A 1-hour talk about some hints and reviews for the usage of Gamification in learning (language) for the participants of a competition held for designing a language-learning application for managers.
The presentation file of my talk in Mashhad about the basics of gamification and how I became a designer with suggesting an optimal way for those who want to become gamification designer.
Here is the file for my 30-min talk for marketing association to introduce gamification as a powerful toolbox. I went from why to what in this talk to make it more understandable.
A brief about what are some opportunities for people interested in following a career in behavioral design. Also we talked about what positions in a company need to be familiar with a concept for better results.
The presentation file of my talk in Mashhad about the basics of gamification and how I became a designer with suggesting an optimal way for those who want to become gamification designer.
Here is the file for my 30-min talk for marketing association to introduce gamification as a powerful toolbox. I went from why to what in this talk to make it more understandable.
A brief about what are some opportunities for people interested in following a career in behavioral design. Also we talked about what positions in a company need to be familiar with a concept for better results.
Gamification can be an amazing tool for startups. Every startup can benefit from the power of gaming for it's users and even for the employees to become more productive. This presentation is used for preparing the teams in FANAP accelerator.
I'm the gamification designer in Faranesh, one amazing e-learning platform that's done well in the last two years and going to be a market leader in our country. They asked me to give an introduction to gamification for the team and also find a way to be applicable to the lifestyle of the young and entrepreneur.
Here is the presentation file I'll use in Lean camp to talk about the gamification for startups. Benefits and dangerous of using a good design or a bad design!
This is the presentation file for my talk in 10th Digital Media exhibition in Tehran. A fast and simple introduction to gamification in relation with digital media and products.
This talk shares insights identifying common qualities of games that may promote teen thriving with positive psychology practices. iThrive utilized a two-tiered approach to find these qualities and create a road map for developers to design for positive psychology practices. Experts at a series of think tanks, lead by McDonald, deconstructed the positive psychology concepts into guidelines for positive psychology constructs, both in terms of what systems and features might help and harm the promotion of these practices in players. A semester’s long study with design students, lead by Rusch, revealed that games with the strongest positive psychology components were those that had the most emotional impact, and few game features. Insights from both investigations will be shared, including exemplar games that align with a set of positive psychology practices; the common qualities those games share; and design tips for creating products that can support teen thriving.
Positive psychology practices promote positive youth development, but how can these practices be embedded in games? Drawing from insights collected from industry experts and game design students engaged in a semester-long study, we constructed a road map of the qualities of games that might lead to positive psychology habits.
Here is the presentation I'll have for students of Amirkabir university. An introduction to gamification with a glimpse of the market size for those who like to take the path and some use cases with introducing some tools and etc.
In this workshop, veteran game designer Nicholas Fortugno introduces the core idea of serious game design: using game mechanics and play to communicate, teach, or persuade. The workshop gives a definition of games that provides tools to think about the underlying systems that make them work, and then shows how those systems can be constructed to lead to specific play patterns. Examples are shown from successful serious games of the relationship between the game mechanics and the serious content. Participants then take part in a hands-on analog game design exercise to put these lessons to work by making a prototypes of a game for a pre-selected issue. The goal of the workshop is to give participants direct experience thinking in game design terms and trying to apply game design in an instrumental way. No previous game design experience required.
PARTICIPANTS:
Nick Fortugno, Co-Founder and Chief Creative Officer, Playmatics
We are all called to be leaders. There will always be someone who looks up to us, who follows our example. As leaders, how can we set better examples for others? What is an area where you need to rise to the challenge of being a leader?
4 Keys and Psychology of Fun from Awareness to Impact GSummitNicole Lazzaro
Standing on top of a temple in Egypt I had a vision of how to change the world with play. Games and work both require decisions, only games are often more engaging. Today we can use what people are naturally inclined to do to architect systems of engagement to better themselves and their world. We can use these games to succeed where corporations and public service institutions have failed. We can use the psychology of fun to create games of engagement to make us happier and smarter, help us achieve our goals, solve challenging problems like poverty and climate change.
Research shows that people who are in a happy engaged brain states are 50% more productive. We can use the emotions from play to create brain states that drive success in the workplace and in life. Over thirty years games have evolved techniques to create strong emotions that drive play. Ultimately these games can actually deliver public services, such as Tilt World a game to plant 1 million trees. http://bit.ly/TiltWorld
Movies like Al Gore's Inconvenient Truth, viral videos like Kony 2012 raise awareness about important issues. Games, the medium of the 21st century, have the power to turn this awareness into action. In this talk we cover what brain states improve performance, how games create engagement to create these brain states, how to design the specific choices with the Four Keys to Fun, and ultimately how to amplify a game's impact on the player and the real world.
Gamification can be an amazing tool for startups. Every startup can benefit from the power of gaming for it's users and even for the employees to become more productive. This presentation is used for preparing the teams in FANAP accelerator.
I'm the gamification designer in Faranesh, one amazing e-learning platform that's done well in the last two years and going to be a market leader in our country. They asked me to give an introduction to gamification for the team and also find a way to be applicable to the lifestyle of the young and entrepreneur.
Here is the presentation file I'll use in Lean camp to talk about the gamification for startups. Benefits and dangerous of using a good design or a bad design!
This is the presentation file for my talk in 10th Digital Media exhibition in Tehran. A fast and simple introduction to gamification in relation with digital media and products.
This talk shares insights identifying common qualities of games that may promote teen thriving with positive psychology practices. iThrive utilized a two-tiered approach to find these qualities and create a road map for developers to design for positive psychology practices. Experts at a series of think tanks, lead by McDonald, deconstructed the positive psychology concepts into guidelines for positive psychology constructs, both in terms of what systems and features might help and harm the promotion of these practices in players. A semester’s long study with design students, lead by Rusch, revealed that games with the strongest positive psychology components were those that had the most emotional impact, and few game features. Insights from both investigations will be shared, including exemplar games that align with a set of positive psychology practices; the common qualities those games share; and design tips for creating products that can support teen thriving.
Positive psychology practices promote positive youth development, but how can these practices be embedded in games? Drawing from insights collected from industry experts and game design students engaged in a semester-long study, we constructed a road map of the qualities of games that might lead to positive psychology habits.
Here is the presentation I'll have for students of Amirkabir university. An introduction to gamification with a glimpse of the market size for those who like to take the path and some use cases with introducing some tools and etc.
In this workshop, veteran game designer Nicholas Fortugno introduces the core idea of serious game design: using game mechanics and play to communicate, teach, or persuade. The workshop gives a definition of games that provides tools to think about the underlying systems that make them work, and then shows how those systems can be constructed to lead to specific play patterns. Examples are shown from successful serious games of the relationship between the game mechanics and the serious content. Participants then take part in a hands-on analog game design exercise to put these lessons to work by making a prototypes of a game for a pre-selected issue. The goal of the workshop is to give participants direct experience thinking in game design terms and trying to apply game design in an instrumental way. No previous game design experience required.
PARTICIPANTS:
Nick Fortugno, Co-Founder and Chief Creative Officer, Playmatics
We are all called to be leaders. There will always be someone who looks up to us, who follows our example. As leaders, how can we set better examples for others? What is an area where you need to rise to the challenge of being a leader?
4 Keys and Psychology of Fun from Awareness to Impact GSummitNicole Lazzaro
Standing on top of a temple in Egypt I had a vision of how to change the world with play. Games and work both require decisions, only games are often more engaging. Today we can use what people are naturally inclined to do to architect systems of engagement to better themselves and their world. We can use these games to succeed where corporations and public service institutions have failed. We can use the psychology of fun to create games of engagement to make us happier and smarter, help us achieve our goals, solve challenging problems like poverty and climate change.
Research shows that people who are in a happy engaged brain states are 50% more productive. We can use the emotions from play to create brain states that drive success in the workplace and in life. Over thirty years games have evolved techniques to create strong emotions that drive play. Ultimately these games can actually deliver public services, such as Tilt World a game to plant 1 million trees. http://bit.ly/TiltWorld
Movies like Al Gore's Inconvenient Truth, viral videos like Kony 2012 raise awareness about important issues. Games, the medium of the 21st century, have the power to turn this awareness into action. In this talk we cover what brain states improve performance, how games create engagement to create these brain states, how to design the specific choices with the Four Keys to Fun, and ultimately how to amplify a game's impact on the player and the real world.
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
This it the presentation I delivered at The Face of Finance conference at Bentley University in October, 2012.
This version is missing some animations and a couple special fonts I used, but the meat of it is there. As always it's better when delivered in person ;)
Digital Learning Game Design: Lessons from the TrenchesSharon Boller
Learning games - and gamification of learning - are hot trends. What does it REALLY take to produce a learning game, and how do you produce a good one? This presentation outlines 6 lessons learned with links to games that offer examples for the lessons learned.
Developing your Agile skills through social GamesAgile Montréal
The end state of a highly performing Scrum team is described in the Scrum Guide by Ken Schwaber and Jeff Sutherland as follow: ""when the values of commitment, courage, focus, openness and respect are embodied and lived by the Scrum Team, the Scrum pillars of transparency, inspection, and adaptation come to life and build trust for everyone"". Then the authors add: ""the Scrum Team members learn and explore those values as they work with the Scrum events, roles and artifacts."" We simply believe we can fast-track the development of these Agile core values through daily social games.
For the past three years, we have been experimenting with half a dozen of Scrum teams, offering opportunities to play a large variety of games (board games, card games, baby-foot, etc...) during the lunch hour and after hours. The results of this experimentation have quickly exceeded our expectations.
Ludo Bruyere
Éric Boivin
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
Tutorial and workshop from the Games for Health 2014 conference. Covers common problems, failings of gamification, elements of player experience, paper prototyping, and essential concepts in game design.
The presentation for my talk at Human Experience Conference 2021 ( HXconf 2021 ) about the ethical aspects of design specially with behavioral design tools and theorie.
A short introduction to gamification in series of events as social responsibility to teach startups and small business owners what expect and what to look for.
In this short talk for the cognitive talks in neuroscience conference, I introduced the Cognitive Flow as the optimal strategy for engagement in game design.
The presentation file of my talk at the 10th event of FinUp about behavioral economics and open banking as secret weapons for Fintech and banking industry.
A 30-min talk about Persuasion and it's Black-Hat devision in Visionary 2019 conference of UX and CX. I'm trying to lighten the mood about the proper usage of black-hat persuasion in our designs.
An introductory talk about the persuasive design for a user experience course . This would be the presentation file for the talk. Including theories, methods and strategies.
An introduction to cognitive strategy and it's importance in designing applications. In the first mobile summit held in Tehran I talked about how we can benefit from cognitive psychology and behavioral economics for designing better services.
This presentation belongs to the talk I gave in our gamification meet-up as an introduction to the concept of loyalty in business and the usage of gamification in it.
In my studies about gamification I sure have noticed the very importance of learning behavioral economics. So I've started reading the basic books again and very carefully and this time from a practical point of view. This is an introductory presentation I've used to talk with some of my colleagues about the subject.
For the upcoming Digital Mental Health startup-weekend in Tehran I'll talk about gamification in an introductory approach. Gamification can have an essential role to decrease the attrition in such applications.
TAMP 2018 (Tehran Art Management Program) is a pre-accelerating program for art and cultural startups and projects. I leaded a workshop about Gamification and it's usage for businesses. It took almost 6 hours for an introduction enough for attendees to know what is gamification in real.
I talked about gamification and it's usage in education and training for 2 hours in Tabatabayi University of Tehran. I'll try to prepare a small workshop in this subject.
UserX would be a yearly event about UX design and Gamification design is of interest in these kind of events. Here I talked about possible conflicts of Gamification design with UX and Service design and the solution to have a peaceful process!
A fast review of building a Gamification design team in a company or organization as my talk in the 6th Tehran Gamification Meet-up. I'll review the cons and pros of different departments and their rolls in the team.
I had an introductory talk about Gamification as a Human-Focused design approach in IAAC GlobalSummerSchool Tehran. This is the presentation file of the talk.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
19. Foundational Questions
What is the real problem?
What are the learners not doing?
What is the desired outcome?
What is needed to achieve success?
19
20. Practical Questions
Who are the learners?
What are the logistics?
What are the technical issues?
What should the measurement criteria be?
What is the rationale behind scoring?
20
21. How to be successful 1
Co-design instructional
elements along with
gameplay elements.
21
22. How to be successful 2
Increase the level of
activity of the players as
they participate in the
activity.
22
23. How to be successful 3
Create a compelling
story.
23