.commonsense.org/education/app/ibiome-wetland
https://www.brainpop.com/games/ibiomewetlandschooledition/
17. Example: MS-LS2-1 Develop a model to describe the movement of matter among
plants, animals, decomposers, and the environment.
Next Generation Science Standards
5-LS2-1
Develop a model to describe the movement of matter among plants, animals,
decomposers, and the environment.
MS-LS2-1
Develop a model to describe the movement of matter among plants, animals,
decomposers, and the environment.
MS-LS2-3
Develop a model to describe the cycling of matter and flow of energy among living
and nonliving parts of an ecosystem.
MS-LS2-4
Construct an argument supported by empirical evidence that changes to physical or
biological components of an ecosystem affect populations.
Ecosystems: Interactions, Energy, and Dynamics
Source: Common Sense Education
https://www.commonsense.org/education/app/ibiome-wetland
18. • Using chart to ask kids to identify the ecological roles for the species in the game
• Ask students to draw a diagram of the entire food web for any habitat
Handy lesson plans
Env Pro Con Prey Pred Env Pro Con Prey Pred
Soil Wasp
Sun Hoverfly
Water Willow
Algae Viceroy Butterfly
Cabomba Mosquito
Water Lily Dragonfly
Snail Blue-winged Teal
Pickerelweed Red-winged Blackbird
• Use Post Game Analysis to drive further thinking
19. Online
http://www.schools.springbaystudio.com/
Easy access via Online and Tablets
iPad
iBiome-Wetland School Edition
https://itunes.apple.com/ca/app/ibiome-wetland-school-
edition/id1069411327
iBiome-Ocean
https://itunes.apple.com/us/app/ibiome-
ocean/id1207917622?mt=8
• Download the apps with the Apple’s
Volume Purchase Plan to save 50%
• Install the app on your school iPads/
iPad mini
• Start engaging your students with a fun
learning game.
• Select the right subscription to fit for
your class, school and district.
• Contact us to finish your subscription
• Share your login info with your
students
• Start engaging your students with a fun
learning game.
20. “We are polluting the ocean more than we think."
Children validated our mission
https://schools.springbaystudio.com/Student_feedback_summary.docx
"I learned that everything is impacted by us and that we need to
be careful with what we throw out and recycle.”
- Students learned how ecosystems are impacted by changes in species’ population.
- Students learned how modern technologies can contribute to environmental
damage and also how they can use these technologies in an environmentally
sustainable way.
- Students liked building virtual biodomes, and receiving rewards for their work
and were motivated to keep playing.
Key findings from a students survey report
Hello everyone. My name is Jane Ji, co-founder and president of Springbay Studio. When my cofounder and I started our studio, we wanted to develop casual games from the female perspective. We wanted our games aligned with the values that we believe in: caring, nurturing and encouraging. When we developed our second IP – Living Garden, a Facebook game, I wanted to add some simulation of the ecosystems into your virtual gardens. Like taking care of the critters there, attract critters from your friends’ gardens to yours, and etc. For that, I was doing research on pollinators. Very soon, I was shocked by the environmental issues surrounding bees and pesticides. I knew about pollutions, WWF and Green Peace, but like most of people, I never thought that I can do anything about it other than being a responsible citizen. But as a mother, I couldn’t stop from my research on environmental issues, because I need to know how the situation affects my children. I was very actively learning about this, and came across some respectful scientists who inspired me to do what I do now: David Suzuki, James Hensen, James Lovelock. It was a critical turning point in my career as a game designer and game developer.
We understood the ability for games to engage people. Games are powerful forms of media that can be used to carry important messages. We wanted to Engage Students in Environmental Stewardship through Game-based Learning. For a few years, this image stayed as the wallpaper of my laptop. The challenge for environmental crisis is huge, the challenge to of breaking into the serious game sector was scary. It’s just like this polar bear in the photo. It needs to reach to the other end. The question is how can we make it?
Environmental crisis is a social, political, economical issue. It’s so complicated that the science of biology, ecology and earth seemed too difficult for many to try and understand. To make educational games about environmental issues, we want to focus on the science behind this complex problem, and give kids a solid foundation about our relationship with nature: we are not gods who manipulate the natural world to our every whim. We are part of nature and we need to live with nature in harmony. To that end, we want to start with ecosystems, one of core mechanisms of how nature works.
We started to look for inspirations. Like the “Sim Parks” from Maxis studio. A sand-box simulation and park management game. However, how to make your park profit and then grow your park is kind of far from the ecosystem theme we want to build. Economies don’t exist in nature. Ecosystems are about the food webs, the connections among species. One game got my interest is a puzzle game called “Doodle God”. It’s about thinking logically and discovering new elements by combining unlocked elements. Kind of like how food web works, energy and nutrition flow from the source to the upper levels.
This was the initial version of our first iBiome game – iBiome-Wetland. By combining sun, water and soil, you can unlock plants. Combining those plants unlocked the animals that depend on them.
But there are two problems: first, from our user test, kids did not understand why combining certain plants unlocked animals, as they first had to learn about food webs to make the correct guesses. Second, we are talking about food webs. This kind of gameplay is typical “God” mode, players “create” species. Even kids can guess what species to combine together to create another species, it’s too human centric. So we decided to try another approach: can we make the food web itself fun to play? So we changed the gameplay to be a drag-and-drop matching puzzle: we called “Crazy Web”: with a group of living (biotic) and non-living (abiotic) components, players need to figure out who is playing what role, environment, producer, consumer, etc.
Biology rules the game. When you are building a biodome, you need to introduce species to your dome in a certain order. All game levels are designed based on the food pyramid. Each game level, called “Current Task” in the game, contains one or two species for kids to learn about. Once players complete the task by playing “Crazy Web”, they will get the next task that will introduce them to more species from bottom up along the food pyramid. To make it more challenging, we want kids to apply what they learn about the food webs, and make all species in their virtual biodome flourish by changing the amount of one species at a time.
If you follow me, you probably notice that I have not talked about business yet. In fact, we did think about partnerships at the beginning. We went to serious game related events and approached a few environmental non profit organizations and government agencies. But we did not draw the interest that we hoped. At that time, we noticed that some educational apps got some impressive success. Rather than waiting for partnerships and funding to be ready, we funded our first iBiome game – iBiome-Wetland and launched it in the iTunes store in 2014. On the day of our initial launch, it was so quiet that there was no downloads, no media, no one noticed what we did except us and our friends. You can imagine how disappointed we were. One of the teachers, Mr. Mike Farley, played the demo of our games before our official launch. His positive feedback was our only hope. After a week, we saw our first five star review on the iTunes store. But there were so many things we need to learn: marketing, app-store optimization. Operating on a limited marketing budget, we tried to free our app or reduced our app price in order to get parents attention.
After the first four months of app launch, we got the first award for “iBiome-Wetland”. Then, one after the other, our game got 5 awards in 2015.
The recognitions from parents and teachers helped us got some government funding to make the sequel: iBiome-Ocean. Comparing to its predecessor, this game got featured by the iTunes store world-wide at its debut and four other update releases.
We learned from our wetland game that teachers want to use our games in their classrooms. So we listened to their feedback, and added more ecology to the ocean game as they requested. “Oceans and Us!” is a brand new feature in this game. We added some stories pieces to teach kids about three environmental challenges for oceans: plastic pollution, overfishing and ocean acidity.
We also learned to prepare lesson plans to help teachers understand how to use our games in their classrooms.
For different schools, they use different technologies, from iPads to Chromebooks. We built our online portal in order to provide the online access of our games.
Selling to school is tough, even with the awards, app store features. Especially as a small indie educational game developer, we are facing the challenges of marketing, funding, as well as the product development.
Have we made a successful jump? I don’t know, but I do know that kids get the important messages that we embedded in our games.
We surveyed 45 middle school students at Centennial Sr. Public School in Brampton, Ontario, Canada, about their experiences playing iBiome-Ocean: School Edition. Students were asked what parts of the game they played and what they liked and disliked about the game. The results, summarized a student survey report, show iBiome-Ocean: School Edition was an engaging tool that helped students review material they were learning about ecosystems, food webs and ecology, and prepared them to be better environmental stewards.
Almost all students (90 percent) surveyed did virtual experiments where they added species to the virtual ecosystems they built. Most of those students (78 percent) earned game badges associated with such experiments.