This presentation explores the importance and relevance of Gamification in Education and Personal Health and Well-Being. The presentation was delivered at the inaugural Gamification Conference and Exhibition at UPSI Education Research Laboratory in Tanjung Malik, Perak, Malaysia on May 6th 2016
It explores the role of gamification and the impact of technology in the areas of education and health/well-being
Modern Classroom Education faces many unprecedented challenges and opportunities as a result of rapid developments in digital communication technologies since the birth of the Internet in the early 1990s. Since that time, the generation of students known as "Digital Natives" have been born into a world where desktop and home computers are commonplace, video games are available in homes as well as arcades and mobile phones are becoming ubquitous. As a consequence, for the first time in history, children have access to electronic devices which they can explore and interact with, sharing their experiences and problems with their peers. This paper examines the impact of digital technologies on teaching roles and practices in the classroom and illustrates how the concept of "Gamification" can provide a modern day solution to traditional teaching best practices.
Education Gamification and Personal HealthDavid Wortley
The Role of Gamification in Education and Personal Health and Well-Being presentation was delivered in Malaysia at a workshop organised by the UPSI Education Research Lab
#4 Three-S Network Series: The role of university on creating the greater goo...Sociopreneur Indonesia
Ini adalah materi dari sesi ke-empat Three-S Netwrok Series dengan mengangkat tema The Shift in Education: The Role of Entrepreneurship Education” yang dibawakan oleh Heru Wijayanto.
Learning for digital natives by Lukas Ritzel, SwitzerlandLukas Ritzel
Talk at 4th GERA conference at Khalsa College of Education, Amritsar in November, 2015 on the theme "EDUCATION: WITHIN AND BEYOND THE CLASSROOM" by Honorary Member - 1 Lukas O Ritzel, Accenture, Guest Professor with HWZ, Grenoble Graduate School of Business, Harvard, Speaker TEDx, Lucerne http://thegera.in/
With help of some 3 brightest young India professionals which I am proud to know and call friends > Shweta, Gautam & Kaushal
Charity Mae C. Jamora is a 26-year-old student from Koronadal City, South Cotabato who is studying Bachelor of Elementary Education at Ramon Magsaysay Memorial College- Marbel Inc. Educational Technology 2 focuses on integrating technology into teaching and learning to improve instruction and help teachers and students become better technology users. It also teaches new trends in educational technology so teachers can use technology effectively in their classrooms. Information and communication technology has become an important part of modern classrooms and allows for greater access to information, communication and collaboration, as well as opportunities for creativity and self-expression.
This document discusses the benefits of incorporating technology into elementary school classrooms. It argues that technology should be introduced early to support students' development and prepare them for the future. Reasons given for bringing technology into schools include supporting thinking processes, stimulating motivation, promoting equity, and preparing students for the future. Specific software and tools are suggested for helping students develop skills in areas like searching, literacy, and mathematics. The document also discusses how technology can support individualized instruction and how it has benefits like increased test scores when utilized properly in the classroom.
The effects of technology on children is a complex issue that requires balance. While technology can enhance education, frequent exposure also affects brain development in ways different from past generations. Teachers must evaluate how to appropriately utilize technology to engage and educate students, while addressing diverse learning needs and providing feedback on effective usage.
How important is technology in education?archana cks
Technology is slowly and steadily making a foray in education. Knowledge is no more limited to books and the use of platforms such as websites, apps, videos, live chats, etc.,
source <> http://www.edubilla.com/blog/how-important-is-technology-in-education-/
Modern Classroom Education faces many unprecedented challenges and opportunities as a result of rapid developments in digital communication technologies since the birth of the Internet in the early 1990s. Since that time, the generation of students known as "Digital Natives" have been born into a world where desktop and home computers are commonplace, video games are available in homes as well as arcades and mobile phones are becoming ubquitous. As a consequence, for the first time in history, children have access to electronic devices which they can explore and interact with, sharing their experiences and problems with their peers. This paper examines the impact of digital technologies on teaching roles and practices in the classroom and illustrates how the concept of "Gamification" can provide a modern day solution to traditional teaching best practices.
Education Gamification and Personal HealthDavid Wortley
The Role of Gamification in Education and Personal Health and Well-Being presentation was delivered in Malaysia at a workshop organised by the UPSI Education Research Lab
#4 Three-S Network Series: The role of university on creating the greater goo...Sociopreneur Indonesia
Ini adalah materi dari sesi ke-empat Three-S Netwrok Series dengan mengangkat tema The Shift in Education: The Role of Entrepreneurship Education” yang dibawakan oleh Heru Wijayanto.
Learning for digital natives by Lukas Ritzel, SwitzerlandLukas Ritzel
Talk at 4th GERA conference at Khalsa College of Education, Amritsar in November, 2015 on the theme "EDUCATION: WITHIN AND BEYOND THE CLASSROOM" by Honorary Member - 1 Lukas O Ritzel, Accenture, Guest Professor with HWZ, Grenoble Graduate School of Business, Harvard, Speaker TEDx, Lucerne http://thegera.in/
With help of some 3 brightest young India professionals which I am proud to know and call friends > Shweta, Gautam & Kaushal
Charity Mae C. Jamora is a 26-year-old student from Koronadal City, South Cotabato who is studying Bachelor of Elementary Education at Ramon Magsaysay Memorial College- Marbel Inc. Educational Technology 2 focuses on integrating technology into teaching and learning to improve instruction and help teachers and students become better technology users. It also teaches new trends in educational technology so teachers can use technology effectively in their classrooms. Information and communication technology has become an important part of modern classrooms and allows for greater access to information, communication and collaboration, as well as opportunities for creativity and self-expression.
This document discusses the benefits of incorporating technology into elementary school classrooms. It argues that technology should be introduced early to support students' development and prepare them for the future. Reasons given for bringing technology into schools include supporting thinking processes, stimulating motivation, promoting equity, and preparing students for the future. Specific software and tools are suggested for helping students develop skills in areas like searching, literacy, and mathematics. The document also discusses how technology can support individualized instruction and how it has benefits like increased test scores when utilized properly in the classroom.
The effects of technology on children is a complex issue that requires balance. While technology can enhance education, frequent exposure also affects brain development in ways different from past generations. Teachers must evaluate how to appropriately utilize technology to engage and educate students, while addressing diverse learning needs and providing feedback on effective usage.
How important is technology in education?archana cks
Technology is slowly and steadily making a foray in education. Knowledge is no more limited to books and the use of platforms such as websites, apps, videos, live chats, etc.,
source <> http://www.edubilla.com/blog/how-important-is-technology-in-education-/
Professor Rose Luckin (UCL, Knowledge Lab, London) presents on the implications of Artificial Intelligence in the education sector at the UTS: Connected Intelligence Centre. August 30th, 2017.
COVID-19 and the Future of AI in Education and TrainingLewisJohnson34
Slides from the Panel on COVID-19 and the Future of AI in Education and Training, presented at the 21st International Conference on AI in Education, July 8, 2020
The challenges and issues concerning the implementation of the smart school c...azida md zin
The document discusses several challenges in implementing the Smart School concept in Malaysia. Key challenges include a lack of facilities, readiness of teachers and students to adapt to new teaching methods, lack of technical support staff, and problems with the reliability of electricity supply. Teacher training is seen as crucial to overcoming resistance to changing roles and ensuring self-directed learning. Other issues that could hinder success include outdated computer equipment, insufficient courseware and guidance on its use, and underutilization of courseware by some teachers.
This is a summary of three articles that discuss the technology of Pda's in the classroom. The positives and negatives of this tool is discussed and viewed.
IAO presents its Second edition of the year 2017. "Accreditor" has always been designed to serve the higher education community. We are committed to providing educational excellence among institutes, teachers, professionals and students.
In this edition, you will get a chance to read about different educational issues, needs and advice for the students. We believe that you will enjoy reading this edition.
1. 1learning is an organization that aims to make quality education available to all through innovative tools and technology. It uses platforms like Learn 2 Live (L2L) and My Open Campus to provide affordable e-learning.
2. L2L is 1learning's product that addresses key issues for students and schools by providing video content from industry experts on a range of domains. It is available online and via a mobile app.
3. 1learning has a team with experience in learning, technology, and training who work to create solutions for educational problems using approaches like e-learning, blended learning, and community learning.
Artificial Intelligence (AI) refers to the ability of machines to perform cognitive tasks like thinking, perceiving, learning, problem solving and decision making; it is inspired by the ways people use their brains to perceive, learn, reason out and decide the action. Especially, AI makes a lot of footprints in education such as automated feedback, Intelligent tutoring, learning analytics, virtual agents, virtual reality, and an online proctored examination. This presentation describes the concept of Artificial intelligence and its pedagogical practices.
The New Information Ecosystem in EducationDarwin Gosal
Though the paperless university is still a distant ideal, IT heads from educational institutions across Singapore recently convened for a discussion on what they are doing to better organise the massive amounts of data and variety of documents produced and shared across their campuses.
This Enterprise Innovation Special Report on Education IT captures dialogue of the discussion and provides valuable insight into the key questions and challenges facing the modernization of education, including: What technology will most impact the education industry? How are classrooms being modernized? How do you share information between institutions? And how can document management, printing and digital archiving solutions be deployed across multiple campuses to improve efficiency?
This document outlines how AI could impact higher education in 10 ways: (1) natural language generation, (2) speech recognition, (3) virtual agents, (4) machine learning platforms, (5) AI optimized hardware, (6) decision management, (7) deep learning platforms, (8) biometrics, (9) robotic process automation, and (10) text analytics. It then provides examples of current AI activities in higher education, including automated feedback/grading, intelligent tutoring, learning analytics, student support services, adaptive group formation, virtual agents, virtual reality, and personalized adaptive learning. The document concludes by noting some key concerns with AI in education, such as explainability, bias, filter bubbles,
Artificial intelligence is transforming educationkoteshwarreddy7
The world has witnessed a rapid change in technological elevation with the beginning of AI. AI helps determine policy responses for education policymakers in developing countries. Rich data can be easily tracked, quantified, modeled, and sometimes predicted with the help of AI to make people’s work easier.
This document discusses using technology to expand educational opportunity and access for students. It provides an introduction and overview of perspectives shared by 20 educational leaders on how their institutions have used technology to provide greater access for students with specific needs.
The leaders discuss using technologies like online learning, video captioning, text-to-speech, and more advanced technologies to improve accessibility and inclusion. They offer advice on challenges, successes, and lessons learned from implementing these technologies. Many agree that accessibility technologies not only help students with disabilities, but increase overall student success rates and improve learning. The document aims to provide strategies for using technology to broaden access to education.
How elearning is changing the landscape of education system is it good or bad Concetto Labs
Explore the benefits and disadvantages of the Education System and learn how the right use of resources can help students become individualistic and responsible
This document outlines unconventional management teaching methods proposed by Ramesh Vemuganti. It suggests 11 methods: 1) starting classes with stories, 2) focusing on self-education through extracurricular activities, 3) using case studies and going beyond to evaluate and analyze cases, 4) incorporating role plays to simulate the corporate environment, 5) conducting mock sessions on industry expectations and skills, 6) avoiding frequent job hopping, 7) creating a learning institution through various initiatives, 8) keeping students engaged for 16 hours daily through assignments, presentations, and discussions, 9) forming groups for collaborative learning, 10) encouraging students to ask questions to promote curiosity and learning, and 11) emphasizing speed in processing and synthesizing
LITE 2018 – The Impact of AI on Education [John Peebles]getadministrate
Artificial intelligence has the potential to positively impact education by playing to the strengths of both humans and AI. AI can help with tasks like identifying student weaknesses, monitoring curriculum effectiveness, and improving scheduling to assist teachers. However, AI needs data from an accessible platform within an educational environment to be effective, otherwise there is no "garbage in" for the AI system. The main roles of AI should be facilitation, augmentation, curation, and providing decision support to teachers, acting as a "teacher's aid" rather than replacement.
Producing Instructional Videos Through Collaborative-Action Research for Peop...Ann Davidson
This paper discusses a collaborative action research we conducted with a group of four interveners and five young adults with an intellectual disability, who were taking part in a government service provider program. The research aimed at developing abilities to become autonomous using video. A group of five young adults with intellectual disabilities used instructional videos on iPods for a duration of ten weeks, to try to develop the abilities needed for autonomous living such as cooking, using a stove, using a washing machine and keeping oneself safe. We will present the results from a questionnaire we designed specifically for the project, which had the sole purpose of identifying the needs of participants in terms of social integration abilities, along with the iterative process of the video production and validation. In addition this paper will provide reflections about the experience to identify directions for future research.
Leading Girls into ICT: Increasing female participation at Somerset College (...elketeaches
This document discusses increasing female participation in ICT at Somerset College. It notes that ICT jobs are in high demand but female participation is declining. The school has implemented several initiatives to address this, including an all-girl ICT competition, connecting students with female mentors in the industry, and promoting ICT subjects to highlight they are fun and collaborative. Evaluation found the number of girls electing ICT subjects doubled and qualitative feedback was positive about enjoying learning technologies. The document advocates for ongoing efforts including teacher professional development and addressing unconscious bias.
Gamification in education means the intersection of learning and fun which has tremendous potential in education space. When Gamification is implemented in learning, the students will be able to learn persistent, be creative, take risks, pay more attention and solve critical problems easily.
Read more <> http://www.edubilla.com/articles/education-trends/gamification-in-education/
For any Educational Needs Click here <> http://www.edubilla.com/
The document discusses the concept of gamification, which involves adding game mechanics and elements to activities that are not typically considered games. Some benefits of gamification mentioned include stimulating emotions, being pedagogically sound, and motivating learning and engagement. The document outlines some core principles of gamification related to motivation and rewards. It also describes a gamification design framework involving defining objectives, target behaviors, players, activity loops, and appropriate tools. Finally, it provides some practical examples and references related to implementing gamification in Moodle.
Gamification designs in Wearable Enhanced Learning for Healthy AgeingIlona Buchem
Presentation of selected research results on gamification in wearable enhanced MOOC for senior users from the fMOOC project conducted 2014-2015 at Beuth University of Applied Sciences Berlin and Charité Universitätsmedizin Berlin.
The theory behind using games to engage students. Does having fun makes you learn faster and better? Can we get trained to become better when we expect a reward? Is gamification a way to build a transactional relationship with your students or is it just fun?
Professor Rose Luckin (UCL, Knowledge Lab, London) presents on the implications of Artificial Intelligence in the education sector at the UTS: Connected Intelligence Centre. August 30th, 2017.
COVID-19 and the Future of AI in Education and TrainingLewisJohnson34
Slides from the Panel on COVID-19 and the Future of AI in Education and Training, presented at the 21st International Conference on AI in Education, July 8, 2020
The challenges and issues concerning the implementation of the smart school c...azida md zin
The document discusses several challenges in implementing the Smart School concept in Malaysia. Key challenges include a lack of facilities, readiness of teachers and students to adapt to new teaching methods, lack of technical support staff, and problems with the reliability of electricity supply. Teacher training is seen as crucial to overcoming resistance to changing roles and ensuring self-directed learning. Other issues that could hinder success include outdated computer equipment, insufficient courseware and guidance on its use, and underutilization of courseware by some teachers.
This is a summary of three articles that discuss the technology of Pda's in the classroom. The positives and negatives of this tool is discussed and viewed.
IAO presents its Second edition of the year 2017. "Accreditor" has always been designed to serve the higher education community. We are committed to providing educational excellence among institutes, teachers, professionals and students.
In this edition, you will get a chance to read about different educational issues, needs and advice for the students. We believe that you will enjoy reading this edition.
1. 1learning is an organization that aims to make quality education available to all through innovative tools and technology. It uses platforms like Learn 2 Live (L2L) and My Open Campus to provide affordable e-learning.
2. L2L is 1learning's product that addresses key issues for students and schools by providing video content from industry experts on a range of domains. It is available online and via a mobile app.
3. 1learning has a team with experience in learning, technology, and training who work to create solutions for educational problems using approaches like e-learning, blended learning, and community learning.
Artificial Intelligence (AI) refers to the ability of machines to perform cognitive tasks like thinking, perceiving, learning, problem solving and decision making; it is inspired by the ways people use their brains to perceive, learn, reason out and decide the action. Especially, AI makes a lot of footprints in education such as automated feedback, Intelligent tutoring, learning analytics, virtual agents, virtual reality, and an online proctored examination. This presentation describes the concept of Artificial intelligence and its pedagogical practices.
The New Information Ecosystem in EducationDarwin Gosal
Though the paperless university is still a distant ideal, IT heads from educational institutions across Singapore recently convened for a discussion on what they are doing to better organise the massive amounts of data and variety of documents produced and shared across their campuses.
This Enterprise Innovation Special Report on Education IT captures dialogue of the discussion and provides valuable insight into the key questions and challenges facing the modernization of education, including: What technology will most impact the education industry? How are classrooms being modernized? How do you share information between institutions? And how can document management, printing and digital archiving solutions be deployed across multiple campuses to improve efficiency?
This document outlines how AI could impact higher education in 10 ways: (1) natural language generation, (2) speech recognition, (3) virtual agents, (4) machine learning platforms, (5) AI optimized hardware, (6) decision management, (7) deep learning platforms, (8) biometrics, (9) robotic process automation, and (10) text analytics. It then provides examples of current AI activities in higher education, including automated feedback/grading, intelligent tutoring, learning analytics, student support services, adaptive group formation, virtual agents, virtual reality, and personalized adaptive learning. The document concludes by noting some key concerns with AI in education, such as explainability, bias, filter bubbles,
Artificial intelligence is transforming educationkoteshwarreddy7
The world has witnessed a rapid change in technological elevation with the beginning of AI. AI helps determine policy responses for education policymakers in developing countries. Rich data can be easily tracked, quantified, modeled, and sometimes predicted with the help of AI to make people’s work easier.
This document discusses using technology to expand educational opportunity and access for students. It provides an introduction and overview of perspectives shared by 20 educational leaders on how their institutions have used technology to provide greater access for students with specific needs.
The leaders discuss using technologies like online learning, video captioning, text-to-speech, and more advanced technologies to improve accessibility and inclusion. They offer advice on challenges, successes, and lessons learned from implementing these technologies. Many agree that accessibility technologies not only help students with disabilities, but increase overall student success rates and improve learning. The document aims to provide strategies for using technology to broaden access to education.
How elearning is changing the landscape of education system is it good or bad Concetto Labs
Explore the benefits and disadvantages of the Education System and learn how the right use of resources can help students become individualistic and responsible
This document outlines unconventional management teaching methods proposed by Ramesh Vemuganti. It suggests 11 methods: 1) starting classes with stories, 2) focusing on self-education through extracurricular activities, 3) using case studies and going beyond to evaluate and analyze cases, 4) incorporating role plays to simulate the corporate environment, 5) conducting mock sessions on industry expectations and skills, 6) avoiding frequent job hopping, 7) creating a learning institution through various initiatives, 8) keeping students engaged for 16 hours daily through assignments, presentations, and discussions, 9) forming groups for collaborative learning, 10) encouraging students to ask questions to promote curiosity and learning, and 11) emphasizing speed in processing and synthesizing
LITE 2018 – The Impact of AI on Education [John Peebles]getadministrate
Artificial intelligence has the potential to positively impact education by playing to the strengths of both humans and AI. AI can help with tasks like identifying student weaknesses, monitoring curriculum effectiveness, and improving scheduling to assist teachers. However, AI needs data from an accessible platform within an educational environment to be effective, otherwise there is no "garbage in" for the AI system. The main roles of AI should be facilitation, augmentation, curation, and providing decision support to teachers, acting as a "teacher's aid" rather than replacement.
Producing Instructional Videos Through Collaborative-Action Research for Peop...Ann Davidson
This paper discusses a collaborative action research we conducted with a group of four interveners and five young adults with an intellectual disability, who were taking part in a government service provider program. The research aimed at developing abilities to become autonomous using video. A group of five young adults with intellectual disabilities used instructional videos on iPods for a duration of ten weeks, to try to develop the abilities needed for autonomous living such as cooking, using a stove, using a washing machine and keeping oneself safe. We will present the results from a questionnaire we designed specifically for the project, which had the sole purpose of identifying the needs of participants in terms of social integration abilities, along with the iterative process of the video production and validation. In addition this paper will provide reflections about the experience to identify directions for future research.
Leading Girls into ICT: Increasing female participation at Somerset College (...elketeaches
This document discusses increasing female participation in ICT at Somerset College. It notes that ICT jobs are in high demand but female participation is declining. The school has implemented several initiatives to address this, including an all-girl ICT competition, connecting students with female mentors in the industry, and promoting ICT subjects to highlight they are fun and collaborative. Evaluation found the number of girls electing ICT subjects doubled and qualitative feedback was positive about enjoying learning technologies. The document advocates for ongoing efforts including teacher professional development and addressing unconscious bias.
Gamification in education means the intersection of learning and fun which has tremendous potential in education space. When Gamification is implemented in learning, the students will be able to learn persistent, be creative, take risks, pay more attention and solve critical problems easily.
Read more <> http://www.edubilla.com/articles/education-trends/gamification-in-education/
For any Educational Needs Click here <> http://www.edubilla.com/
The document discusses the concept of gamification, which involves adding game mechanics and elements to activities that are not typically considered games. Some benefits of gamification mentioned include stimulating emotions, being pedagogically sound, and motivating learning and engagement. The document outlines some core principles of gamification related to motivation and rewards. It also describes a gamification design framework involving defining objectives, target behaviors, players, activity loops, and appropriate tools. Finally, it provides some practical examples and references related to implementing gamification in Moodle.
Gamification designs in Wearable Enhanced Learning for Healthy AgeingIlona Buchem
Presentation of selected research results on gamification in wearable enhanced MOOC for senior users from the fMOOC project conducted 2014-2015 at Beuth University of Applied Sciences Berlin and Charité Universitätsmedizin Berlin.
The theory behind using games to engage students. Does having fun makes you learn faster and better? Can we get trained to become better when we expect a reward? Is gamification a way to build a transactional relationship with your students or is it just fun?
Mr. Pai Class - Gamification in education - Manu Melwin Joymanumelwin
Ananth Pai, a third grade teacher at Parkview/Centerpoint Elementary School, uses gamification in his classroom to make learning more engaging for students. He incorporates various devices and games, both digital and non-digital, that introduce concepts across subjects in a fun way. As a result, Pai has seen increased interest, improved test scores, and overall enthusiasm from his students. The school has adopted a new policy to incorporate more digitally-assisted learning into classes based on the success of Pai's approach.
Garg Tirpal Udyog is a prominent Indian manufacturer and exporter of waterproof tarpaulins, tents, and other canvas products established in 1983. They produce a wide range of tarpaulins, tents, covers, and other items from woven polypropylene and have over 26 employees. Their products are in demand domestically and exported to markets in East Asia, Southeast Asia, and the Indian subcontinent.
The document discusses the use of gamification in an education course. It describes how the EdTech Odyssey program was used to motivate students to earn points for activities that could be redeemed for prizes. While most students found the game motivating, the author did not personally find the points system rewarding. The author realized different students require different motivation strategies and that gamification has potential to positively impact education when implemented effectively.
Coursera - Gamification in education - Manu Melwin Joymanumelwin
Coursera is an educational technology and social entrepreneurship company that partners with leading universities to make some of their online courses available for free.
Engaging Kids in Learning: game based learning and gamification in education Pierre Le Lann
Talk at Digital Kids Edu about engaging kids in learning using various forms of games: open ended play, game based learning and gamification
By Pierre Le Lann Co General Manager and Co founder, Tribal Nova, a Houghton Mifflin Harcourt company
Role of information technology in environmentRohit Sunkari
The document discusses several tools for environmental management, including GIS, databases, software, and the Environmental Information System (ENVIS). ENVIS was implemented by the Ministry of Environment to collect, collate, store, and retrieve environmental information from around the world. It aims to modernize how environmental data is acquired, processed, stored, retrieved, and disseminated. ENVIS centers generate databases in areas like air pollution control, clean technologies, and remote sensing to support research and innovation in environmental information technology.
Role of IT in environment & Human HealthTanvi Potluri
IT plays an important role in environment and human health by enabling the collection, storage, analysis and sharing of large amounts of data. It allows for monitoring of environmental changes via satellite data and facilitates databases of factors like pollution, biodiversity and climate. In healthcare, IT supports databases of medical records, genetic information and disease statistics, aids in global disease mapping, and enables telemedicine and remote patient monitoring. Biometrics, bioinformatics and biological equipment also increasingly incorporate IT and algorithms.
Role of information technology on environment and human healthRoger Gomes
A presentation done as a part of the course Semester 5 course Environmental Studies during my Under-Graduate course in Engineering.
The presentation describes the impact of Information Technology on Environment and Human Health systematically laying emphasis particularly on the environmental aspects
In games we are always chasing our better selves. We are natural learners. But to unfold this skill we need to consider a few conditions. This is about Gamification in education.
Organisations continue to search for the silver bullet that will deliver improved employee and customer engagement, facilitate more effective collaboration and drive innovation. Is "gamification" the answer, or is it just one more over-hyped and fashionable trend that promises much but delivers little? Gamification has indeed bubbled to the top of the Gartner hype cycle, but there is growing evidence that it is an effective business improvement change agent, with industry growth rates predicted to be 67% p.a. and a market worth £3.4 billion by 2018.
Gamification is about much more than simply rewarding points and badges, but rather understanding and influencing the human behaviours companies want to encourage among their employees and customers. Gamification is founded in the fundamentals of human psychology and behavioural science, and rests on three primary factors: motivation, ability level and triggers.
This session looks at some of the gamification strategies and techniques being used to influence behaviour change, and how these techniques can be used to facilitate more effective collaboration and employee/customer engagement.
Impact of Disruptive Enabling Technologies on Creative EducationDavid Wortley
The document discusses the impact of disruptive enabling technologies on creative education. It notes how education and learning have changed over time, from the 1960s model of teachers transferring knowledge to students to today's virtual classrooms and MOOCs enabled by technology. Emerging technologies like virtual reality, augmented reality, sensors, artificial intelligence and machine learning will further transform learning by enabling immersive and personalized experiences. However, the document argues that technology should empower and not replace humans, and that future education should focus on vocations that cannot be done by machines while cultivating human skills like active citizenship.
Impact of Gamification and Enabling Technologies on Business and Society bit ...David Wortley
This presentation was delivered at the BIT International Congress in Shenzhen in Chine in April 2015. It examines the impact of gamification and enabling technologies on the future of education practices and the role of teachers working with "Generation Q" students.
Trends in serious games for health and well beingDavid Wortley
This presentation was delivered at the Serious Play 2017 conference held at George Mason University in Virginia, USA in July 2017. Part 1 aims to provide an insight into the impact of disruptive technologies and details of previous projects from my time at the Serious Games Institute. Part 2 of the presentation looks at the impact of wearable technologies on personal health management and creates and analogy between the impact of technology on the motor industry and developments in personal health management.
This presentation looks at the trends in the development of serious games for health and well-being applications and seeks to illustrate how advances in disruptive emerging technologies such as wearables and virtual reality are influencing the types of games being developed.
Imagining Social Work Education into the Future: Skills for Social Justice in...Laurel Hitchcock
Technology is profoundly shaping the world, especially in the delivery of education. Concurrently, services like telehealth, predictive analytics, and technology aids (i.e. Fitbits, apps and home listening devices) affect service delivery. Given these changes, how do social workers promote social justice and support privacy and equity? And consider needs of the vulnerable while harnessing technology for good? How does social work redefine the profession in the face of algorithmic solutions to human problems? This panel will introduce a dialogue about what’s happening, where are gaps in social work education, and how programs might reinvent in a rapidly-changing environment.
Digital learning, which uses technology to enhance education, is becoming increasingly important as the world advances more rapidly than improvements in schools. While schools still provide quality education, they are not fully preparing students for success in a global economy that relies heavily on technology. It is vital that schools embrace digital learning and technology to adapt to this changing world in order to remain competitive and to give students opportunities to thrive. Doing so may be disruptive but finding a middle ground that incorporates the best of digital and in-person learning can help schools flourish. It is important to make changes now to utilize data and technology to improve education.
This presentation was delivered at the Serious Games Workshop organised at the European Commission Technology Enhanced Learning conference in Nice in September 2009
The impact of disruptive digital technologies on education, medicine, health ...David Wortley
This is the keynote presentation delivered on Day 2 of the European Conference on Technology Enabled Learning (EC-TEL 2018) held at the University of Leeds on Sept 6th 2018. It looks at Technologies enhance learning in the period 1950 to 2048.
There are a growing number of wearable technology devices entering the market healthcare place. These devices provide unprecedented opportunities for citizens to monitor their health and better manage their lifestyles. This presentation provides some insights into the impact of these technologies on personal health management both now and in the future. It also considers the importance of gamification in translating health information into changed behaviours enabled by these technologies.
The document discusses skills needed for innovation and success in the 21st century workplace. It lists 9 key skills: accountability and adaptability; communication skills; creativity and intellectual curiosity; critical thinking and systems thinking; information and media literacy skills; interpersonal and collaborative skills; problem identification, formulation, and solution; self-direction; and social responsibility skills. It also discusses emerging professions that may not exist yet, such as tele-surgeon, augmented reality architect, and big data wrangler. The document encourages students to consider career paths in fields like education, medical, engineering, IT, and business. It emphasizes that graduates need to be prepared to fill roles that help solve the world's biggest problems.
APAN Serious Games and Childhood Obesity Webinar Seoul 2015David Wortley
This presentation was delivered in webinar format in Seoul in April 2015 and is designed to explore the serious issue of childhood obesity and how wearable lifestyle technology and gamification strategies might address the issue and help prevent serious health problems in later life
The 10 best international schools in italy 2020Merry D'souza
In this edition of, ‘The 10 Best International Schools of Italy 2020’ we have featured a few such schools that are backed by teachers who are adapting and innovating themselves.
The document discusses the need for digital change and transformation in education organizations. Emerging technologies will be a catalyst for this change by supporting personalization, mobility, richer experiences and flexibility. Education must focus on delivering memorable experiences for students and differentiating its value. Organizations need to understand their digital maturity across organization, technology, engagement, and culture. A roadmap for transformation involves experiments, measuring traction, and evolving roles from crawl to fly. Driving change requires understanding one's purpose, cultivating curiosity, and leading rather than being driven by change.
Issues and concerns in Industry 4.0: How to build an institution and organisation and society in a future world? Should we not Stop, Pause, and Explore to reflect on What we need to build? and how to build?
This document discusses key aspects that characterize the modern world including knowledge, lifelong learning, technology, quality, globalization, change, speed, health, and advocacy. It notes that knowledge doubles every 10 years and plays a major role in adding value. Lifelong learning is emphasized as an ongoing process of building capacity over time. Technology is changing how people and businesses connect, and integrating technology enhances existing processes. Ensuring digital access for all students is important. The pace of change is accelerating and six main drivers are shaping the future including longevity, automation, new media, computational advances, and increased connectivity. Change must be managed and homeostasis achieved in dynamic environments. The future will involve interdependence, and opportunities and challenges in 2020 include working
Artificial Intelligence in Education|Evolve Machine LearnersMian Ashar
This document discusses how artificial intelligence can help address issues in global education. It notes that millions of children are not learning basic skills despite years of schooling. AI has the potential to help teachers meet the diverse needs of all students by personalizing instruction. Intelligent tutoring systems already use data to provide feedback and work directly with students. AI systems can easily adapt to individual student needs and target instruction based on strengths and weaknesses. The document also discusses how AI can help improve courses by identifying gaps in materials that confuse students. Overall, AI offers a way to make trial and error learning less intimidating for students through judgment-free experimentation with intelligent tutors providing solutions for improvement.
EDUCARNIVAL 2016 at IIT DELHI - Presentation by Aarti ChopraEduexcellence
This document discusses the importance of developing information and communication technology (ICT) skills as an integral part of skill development. It argues that ICT can be used as a powerful tool for educational change and reform by making teaching and learning an engaging, active process connected to real life. The document also describes how one school, Amity International School, promoted lifelong learning and developed ICT skills among both students and teachers through a structured process that blended ICT into the curriculum, developed teacher competencies, and ensured institutional readiness and support.
Naace BSF Think Tank The Future of SchoolsNaace Naace
A personal view of what future schools might be like based on work assisting London Boroughs to develop their vision, provoke thinking about how schools can be different.
Personalisation, on-demand and predictive analytics: e-learning’s next leap f...Mindfire LLC
While online learning gained popularity in the 90’s, off late it has gained further traction. With the Covid-19 pandemic and its associated lockdowns, e-learning has emerged as one of the prominent uses of technology in the 21st century. E-learning as an educational experience is delivered electronically. It comprises many elements such as live or pre-recorded lecture content, videos, quizzes and other interactive elements.
Similar to Gamification in Education and Personal Health (20)
This newsletter provides information on past and upcoming digital health events focusing on digital therapeutics, nutrition, healthy aging, and strengthening health systems. Recent events discussed include a keynote on immersive technologies at Bournemouth University and a webinar on digital health, nutrition and aging. Upcoming events include webinars on hospitals and technology, CAR-T therapies, and the Africa Healthcare Summit. The newsletter also provides details on digital medicine journal submissions and invites the recipient to future speaker opportunities.
Digital therapeutics and immersive technologies Bournemouth UniversityDavid Wortley
Digital therapeutics is a fast growing area of digital medicine. In this presentation, Vice President of the International Society of Digital Medicine (ISDM), David Wortley, sets out the current challenges to global health sustainability and the importance of shifting the focus from cure to prevention, especially in the use of digital technologies for personal health management and therapeutics.
The presentation includes examples of digital therapeutic applications for neuro- rehabilitation, gamified exercise using consumer VR devices and support for dementia sufferers through digital memories.
The presentation was delivered at the new Faculty for Health and Social Sciences at Bournemouth University.
VR & Immersive Technologies in Healthcare WebinarsDavid Wortley
The Future of VR and Immersive Technologies in Healthcare Track due to be streamed at GIANT Health 2020 has been rescheduled because of some unresolved technical issues.
I have managed to reschedule the planned sessions in Zoom and, subject to the speaker availability, these sessions will go ahead and will be free of charge to register
The Future of Digital Medicine in the Aging SocietyDavid Wortley
The document discusses two global challenges: the aging society and lifestyle behaviors that threaten sustainable healthcare. As lifespans increase, a smaller working population must support more retired citizens, straining resources. Healthcare for older adults is also more expensive. While medicine has reduced communicable diseases, lifestyle diseases like obesity and diabetes resulting from sedentary lives and diets now cause most deaths. The document argues that digital technologies can empower citizens to take responsibility for health by enabling preventative care and personal health management through wearables, sensors, apps and gamification to address obesity and aging population challenges to sustainable healthcare.
Gamified immersive learning experiences masterclass the coronavirus game ch...David Wortley
A slide presentation from the webinar masterclass showing how to design, build and play a rapid prototype immersive experience game to target coronavirus and influence the behaviours of the general public.
Digital medicine comes of age - ISDM E-Newsletter Feb 2020David Wortley
This newsletter discusses the growing use of digital technologies in healthcare. It covers how digital tools are being used to track and model the spread of coronavirus. It also discusses applications of virtual reality for medical training, pain management, and personal health. Upcoming events on digital therapeutics and innovation in healthcare are also listed.
Digital Health Applications and Hospitals of the FutureDavid Wortley
The National Healthcare Expo 2019 Conference was held in late November in Milton Keynes. In my presentation in the eHealth Track (presentation and video links included in this article), I outlined 3 points to think about when looking at the future of Digital Technologies in Healthcare and Medicine.
The digital technologies which will have the biggest impact on global health will not have been designed by or for medical professionals
Consumer technologies, sometime referred to as “general” technologies are being applied across almost all sectors of business and society for purposes which were not originally envisaged or intended. The health sector is a good example in which all of the technologies shown below are now being applied for health and well-being :-
• Smartphones
• Fitness Trackers
• Whatsapp and WeChat
• Virtual Reality Headsets
• Panoramic Cameras
• Artificial Intelligence
• Sensors
With the possible exception of fitness trackers, none of these technologies were developed by or for medical professionals. There are some profound implications, not only for the future of healthcare but also for the roles and responsibilities of health professionals and citizens. The graph below shows how digital technologies for health are shifting from expensive, stand-alone, proprietary technologies to smart, connected, consumer technologies.
Smart Augmented VR for Health - Celtic-Next proposalDavid Wortley
This is the latest version of my Celtic pitch for building a consortium to bid for Eureka funding. It includes details of a webinar to be held on Sept 12th at 11:30 am CET
Gamification is NOT all about Badges, Points and Rewards
Gamification is gaining increasing amounts of attention and credibility as a concept that can be applied to achieve goals and objectives in many “non play/entertainment” sectors. Much of what is being offered as “Gamification Strategies” focuses on the use of badges, points and rewards, giving the impression that successful Gamification is about offering rewards, incentives and recognition. This document is intended to challenge that notion and to offer a more comprehensive understanding of how and why Gamification is so significant in today’s digital age.
Gamification has been described as the use of game mechanics in non-game contexts. This makes the assumption that there is some differentiation between games and other everyday activities. Whilst the above definition seems intuitively understandable because it somehow implies that games allow “risk-free, trial and error” development that is missing in work or other situations, I believe that every human activity should be viewed as a game if we are to develop the skills and understanding to apply Gamification strategies successfully.
The first point to make in the argument that games are an essential part of every human activity is that we frequently use the words “games” and “players” in “non-game” contexts. Examples include “BP is a major player in the oil industry” or “He/she is playing mind-games”. I have heard the expression “benign manipulation” used to describe gamification but the reality is that we all use gamification skills every day of our lives in order to have some control or influence over our lives.
Transforming healthcare through innovation ISDM e-newsletter June 2019David Wortley
Transforming Healthcare Through Innovation – Our Dorset
AI in Healthcare Conference Salford
Medilink Diagnostics for Health and Wellbeing Seminar
Medtech Innovation Expo
EBME – Electronic and Biomedical Engineering Expo 2019
Virtual Reality Developments in Digital Medicine
2nd World Summit on Hospital & Healthcare Management 2019
Upcoming Events Calendar.
Welcome to the June 2019 edition of the ISDM E-Newsletter. This month I will be sharing information about an exciting integrated healthcare project in Dorset and reviewing a number of conferences, exhibitions and seminars I have recently attended, including the AI in Healthcare Conference which took place at the University of Salford Manchester in April, the Medilink Seminar at the Open University on Diagnostics for Health and Wellbeing and the Medtech Innovation Conference at the Birmingham NEC held in May. I will also share my thoughts and recent experiences of development in the use of virtual reality in digital medicine.
Digital Behaviours and Preventative HealthcareDavid Wortley
This presentation was delivered at the Wearable Tech Show held at the Business Design Centre in Islington London. It looks at the opportunities and challenges presented by disruptive digital technologies being developed for the health sector. It concludes that digital technologies which support preventative healthcare and personal health management are vital for the sustainability of public health services which are globally threatened by lifestyle related conditions such as obesity, diabetes and dementia. It highlights the dangers of over-dependence on technologies such as artificial intelligence and an unreasonable expectation that technologies can absolve us the need to take personal responsibility for our own health management.
360in360 Immersive Experiences August NewsletterDavid Wortley
This newsletter covers a spectrum of recent activities, news and offerings and includes :-
Oculus GO Review
Virtual Reality and 360 Technologies Masterclass Workshops
360 Degree Video Applications
Virtual Tours
Google StreetView Trusted Pro Programme
Immersive Technologies and Serious Games
Virtual Reality and Heritage/Tourism
7th International Conference on Cartography Live 360 Stream
ISAGA 2018 Conference Review
Next generation games based learning with virtual reality and 360 camera tech...David Wortley
This is a presentation covering Gamification, Storytelling and the role of 360 degree imaging technologies to develop gamified learning experiences and tools for debriefing.
DIT Asean Trade Mission KL Masterclass on 360 Immersive Learning TechnologiesDavid Wortley
This is the Powerpoint presentation used for the Storytelling, Gamification and 360 Immersive Learning Technologies workshop held at the Doubletree by Hilton Conference Centre in Kuala Lumpur and organised by Training Gateway in partnership with DIT and the local Britis Embassy
Immersive Technologies and Location-based Social and Economic DevelopmentDavid Wortley
This is a copy of the presentation delivered at the 7th International Conference on Cartography & GIS held in Sozopol in Bulgaria. It charts the disruptive impact of 360 degree technologies on Map Making and Geographical Information Systems
Impact of Disruptive Digital Technologies in medicine, health and well beingDavid Wortley
This document discusses the role and impact of emerging digital technologies in medicine. It outlines several significant technologies like AI, big data analytics, sensors, and robotics. The document predicts that digital diagnosis will become common, lifestyle conditions will be managed digitally, and healthcare costs will be linked to behaviors. It also discusses how digital medicine can help build a sustainable future through wearable devices, revolutionizing the healthcare ecosystem, and technologies that both monitor and control. The key learning is that digital technologies will greatly impact health professionals and medical professionals must adapt to competition from digital tools while maintaining human skills like judgment and empathy.
Transfer to immortality - A Sustainable Singularity Solution ?David Wortley
I delivered this presentation at the Sci-Fi 2018 conference organised by Eurosis and taken place at the Novotel in Bruges. It considers the potential reality of Singularity and the option of immortality through a human/machine blend. The presentation describes legislation to protect environmental resources in which humans have to be put to sleep on their 100th birthday in a scenario which combines transfer of all your human experiences, relationships, traits and knowledge into an avatar who is paired with the chosen "love of your life" by a mixture of AI, your emotions and a global audience who can share your life memories and feelings and vote for a person. It challenges by example to imagine what memories the audience would retrieve on their last day.
360in360 Partnership, Sponsorship and Investment OpportunitiesDavid Wortley
With a planned start date of April 2018 for the 360in360 Digital Heritage Roadshow Workshops, 360in360 Immersive Experiences is pleased to announce plans for strategic partnerships, sponsorships and investment opportunities for identified stakeholders in a digital heritage ecosystem built around multiple win-win relationships enabled by digital technologies.
360in360 Digital Heritage Workshop FormatsDavid Wortley
360-degree consumer technologies for capturing and sharing fully immersive 360-degree videos, images and sounds create an unprecedented opportunity to celebrate and share extraordinary people, places and experiences.
The 360in360IX workshops are designed to engage and empower users of all ages to apply these technologies to the business, social and leisure activities and to create commercial and non-commercial enterprises within local communities based, primarily, on cultural heritage, education and social and economic development.
The aim of every workshop is not only to train people how to get the best from these technologies but also to leave a legacy of creative immersive experiences in every community.
OpenID AuthZEN Interop Read Out - AuthorizationDavid Brossard
During Identiverse 2024 and EIC 2024, members of the OpenID AuthZEN WG got together and demoed their authorization endpoints conforming to the AuthZEN API
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
Webinar: Designing a schema for a Data WarehouseFederico Razzoli
Are you new to data warehouses (DWH)? Do you need to check whether your data warehouse follows the best practices for a good design? In both cases, this webinar is for you.
A data warehouse is a central relational database that contains all measurements about a business or an organisation. This data comes from a variety of heterogeneous data sources, which includes databases of any type that back the applications used by the company, data files exported by some applications, or APIs provided by internal or external services.
But designing a data warehouse correctly is a hard task, which requires gathering information about the business processes that need to be analysed in the first place. These processes must be translated into so-called star schemas, which means, denormalised databases where each table represents a dimension or facts.
We will discuss these topics:
- How to gather information about a business;
- Understanding dictionaries and how to identify business entities;
- Dimensions and facts;
- Setting a table granularity;
- Types of facts;
- Types of dimensions;
- Snowflakes and how to avoid them;
- Expanding existing dimensions and facts.
5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
5th Power Grid Model Meet-up
It is with great pleasure that we extend to you an invitation to the 5th Power Grid Model Meet-up, scheduled for 6th June 2024. This event will adopt a hybrid format, allowing participants to join us either through an online Mircosoft Teams session or in person at TU/e located at Den Dolech 2, Eindhoven, Netherlands. The meet-up will be hosted by Eindhoven University of Technology (TU/e), a research university specializing in engineering science & technology.
Power Grid Model
The global energy transition is placing new and unprecedented demands on Distribution System Operators (DSOs). Alongside upgrades to grid capacity, processes such as digitization, capacity optimization, and congestion management are becoming vital for delivering reliable services.
Power Grid Model is an open source project from Linux Foundation Energy and provides a calculation engine that is increasingly essential for DSOs. It offers a standards-based foundation enabling real-time power systems analysis, simulations of electrical power grids, and sophisticated what-if analysis. In addition, it enables in-depth studies and analysis of the electrical power grid’s behavior and performance. This comprehensive model incorporates essential factors such as power generation capacity, electrical losses, voltage levels, power flows, and system stability.
Power Grid Model is currently being applied in a wide variety of use cases, including grid planning, expansion, reliability, and congestion studies. It can also help in analyzing the impact of renewable energy integration, assessing the effects of disturbances or faults, and developing strategies for grid control and optimization.
What to expect
For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
-Insightful presentations covering two practical applications of the Power Grid Model.
-An update on the latest advancements in Power Grid -Model technology during the first and second quarters of 2024.
-An interactive brainstorming session to discuss and propose new feature requests.
-An opportunity to connect with fellow Power Grid Model enthusiasts and users.
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
Project Management Semester Long Project - Acuityjpupo2018
Acuity is an innovative learning app designed to transform the way you engage with knowledge. Powered by AI technology, Acuity takes complex topics and distills them into concise, interactive summaries that are easy to read & understand. Whether you're exploring the depths of quantum mechanics or seeking insight into historical events, Acuity provides the key information you need without the burden of lengthy texts.
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
4. What is Gamification?
● Mechanics & Human Psychology
● Challenges
● Chance and Uncertainty
● Goals and Objectives
● Rules, Rewards and Penalties
● Actions & Consequences
● Measurement & Feedback
● Progress & Development
● Intrinsic & Extrinsic Motivation
Every Single Human Activity is a Game in which we can be Players or Spectators
It is embedded in our DNA to develop through playing games
5. The Education Challenges
How do we equip the children of
today with the knowledge, life
skills and personal attributes to
survive and prosper in a world
which is rapidly changing?
How can we build a sustainable
future in a world in which much of
what once required human
intelligence and skill will in future
be controlled by technology?
6. The Challenges and the Role of Technology
in Education & Learning
● We need adapt learning strategies to the needs of the future society
● We need to recognise that individuals will have many different careers in
their lifetime
● We need to harness the power of technology to augment and enhance
humanity not replace humans with machines
● We need to encourage active citizenship, lifelong learning and a desire to
build a better world
● We need to help students manage personal relationships
● We need to equip students of all ages with the ability to be successful in
the game of life
7. The Health & Well-Being Challenge
The Ageing Society Challenges the Sustainability of Health Services
8. The Ageing Society and Health
Lifestyle Related conditions require serious intervention to change behaviour
9. The Challenges and the Role of Technology
in Health and Wellbeing
● We need to influence lifestyle behaviours as early as possible to avoid
health problems in later life
● We need to incentivise all ages and generations to better exercise and
eating habits
● We need to create the best possible social, political, economic and
environmental conditions to support healthy living
● We need to harness the power of technology to educate and develop the
right skills for 21st century living
● We need to balance technology with humanity
10. The Past, Present and Future of Learning
Impact of Technology on Society and Health
How we Learn
What we Learn
Who we Learn from
11. Education Scenario in the 1960s
● Knowledge and skills acquired from human
beings
● Competence periodically assessed and
recorded by human beings
● Knowledge and curriculum rarely changed
● Learning stopped at University followed by
job training
● Students prepared for a career for life
● Students channeled into a discipline
● Hierarchical society with career
progression based on experience
● University degree guarantees job
12. Role of Teachers in 1960s
● Transfer knowledge
● Apply discipline
● Prepare for exams
● Assess students
● Provide feedback
● Inspire and Motivate
● Coach and Mentor
13. How do we Learn ?
If we need to know something we call on the services of a subject matter expert
14. Which Expert Shall We Ask ?
Will they know ? Are they available ? Can I trust them ? How much will it cost ?
Today the expert available 24/7 with quick access is the Search Engine
17. The Millennium Virtual Classrooms
As data communications improved virtual classrooms extended the reach
of Subject Matter Experts through online virtual classrooms
19. Benefits of Computer Based Education
● Cost Effective
● Always accessible
● Consistent answers
● Hyperlink connections to more detail
● Massive pool of knowledge
● Global Reach
The focus of 1st generation CBE is on knowledge transfer and access to information
20. Is this Enough ?
Digital Natives demand and need more than instant access to knowledge
21. Teach me to Swim
Learning by doing – immersive experiences
22. Flight Simulation
Flight Simulators use technology to develop human skills by
immersive experiences that allow for trial and error learning by doing
26. Benefits of Immersive E-Learning
● Safe learning environment
● Overcomes high cost / impracticality of real-life scenarios
● Enables simulation of rare conditions and events
● Creates learner engagement
● Debriefing opportunities from recorded training sessions
● Knowledge transfer from expert practitioners
● Tracking and Recording of Learner progress
2nd Generation Immersive Experiential Learning by doing goes beyond
knowledge transfer and helps to shape understanding of cause and effect
27. Types of Immersive E-Learning
● Virtual Classrooms
● Serious Games
● Virtual Worlds
● Simulations
● Virtual Reality and Augmented Reality
30. Personalised Learning
Personalised learning is not just applications tailored to the demographics of the
learner but the use of technology to intelligently adapt to the learner situation
31. What food has high protein ?
Next Generation E-Learning will be adaptive and personalised
Acting on information
provided by non-contextual,
impersonal search engines
could prove fatal
32. Enabling / Disruptive Technologies
and Future Learning
● Virtual Reality
● Augmented / Mixed Reality
● Sensors / Internet of things
● Artificial intelligence
● Machine Learning
● Robotics
● Cloud Computing
● Wireless Broadband
● Mobile Devices
● Natural interface devices
● Big Data Analytics
● Data Visualisation
● Holographics
● 3D Imaging
● 3D printing
● Smart Coaching
All of these technologies will cause disruption to existing learning practices
33. Immersive Imaging / VR
New Technologies for creating and displaying immersive environments
will impact many areas of life as they become consumersied
34. What shall we Learn ?
Just as technology is having a major impact on how we learn, how will it also
impact on what we need to learn?
35. What training is needed for this Job?
● Extremely responsible and demanding
● Requires communication and teamwork
● High level of skill and technical knowledge
● Responsible for lives of hundreds of people
every day
● In charge of expensive machinery
● Mistakes could cost lives and money
36. That Train Driver Job No Longer Exists
Many expert jobs done by humans today will be done by machines tomorrow !
37. Intelligent Machines remove the need for
Human Skills to use or maintain them
I love both cars but which do I rely on?
39. Who Painted This ?
Technology can do many things better and faster than humans
in health, finance and access to knowledge
40. Education Scenario in the 21st Century
● Knowledge and skills acquired from
interactive technology
● Competence continuously assessed and
recorded by technology
● Knowledge and curriculum change rapidly
● Lifelong learning and development essential
● Students prepared for life with many career
changes
● Students become multi-disciplinary
● Network society with career progression
based on enterprise and relationships
● University degree no guarantee of a job
41. What shall we Learn ?
Future teaching will focus on vocations, personal attributes and competences
which cannot be done by machines
e.g. creativity, innovation, manual dexterity, personal relationships
42. Whom shall we learn from ?
Human Beings inspire, motivate, influence and shape our lives
43. The Human Factor
Leicester City Football Club achieved a success against odds of 5,000/1
(less likely than finding Elvis Presley or the Loch Ness Monster)
Their whole team cost less than £30M
They succeeded by working together to a common vision inspired by
their coach and now they have inspired millions of others to believe in the dream
44. Whom shall we Learn From?
Human Beings are Role Models, Guides, Coaches, Mentors
Personal Relationships with Human Beings make us what we are.
45. Conclusions for Education
● Disruptive technologies will displace many jobs currently
done by humans
● Teachers are already changing their role in society from
knowledge dissemination to coaching and mentoring
● Higher Education is no longer a guarantee of employment
● Future economies will need those essentially human qualities
such as innovation, creativity, caring and inspiring
● Vocational training will become a primary focus in national
education strategies
46. The Ageing Society and Health
Lifestyle Related conditions require serious intervention to change behaviour
47. Possible Solutions
● Develop clinical solutions that prevent or
manage these conditions or
● Influence industry and citizens through
public policy interventions or
● Develop better personal health
management solutions and practices
47
52. Which is the Best Solution?
Who will Provide the Solution?
52
Medical Professionals or Politicians or Citizens?
53. The Message
Lifestyle Related Conditions are the
most important cause of premature
death and actions which influence
healthy lifestyles should be adopted
as early as possible in your life
54. The Transition from Cure to Prevention
It’s quite clear that the best chance we have for
increasing our life spans and overall improving
our health is to adjust our personal behaviours
and to do so at an early age.
54
55. The Problem of the Spectator Society
55
Spectators observe but do not get involved in influencing outcomes
- they expect others to make interventions and solve problems
57. Changing Lifestyles
and Consumer Empowerment
One of the consequences
of this convenient and
easy access to our daily
wants and needs is a
decline in the physical and
mental challenges
necessary for our lifelong
development and health
maintenance
58. What can be Done ?
The consequences of a failure to address these challenges are unthinkable…..
61. An Approach for Better Personal Health
Gamification Enabling Technologies
62. Internet of Things & Sensors
Biosensor technologies, Cloud computing, big data analytics,
data visualisation and mobile apps will transform personal health management
63. Conclusion for Public Health
● Transfer of knowledge and information about exercise and
diet is not enough to sustain lifestyle changes
● Wearable technologies providing data about our health are
not enough to sustain lifestyle changes
● A combination of human factors (Gamification) and sensor
technologies can sustain lifestyle changes
● Sustainable public health services will only be possible with
better citizen engagement in personal health management
(and responsibility) for all ages.
65. Control the Future (or it might control YOU !!)
Humans once used their skill and Intelligence to harness the potential of technology
Now machines use their intelligence to harness the potential of humans
67. The Role of Gamification in Education
and Personal Health and Well-Being
UPSI Gamification Seminar
Malaysia
David Wortley
Editor's Notes
This presentation explores the importance and relevance of Gamification in Education and Personal Health and Well-Being. The presentation was delivered at the inaugural Gamification Conference and Exhibition at UPSI in Malaysia on May 6th 2016
To introduce myself in the context of this presentation, I should tell you that I am a baby boomer born in 1949 in an age when life was almost unimaginably different with few cars, no personal computers and no mobile phones. I have been very fortunate to have lived through one of the most exciting times in mankind’s history. I was the Founding Director of the Serious Games Institute (SGI) at Coventry University where we pioneered many serious games and immersive technology applications such as modelling the SGI in the Second Life Virtual World as you can see in the central image with my avatar. I have a passion for trying to shape the use of technology to address important global issues and this is reflected in my book “Gadgets to God” which discusses our changing relationship with technology
In this presentation I want to focus on 4 closely related topics :-
Gamification
Enabling or Disruptive Technologies
Learning and Education
Health and Well-Being
To begin with, I want to make it very clear that Gamification has nothing to do with technology and everything to do with human psychology. Technology can be applied as part of a gamification strategy but the art of gamification is a very human activity which I believe is embedded in our DNA and which we use consciously or sub-consciously in our daily lives. Gamification can be recognised by the presence of the following elements :-
Challenges
Chance and Uncertainty
Goals and Objectives
Rules, Rewards and Penalties
Actions & Consequences
Measurement & Feedback
Progress & Development
Intrinsic & Extrinsic Motivation
Today, education has very different challenges to those in the 1960s when the world changed more slowly and teachers were able to repeat the same lessons and practices year after year. Today, our children need to be equipped with 21st century skills and attributes which recognise the impact of technology on many jobs which once required human skill and intelligence but in future will be taken over by machines.
To summarise how I see these challenges and the role of technology in Education and Learning
We need adapt learning strategies to the needs of the future society
We need to recognise that individuals will have many different careers in their lifetime
We need to harness the power of technology to augment and enhance humanity not replace humans with machines
We need to encourage active citizenship, lifelong learning and a desire to build a better world
We need to help students manage personal relationships
We need to equip students of all ages with the ability to be successful in the game of life
When it comes to health and well-being, one of the biggest challenges is the Ageing Society which means that a growing population of elderly non-working citizens will need to be sustained by a dwindling population of working people.
To aggravate this situation, there is a serious growing problem of lifestyle related conditions which today are the primary cause of death and/or chronic health conditions which, in future, public health services will not have the resources to treat.
To summarise these challenges and the role of technology
We need to influence lifestyle behaviours as early as possible to avoid health problems in later life
We need to incentivise all ages and generations to better exercise and eating habits
We need to create the best possible social, political, economic and environmental conditions to support healthy living
We need to harness the power of technology to educate and develop the right skills for 21st century living
We need to balance technology with humanity
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This presentation explores the importance and relevance of Gamification in Education and Personal Health and Well-Being. The presentation was delivered at the inaugural Gamification Conference and Exhibition at UPSI in Malaysia on May 6th 2016