The document describes two studies that explored gamifying co-design contexts in primary schools. The 2013 study involved shorter missions over 8 weeks with challenges, cooperation, and emotions tracked. The 2014 study had longer, more tangibly gamified missions over 14 weeks involving cooperative roles, rules, and progression tracking. Data was collected on material satisfaction, challenge success, cooperation, and achievement emotions to understand the impact of gamification on engagement and learning. Results showed positive emotions increased across missions while cooperation and inclusion also improved.
GaCoCo in 30 seconds: Gamified Codesign of Products at School with Coperative...Rosella Gennari
A short presentation of GAmified COdesign with COperative Learning for alt-CHI 2014. Co-design is an ideal approach to design with mixed teams that include learners and teachers. However, in modern learning contexts, learning and playful engagement are both key goals, and that poses several challenges to co-design. This work investigates such challenges after outlining co-design and situating it in current user experience
design trends. Then it uses the challenges to derive requirements for co-design, and shows how to meet requirements, fostering engagement as well as social learning, by
blending co-design with gamication and cooperative learning--GaCoCo.
The TERENCE FP7 project S&T Goals and Results for Schools and BeyondRosella Gennari
The presentation of how the TERENCE FP7 EU project met its scientific and technological goals, and worked for its beneficiaries, e.g., schools, at the final review meeting of TERENCE
How can we use Artificial Intelligence (AI) for improving reading comprehension of poor comprehenders? This presentation, delivered at AI*IA 2014 for Society in Pisa (Italy), explain how natural language processing and constraint-based reasoning technologies can help in automating the generation of serious games for improving the reading comprehension of poor comprehenders. The slides also analyse the results in terms of pedagogical effectiveness of the system for improving reading comprehension and quality of the automated generation process for delivering games.
GaCoCo in 30 seconds: Gamified Codesign of Products at School with Coperative...Rosella Gennari
A short presentation of GAmified COdesign with COperative Learning for alt-CHI 2014. Co-design is an ideal approach to design with mixed teams that include learners and teachers. However, in modern learning contexts, learning and playful engagement are both key goals, and that poses several challenges to co-design. This work investigates such challenges after outlining co-design and situating it in current user experience
design trends. Then it uses the challenges to derive requirements for co-design, and shows how to meet requirements, fostering engagement as well as social learning, by
blending co-design with gamication and cooperative learning--GaCoCo.
The TERENCE FP7 project S&T Goals and Results for Schools and BeyondRosella Gennari
The presentation of how the TERENCE FP7 EU project met its scientific and technological goals, and worked for its beneficiaries, e.g., schools, at the final review meeting of TERENCE
How can we use Artificial Intelligence (AI) for improving reading comprehension of poor comprehenders? This presentation, delivered at AI*IA 2014 for Society in Pisa (Italy), explain how natural language processing and constraint-based reasoning technologies can help in automating the generation of serious games for improving the reading comprehension of poor comprehenders. The slides also analyse the results in terms of pedagogical effectiveness of the system for improving reading comprehension and quality of the automated generation process for delivering games.
TERENCE automated reasoning and natural language processing for generating ed...Rosella Gennari
This presentation, held a the final review meeting of the FP7 European TERENCE project, recaps the results of work package 4 (WP4) for generating textual components of educational games, designed according to learner requirements and developed starting from pre-defined frameworks.
GaCoCo in 30 minutes: Gamified Co-design of Products at School with Cooperati...Rosella Gennari
A long presentation of GAmified COdesign with COperative Learning for alt-CHI 2014. Co-design is an ideal approach to design with mixed teams that include learners and teachers. However, in modern learning contexts, learning and playful engagement are both key goals, and that poses several challenges to co-design. This work investigates such challenges after outlining co-design and situating it in current user experience
design trends. Then it uses the challenges to derive requirements for co-design, and shows how to meet requirements, fostering playful (fun) engagement as well as social learning, by blending co-design with gamication and cooperative learning--GaCoCo.
Play and Learn with Learners to Early Form your Design DecisionsRosella Gennari
The design of the TERENCE adaptive system and learning material, in particular, the feedback of the system to its learners, heavily rely on the user requirements emerging from the analysis of the context of use. This was specified via data gathered from domain experts and educators, as well as from learners themselves, in their school environment. These are young children, many and at school and hence the data gathering for them was gamified so as to engage them as best as possible. The results were picked up in the form of personas (and requirements) for informing the design and development of the adaptation mechanism and learning material. The slides presents an overview of this.
Intelligent systems and learning centred designRosella Gennari
What are intelligent systems for enhancing learning? How do we design them so as to enhance a certain learner's experience? This talk starts with pedagogy theories focusing on designing learning experiences according to learner characteristics. Then it boldly connects them to specific design methodologies, which aims at producing usable and pedagogically effective intelligent systems for delivering enhanced learning material and experiences. Then the real pulp starts: how we designed the intelligent system of the TERENCE FP7 EU project for designing adequate learning material, specifically, smart games for reasoning about stories and adequate to the needs of poor comprehenders. The talk concludes reflecting upon the speaker's change in research areas possibly due to several factors, such as personal reasons, interests and project-dependent requirements. The on-going work is also briefly illustrated, that is, how to design smart games not only for learners but also with learners, engaging and including all.
Extreme Apprenticeship Meets Playful Design at Operating System Labs: A Case ...Rosella Gennari
The extreme apprenticeship instructional methodology, recently born in Scandinavia, serves to organise education in formal contexts, such as university courses. The fundamental idea is that a new task is learned by apprentices, looking at the master who is performing it, and then repeating the task under his or her guidance. Continuous feedback and learning by doing are key principles of extreme apprenticeship. However, in e-learning contexts, the direct contact with the master may be missing. Then engagement of students with learning material becomes a challenging goal to achieve when designing the material. In this paper, we see how extreme apprenticeship and playful design were combined for designing the learning material of the laboratories of a traditionally `boring' university course, namely, operating systems. A preliminary analytic evaluation concludes the paper showing the viability of the blended approach.
This presentation was delivered at the first international conference on teaching deaf learners, held in Amsterdam, 19-21 March 2014.
The first part is by Caselli and Rinaldi and is concerned with language development of deaf children in the era of cochlear implants.
The second part is by Gennari with contributions by Melonio and is concerned with technology enhanced learning for deaf learners.
The Lens of Intrinsic Skill Atoms: A Method for Gameful DesignSebastian Deterding
Presentation at CHI 2016. The idea that game design can inspire the design of motivating, enjoyable interactive systems has a long history in human-computer interaction. It currently experiences a renaissance as gameful design, often implemented through gamification, the use of game design elements in nongame contexts. Yet there is little research-based guidance on designing gameful systems. This article therefore reviews existing methods and identifies challenges and requirements for gameful design. It introduces a gameful design method that uses skill atoms and design lenses to identify challenges inherent in a user’s goal pursuit and restructure them to afford gameplay-characteristic motivating, enjoyable experiences.
TERENCE automated reasoning and natural language processing for generating ed...Rosella Gennari
This presentation, held a the final review meeting of the FP7 European TERENCE project, recaps the results of work package 4 (WP4) for generating textual components of educational games, designed according to learner requirements and developed starting from pre-defined frameworks.
GaCoCo in 30 minutes: Gamified Co-design of Products at School with Cooperati...Rosella Gennari
A long presentation of GAmified COdesign with COperative Learning for alt-CHI 2014. Co-design is an ideal approach to design with mixed teams that include learners and teachers. However, in modern learning contexts, learning and playful engagement are both key goals, and that poses several challenges to co-design. This work investigates such challenges after outlining co-design and situating it in current user experience
design trends. Then it uses the challenges to derive requirements for co-design, and shows how to meet requirements, fostering playful (fun) engagement as well as social learning, by blending co-design with gamication and cooperative learning--GaCoCo.
Play and Learn with Learners to Early Form your Design DecisionsRosella Gennari
The design of the TERENCE adaptive system and learning material, in particular, the feedback of the system to its learners, heavily rely on the user requirements emerging from the analysis of the context of use. This was specified via data gathered from domain experts and educators, as well as from learners themselves, in their school environment. These are young children, many and at school and hence the data gathering for them was gamified so as to engage them as best as possible. The results were picked up in the form of personas (and requirements) for informing the design and development of the adaptation mechanism and learning material. The slides presents an overview of this.
Intelligent systems and learning centred designRosella Gennari
What are intelligent systems for enhancing learning? How do we design them so as to enhance a certain learner's experience? This talk starts with pedagogy theories focusing on designing learning experiences according to learner characteristics. Then it boldly connects them to specific design methodologies, which aims at producing usable and pedagogically effective intelligent systems for delivering enhanced learning material and experiences. Then the real pulp starts: how we designed the intelligent system of the TERENCE FP7 EU project for designing adequate learning material, specifically, smart games for reasoning about stories and adequate to the needs of poor comprehenders. The talk concludes reflecting upon the speaker's change in research areas possibly due to several factors, such as personal reasons, interests and project-dependent requirements. The on-going work is also briefly illustrated, that is, how to design smart games not only for learners but also with learners, engaging and including all.
Extreme Apprenticeship Meets Playful Design at Operating System Labs: A Case ...Rosella Gennari
The extreme apprenticeship instructional methodology, recently born in Scandinavia, serves to organise education in formal contexts, such as university courses. The fundamental idea is that a new task is learned by apprentices, looking at the master who is performing it, and then repeating the task under his or her guidance. Continuous feedback and learning by doing are key principles of extreme apprenticeship. However, in e-learning contexts, the direct contact with the master may be missing. Then engagement of students with learning material becomes a challenging goal to achieve when designing the material. In this paper, we see how extreme apprenticeship and playful design were combined for designing the learning material of the laboratories of a traditionally `boring' university course, namely, operating systems. A preliminary analytic evaluation concludes the paper showing the viability of the blended approach.
This presentation was delivered at the first international conference on teaching deaf learners, held in Amsterdam, 19-21 March 2014.
The first part is by Caselli and Rinaldi and is concerned with language development of deaf children in the era of cochlear implants.
The second part is by Gennari with contributions by Melonio and is concerned with technology enhanced learning for deaf learners.
The Lens of Intrinsic Skill Atoms: A Method for Gameful DesignSebastian Deterding
Presentation at CHI 2016. The idea that game design can inspire the design of motivating, enjoyable interactive systems has a long history in human-computer interaction. It currently experiences a renaissance as gameful design, often implemented through gamification, the use of game design elements in nongame contexts. Yet there is little research-based guidance on designing gameful systems. This article therefore reviews existing methods and identifies challenges and requirements for gameful design. It introduces a gameful design method that uses skill atoms and design lenses to identify challenges inherent in a user’s goal pursuit and restructure them to afford gameplay-characteristic motivating, enjoyable experiences.
Jeremiah Grabowski, instructional designer at the SUNY University at Buffalo, presents "gamification in the classroom" • To Identify the principle characteristics of games and gamification, and
• Discuss how gamification principles can be integrated into education
Leanna Prater - Can You Create A Game?: Rethinking Student AssessmentSeriousGamesAssoc
Presenter: Leanna Prater, District Technology Resource Teacher, Fayette County Public Schools
The Can You Create a Game Challenge is a framework to help educators bridge the gap between a student’s need to play, create and explore new digital tools while addressing state mandated standards for assessment. When carefully written, the Can You Create a Game Challenge uses a combination of game development/ designer constraints, player goals, narrative structures of a game and a student plan sheet for teachers to intentionally plan for and assess specific learning targets within student created digital games. In addition, students demonstrate understanding of skills, content knowledge, computation thinking, problem solving and creativity. Recent results of teacher creation and use of Can You Create a Game Challenge, the framework and classroom applications will be shared, as well as the 5E inquiry based instructional design model which can be use with existing games in the classroom.
Nowadays we are talking a lot about collaborative workspace and the less importance of having a formal office to develop good group work. This is an example of that. Lego Made for Kids was my first Hyper Island task that 80% was made with online meetings and follow ups.For the first part of the project the group was spread around 3 different continentes and 6 different countries.
With the help of free tools and google Docs and Skype I realized that being physically at the same place can help, but the most important thing was actually feeling part of the group. Having everyone at the same page, agreeing with our rules, happy with our culture and working for a common gol everyone agreed with was what made this project so great.
Hope you guys enjoy as much as I liked the experience.
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.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Towards Tangible Gamificaiton of Co-design Contexts: Two Studies in Primary Schools
1. GAMIFICATION OF
CO-DESIGN CONTEXTS
Two Studies in Primary Schools
Gabriella
Dodero
Rosella
Gennari
Santina
Torello
Alessandra
Melonio
Computer
Science
Faculty
http://www.inf.unibz.it
CHI PLAY
2. GAMIFICATION OF
CO-DESIGN CONTEXTS
Two Studies in Primary Schools
Gabriella
Dodero
Rosella
Gennari
Santina
Torello
Alessandra
Melonio
Computer
Science
Faculty
http://www.inf.unibz.it
CHI PLAY
3. GAMIFICATION OF
CO-DESIGN CONTEXTS
Two Studies in Primary Schools
Gabriella
Dodero
Rosella
Gennari
Santina
Torello
Alessandra
Melonio
Computer
Science
Faculty
http://www.inf.unibz.it
CHI PLAY
10. Co-‐design
with
children
techniques
for
conceptualizing,
developing
and
evaluating
low-‐fidelity
prototypes
with
children
What:
how
designers
can
create
for
and
with
children
Why:
12. Cooperative
learning
groups
strategies,
rules
and
roles
for
group
work
What
how
to
foster
cooperation
of
small
groups
by
leveraging
on
differences
Why:
13. Gamified
contexts
how
to
foster
positive
achievement
emotions
for
motivating
students
Why:
14. Gamified
contexts
creating
a
game-‐like
context
What:
how
to
foster
positive
achievement
emotions
for
motivating
students
Why:
28. Study
results:
output
design
+
evaluation
G. Dodero, R. Gennari, A. Melonio and S. Torello. A Lean Experience of Game Fabrication:
From School to University and Back. In the FabLabs in Educational Context Workshop 2014
63. 6th
mission
@
university
(Ch.
1)
Presentation
(Ch.
2)
Gallery
tour
of
each
game
with
final:
64. 6th
mission
@
university
(Ch.
1)
Presentation
(Ch.
2)
Gallery
tour
of
game prototypes (A0 form);
each
game
with
final:
65. 6th
mission
@
university
(Ch.
1)
Presentation
Gli Essenzali_TITOLO DEL GIOCO
Il#personaggio#principale#di#questo#gioco#è#Giovannino.#Giovannino#si#trova#
in#un#posto#dove#c’è#il#mare#ma#fa#molto#freddo#e#al#posto#di#una#spiaggia#ci#
sono#metri#e#metri#di#neve.##
Questo# posto# è# abitato# da# una# famiglia# di# alieni.# Ci# sono# degli# oggetti#
particolari#in#questo#posto:#un#tavolo#volante#ed#una*rosa*aliena#con#delle#
spine#senza#punta.##
!
Dove si svolge il gioco
e quali oggetti e
personaggi ci sono?
Lo# scopo# del# gioco# è# quello# di# riuscire# a# sottrarre# il# tavolo# volante# alla#
famiglia#di#alieni#e#raggiungere#prima#che#muoia#la#rosa#con#le#spine#senza#
punta# che# permetterà# a#Giovannino# di# tornare# sulla# terra,# nel# paese# senza#
punta.##
Cosa fanno i
personaggi e che sfide
devono affrontare?
Sfide nel PRIMO livello
Vite; Punti e Poteri"
Giovannino#ha#a#disposizione#2*vite#per#riuscire#a#superare#questo#livello.#
Per# sconCiggere#gli#alieni#e# rubare# il# tavolo#magico#può#usare#due#oggetti:#
una#mazza#ed#una#cintura#magica#che#una#volta#premuta#si#trasforma#in#una#
spada.##
Ci# sono# anche# degli# oggetti# speciali# che# compaiono# di# tanto# in# tanto# che#
sono#un# fungo:# che#permette# a#Giovannino#di#diventare#piu#potente# e#un#
cuore# che# fa# guadagnare# a#Giovannino#due# vite.# Se# si#perde# si# ricomincia#
direttamente#da#questo#livello.#
Quando si vince il 1°
livello appare"
Quando si perde il 2°
livello appare"
Quando#si#vince#nel#primo#livello#appaiono#delle#monete#che#corrispondo#a#
dei#punti.
Appare#una#scritta#GAME#OVER#e#bisgona#cominciare#tutto#da#capo.
(Ch.
2)
Gallery
tour
of
each
game
with
final:
game prototypes (A0 form); game design document with color coding
66. 6th
mission
@
university
Evaluation
of
other
groups’
work
67. I liked…
I’d change…
6th
mission
@
university
Evaluation
of
other
groups’
work
68. I liked…
I’d change…
I’d vote…
6th
mission
@
university
Evaluation
of
other
groups’
work
71. Data
FOR
MATERIAL
Behaviour:
usability
issues
with
gamified
material
Emotions:
satisfaction
with
gamified
material
(post)
72. Data
FOR
MATERIAL
Behaviour:
usability
issues
with
gamified
material
Emotions:
satisfaction
with
gamified
material
(post)
FOR
ACTIVITY
Behaviour:
success
in
challenges
time
on
missions
Cooperation
inclusion
in
GaCoCo
(pre-‐
post)
Emotions:
5
positive
+
5
negative
achievement
emotions
in
missions
as
in
Pekrun
control-‐value-‐theory
73. Results: Highlights
FOR
MATERIAL FOR
ACTIVITY
Emotions:
Emotions:
satisfaction
with
gamified
material
(post)
5
positive
+
5
negative
achievement
emotions
in
missions
as
in
Pekrun
control-‐value-‐theory
74. Results: Highlights
FOR
MATERIAL FOR
ACTIVITY
Emotions:
Emotions:
satisfaction
with
gamified
material
(post)
5
positive
+
5
negative
achievement
emotions
in
missions
as
in
Pekrun
control-‐value-‐theory
75. M1
M3
M2
M4
M5
Results: Highlights
FOR
MATERIAL FOR
ACTIVITY
Emotions:
Emotions:
satisfaction
with
gamified
material
(post)
5
positive
+
5
negative
achievement
emotions
in
missions
as
in
Pekrun
control-‐value-‐theory
81. Main
references
G.
Dodero,
R.
Gennari,
A.
Melonio
and
S.
Torello
(2014).
GAmi0ied
CO-‐design
with
COoperative
Learning.
In
alt
of
CHI
2014,
ACM
G.
Dodero,
R.
Gennari,
A.
Melonio
and
S.
Torello
(2014).
Gami0ication
of
Co-‐design
Contexts—
Two
Studies
in
Primary
Schools.
In
CHI-‐Play
2014,
ACM
Kahu,
L.
,
Stephens,
C.,
Leach,
L.,
&
Zepke
(2014).
Linking
Academic
Emotions
and
Student
Engagement.
Journal
of
Further
and
Higher
Education
Pekrun,
R.
(2006).
The
Control-‐Value
Theory
of
Achievement
Emotions.
Educational
Psychology
Review,
18,
315–341
Original
images
by:
N.
Mastachi