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.
Presenter: Fares Kayali, Senior Researcher Vienna University of Technology. University of Applied Arts Vienna, AT
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 14:00 - 15:30
Location: Juliana Congreszaal, Jaarbeurs Utrecht
Learner vs Player: The secret to improving user engagement with gamificationLitmos Heroes
Gamification continues to prove its value in many training environments, but what’s the secret? Join Dr. Richard Hyde, E-Learning Consultant at Mind Click, in this exclusive webinar to discover what it takes to increase user engagement and effectively leverage gamification in your organisation to truly capture the hearts and minds of your learners… or your players. This webinar covers:
Why gamification is pivotal to increase user engagement
The important distinctions between The Learner and The Player
What it takes to deliver a successful learning game without compromising on the content
The key mechanics of gamification
Learning game examples delivered for the likes of Tesco and others
Risk Management - Health Scoring and Code RedsGainsight
By: Denise Kehoe at Pulse 2015
Moderator: Denyce Kehoe, Gainsight
Pat Kelly, VP CSM at Brainshark Sylvia Kainz,
VP CSM at InsideView
John Tewfik, Director of Customer Care at AppNeta
Presented at Pulse Conference 2015.
Learning games with Articulate Storyline: Big impact, little price tagLitmos Heroes
Gamification is here to stay, as many learning games continue to prove their value in organisational training environments. So how could learning games add value to your training? Join Dr. Richard Hyde, Mind Click CEO, as he showcases a customisable, cost-effective gaming solution built in Articulate Storyline that will help you get positive results with gamification. Providing the likes of Boots and Tesco with tangible results, it's a truly unique solution that you can't afford to miss. Where else can you get an effective, bespoke learning game for just £25,000?
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.
Gamification for Your Brand the Promises and The Pitfalls by Jon Barlow, Senior Creative Technologist, Capstrat from the Triangle AMA Digital Marketing Training Camp on Feb 29, 2012. www.triangleama.org
Gamification: a silver bullet for e-learning?Litmos Heroes
We’re all familiar with the gamification trend, with many already delivering learning games in their organisations. However, many are losing sight of why gamification became popular in the first place: to improve learning outcomes. Many are seeing gamification as the silver bullet of e-learning, but are leaving critical instructional design theories behind in the process. Join Dr. Richard Hyde, CEO at Mind Click, as he discusses:
How to deliver gamification successfully, without compromising on the learning
Appropriate and applicable training contexts for gamification
Trends and myths of gamification, where it’s headed
What good instructional design looks like in learning games
Examples of where gamification has provided real impact to organisations, when done well
Presenter: Fares Kayali, Senior Researcher Vienna University of Technology. University of Applied Arts Vienna, AT
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 14:00 - 15:30
Location: Juliana Congreszaal, Jaarbeurs Utrecht
Learner vs Player: The secret to improving user engagement with gamificationLitmos Heroes
Gamification continues to prove its value in many training environments, but what’s the secret? Join Dr. Richard Hyde, E-Learning Consultant at Mind Click, in this exclusive webinar to discover what it takes to increase user engagement and effectively leverage gamification in your organisation to truly capture the hearts and minds of your learners… or your players. This webinar covers:
Why gamification is pivotal to increase user engagement
The important distinctions between The Learner and The Player
What it takes to deliver a successful learning game without compromising on the content
The key mechanics of gamification
Learning game examples delivered for the likes of Tesco and others
Risk Management - Health Scoring and Code RedsGainsight
By: Denise Kehoe at Pulse 2015
Moderator: Denyce Kehoe, Gainsight
Pat Kelly, VP CSM at Brainshark Sylvia Kainz,
VP CSM at InsideView
John Tewfik, Director of Customer Care at AppNeta
Presented at Pulse Conference 2015.
Learning games with Articulate Storyline: Big impact, little price tagLitmos Heroes
Gamification is here to stay, as many learning games continue to prove their value in organisational training environments. So how could learning games add value to your training? Join Dr. Richard Hyde, Mind Click CEO, as he showcases a customisable, cost-effective gaming solution built in Articulate Storyline that will help you get positive results with gamification. Providing the likes of Boots and Tesco with tangible results, it's a truly unique solution that you can't afford to miss. Where else can you get an effective, bespoke learning game for just £25,000?
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.
Gamification for Your Brand the Promises and The Pitfalls by Jon Barlow, Senior Creative Technologist, Capstrat from the Triangle AMA Digital Marketing Training Camp on Feb 29, 2012. www.triangleama.org
Gamification: a silver bullet for e-learning?Litmos Heroes
We’re all familiar with the gamification trend, with many already delivering learning games in their organisations. However, many are losing sight of why gamification became popular in the first place: to improve learning outcomes. Many are seeing gamification as the silver bullet of e-learning, but are leaving critical instructional design theories behind in the process. Join Dr. Richard Hyde, CEO at Mind Click, as he discusses:
How to deliver gamification successfully, without compromising on the learning
Appropriate and applicable training contexts for gamification
Trends and myths of gamification, where it’s headed
What good instructional design looks like in learning games
Examples of where gamification has provided real impact to organisations, when done well
Global organizations are always seeking ways to improve their training. Gamification is quickly becoming recognized as a highly engaging method of training in enterprise, as it has the ability to significantly improve employee performance.
In this webinar, Interactive Services CLO, Matt Plass, co-presents with Sara Hurley, Director of Compliance at Integrys Energy Group, to share some valuable tips about the gamification of compliance training. Together, Matt and Sara will outline the benefits of gamified training using the Integrys Corporate Policies boardgame as a case study.
DevLearn: Blending Game Design and ID for VR TrainingWilliam West
Applying Instructional Design and Game Design to VR Solutions to Produce Real Behavioral Change. Finding the perfect balance of methodologies for virtual reality training.
Top 10 Rated Gamification Talk Radio Episodes from 2017Monica Cornetti
Hosted my Monica Cornetti
www.SententiaGames.com
Gamification is motivational design…
the use of game elements and game mechanics in a non-game context.
Brought to you by Sententia Gamification, the ONLY organization to offer three levels of Gamification Certification for Human Resource and Talent Development professionals. Our gamification certifications can be recognized by HRCI, SHRM, and ATD for recertification credits.
Learn how to Level Up your corporate training, talent development, employee onboarding, productivity, or classroom with this cutting-edge strategy to motivate and engage employees, members, and students.
Put Gamification to work for you!
Learn more about certifications and Train the Trainer programs by contacting: BigHead@SententiaGames.com
Website: www.SententiaGames.com
Weekly Podcast: http://bit.ly/GamificationRadio
How to boost learning effectiveness and employee engagement at the same time?
Change your organization learning forever through game-based learning.
www.greenbookslearning.com
Serious Games, Gamification and Enabling Technologies for Global Health Chall...David Wortley
Modern society faces many global health challenges with the prospect of restricted financial and human resources to tackle them. An ageing population, greater longevity and lifestyle related health conditions make it vital to develop solutions to improve the cost effectiveness of personal healthcare and management. David Wortley's presentation focuses on the growing contribution that serious games, Gamification and rapidly maturing enabling technologies can make to address these challenges and empower both citizens and healthcare providers with the tools and technologies for improved public health, wellbeing and independent living.
Health care providers that want to offer games to their customers must do so without violating federal patient privacy regulations -- a requirement that can make it difficult to target games to the patients who will benefit most from them. Even companies that are not subject to those regulations are finding themselves under pressure to protect players' most personal data
Game-based Learning Webinar by GreenBooks & GamelearnShyam Sunder
1. Role of game-based learning in enhancing learning outcomes
2. Application of gaming elements in learning initiatives
3. An example of successful game-based learning module - Merchants
Innovation Pioneers Tank Meeting 22 May 2013: GamificationRené Heunen
Materials used at the Innovation Pioneers Tank Meeting at CGI in Stockholm on 22 May 2013, on the subject of gamification. Includes references and links to additional resources by subject authorities.
“What's in a Name? Serious Games vs Gamification”
Though serious games and gamification seem to have strong similarities in purpose, desire, and methodology, there are differences in these approaches that can lead to wildly divergent results. Discover what happens when a project is viewed through the “lenses” of serious game developers or gamification experts
An Introduction to Funifier’s FUNIFICATION ENGINE.
The overall goal of gamification is to more deeply engage with consumers, employees, partners and other audiences so as to inspire them to participate, collaborate, share and interact in some activity or community. A compelling, dynamic, and sustained gamification experience can be used to accomplish a variety of mission-critical business goals. This is FUNIFICATION.
This is the first part of a 7-hour workshop in the spring of 2017 for an introduction toward design in gamification. For preparing people to be able to attend in gamification teams in their businesses to help the gamification designer in his path toward a wonderful design. Make sure to read part 2 after this one.
Netex Seminar LT2016 | Gamification: How to excite and engage your learners i...Netex Learning
"Gamification: How to excite and engage your learners in 2016".
Netex Seminar presented by Mike Byrne, UK Country Manager, at Learning Technologies 2016.
ISDM February 2022 E-Newsletter
Digital Therapeutics, AI, Virtual Reality, Nutrition and Healthy Ageing
Digital Therapeutics and Immersive Technologies
Digital Health, Nutrition and Healthy Ageing
Tripp Digital Therapeutics Virtual Reality
CAR-T Therapies Webinar
How AI is Enhancing Personal Development IORMA Webinar
Hospitals, Technology and the Patient IORMA Webinar
Strengthening Health Systems in Africa Zenith Global Health Conference
Royal Society of Medicine Upcoming Webinars
Digital Medicine Journal Special Edition
Future Events Program and Speaker Invitations
As we are approaching an end to the restrictions associated with COVID-19, it seems a good time to reflect on the disruptions and focus on how technology might be applied to avoid the same situation happening again. It is almost inevitable, in my opinion, that our pre-COVID lifestyles and travel/mobility will almost certainly lead to future pandemics and whilst the lessons learnt in fast-tracking clinical research and development of new drugs and vaccines will help to mitigate the situation, it does not alter the pressing need to shift focus from cure to prevention.
Digital Health and Digital Therapeutics technologies can help to protect the future sustainability of public health services through personal physical and mental health management whilst Digital Medicine will enable early detection of clinical problems and a range of innovative new solutions for cures.
This month’s E-Newsletter includes details of previous and upcoming events where the focus has been on addressing some of the challenges of preventative healthcare, especially in the area of the Ageing Society. Links to archived presentations and future events are included and we hope you will enjoy the past presentations and register for some of the upcoming events.
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.
More Related Content
Similar to Gamified immersive learning experiences masterclass the coronavirus game challenge presentation
Global organizations are always seeking ways to improve their training. Gamification is quickly becoming recognized as a highly engaging method of training in enterprise, as it has the ability to significantly improve employee performance.
In this webinar, Interactive Services CLO, Matt Plass, co-presents with Sara Hurley, Director of Compliance at Integrys Energy Group, to share some valuable tips about the gamification of compliance training. Together, Matt and Sara will outline the benefits of gamified training using the Integrys Corporate Policies boardgame as a case study.
DevLearn: Blending Game Design and ID for VR TrainingWilliam West
Applying Instructional Design and Game Design to VR Solutions to Produce Real Behavioral Change. Finding the perfect balance of methodologies for virtual reality training.
Top 10 Rated Gamification Talk Radio Episodes from 2017Monica Cornetti
Hosted my Monica Cornetti
www.SententiaGames.com
Gamification is motivational design…
the use of game elements and game mechanics in a non-game context.
Brought to you by Sententia Gamification, the ONLY organization to offer three levels of Gamification Certification for Human Resource and Talent Development professionals. Our gamification certifications can be recognized by HRCI, SHRM, and ATD for recertification credits.
Learn how to Level Up your corporate training, talent development, employee onboarding, productivity, or classroom with this cutting-edge strategy to motivate and engage employees, members, and students.
Put Gamification to work for you!
Learn more about certifications and Train the Trainer programs by contacting: BigHead@SententiaGames.com
Website: www.SententiaGames.com
Weekly Podcast: http://bit.ly/GamificationRadio
How to boost learning effectiveness and employee engagement at the same time?
Change your organization learning forever through game-based learning.
www.greenbookslearning.com
Serious Games, Gamification and Enabling Technologies for Global Health Chall...David Wortley
Modern society faces many global health challenges with the prospect of restricted financial and human resources to tackle them. An ageing population, greater longevity and lifestyle related health conditions make it vital to develop solutions to improve the cost effectiveness of personal healthcare and management. David Wortley's presentation focuses on the growing contribution that serious games, Gamification and rapidly maturing enabling technologies can make to address these challenges and empower both citizens and healthcare providers with the tools and technologies for improved public health, wellbeing and independent living.
Health care providers that want to offer games to their customers must do so without violating federal patient privacy regulations -- a requirement that can make it difficult to target games to the patients who will benefit most from them. Even companies that are not subject to those regulations are finding themselves under pressure to protect players' most personal data
Game-based Learning Webinar by GreenBooks & GamelearnShyam Sunder
1. Role of game-based learning in enhancing learning outcomes
2. Application of gaming elements in learning initiatives
3. An example of successful game-based learning module - Merchants
Innovation Pioneers Tank Meeting 22 May 2013: GamificationRené Heunen
Materials used at the Innovation Pioneers Tank Meeting at CGI in Stockholm on 22 May 2013, on the subject of gamification. Includes references and links to additional resources by subject authorities.
“What's in a Name? Serious Games vs Gamification”
Though serious games and gamification seem to have strong similarities in purpose, desire, and methodology, there are differences in these approaches that can lead to wildly divergent results. Discover what happens when a project is viewed through the “lenses” of serious game developers or gamification experts
An Introduction to Funifier’s FUNIFICATION ENGINE.
The overall goal of gamification is to more deeply engage with consumers, employees, partners and other audiences so as to inspire them to participate, collaborate, share and interact in some activity or community. A compelling, dynamic, and sustained gamification experience can be used to accomplish a variety of mission-critical business goals. This is FUNIFICATION.
This is the first part of a 7-hour workshop in the spring of 2017 for an introduction toward design in gamification. For preparing people to be able to attend in gamification teams in their businesses to help the gamification designer in his path toward a wonderful design. Make sure to read part 2 after this one.
Netex Seminar LT2016 | Gamification: How to excite and engage your learners i...Netex Learning
"Gamification: How to excite and engage your learners in 2016".
Netex Seminar presented by Mike Byrne, UK Country Manager, at Learning Technologies 2016.
Similar to Gamified immersive learning experiences masterclass the coronavirus game challenge presentation (20)
ISDM February 2022 E-Newsletter
Digital Therapeutics, AI, Virtual Reality, Nutrition and Healthy Ageing
Digital Therapeutics and Immersive Technologies
Digital Health, Nutrition and Healthy Ageing
Tripp Digital Therapeutics Virtual Reality
CAR-T Therapies Webinar
How AI is Enhancing Personal Development IORMA Webinar
Hospitals, Technology and the Patient IORMA Webinar
Strengthening Health Systems in Africa Zenith Global Health Conference
Royal Society of Medicine Upcoming Webinars
Digital Medicine Journal Special Edition
Future Events Program and Speaker Invitations
As we are approaching an end to the restrictions associated with COVID-19, it seems a good time to reflect on the disruptions and focus on how technology might be applied to avoid the same situation happening again. It is almost inevitable, in my opinion, that our pre-COVID lifestyles and travel/mobility will almost certainly lead to future pandemics and whilst the lessons learnt in fast-tracking clinical research and development of new drugs and vaccines will help to mitigate the situation, it does not alter the pressing need to shift focus from cure to prevention.
Digital Health and Digital Therapeutics technologies can help to protect the future sustainability of public health services through personal physical and mental health management whilst Digital Medicine will enable early detection of clinical problems and a range of innovative new solutions for cures.
This month’s E-Newsletter includes details of previous and upcoming events where the focus has been on addressing some of the challenges of preventative healthcare, especially in the area of the Ageing Society. Links to archived presentations and future events are included and we hope you will enjoy the past presentations and register for some of the upcoming events.
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
Global Health and sustainable improvements in the
well‑being of humans are seriously threatened by two
societal phenomena.
The aging society
Across the globe, falling birth rates and increased life
expectancies have led to significant increases in the
percentage of citizens aged over 65 years compared
to the younger working population. The increased
life expectancies have, at least in part, been a result of
improvements in health care, and the diagnosis and
treatment of diseases and medical conditions that have
traditionally caused premature death.
Impact of lifestyle and medical advances on
causes of death
Medical advances have all but eradicated many of the traditional
causes of death from communicable diseases with a
consequent growth in morbidity resulting from lifestyle
choices and behaviors.
The issue with lifestyle‑related conditions is the behaviors
such as sedentary lifestyles and poor diets adopted early
in life have a major and cumulative effect in later life
resulting in diabetes and cardiovascular problems which
require often expensive interventions and high levels of
cost to public health services.
The role of digital technologies in medicine,
health, and well‑being
Digital technologies have undoubtedly had a major
impact on medicine both in diagnostics and treatment.
Modern digital scanning, artificial intelligence, big
data analytics, human‑computer interfaces, robotics,
and 3D visualization technologies have all helped to
not only increase our understanding of the physiology
of the human body and enabled early detection of
medical conditions but also they have contributed
to increasingly more targeted and personalized
interventions.
However, set against these positive benefits of digital
medicine and health technologies is the impact of
technologies which reduce the daily physical and cognitive
challenges that have throughout history constantly
exercised our bodies and minds and in the process, given
us the active lifestyles needed to maintain health and
well‑being...........
Digital medicine comes of age - ISDM E-Newsletter Feb 2020David Wortley
Consumer digital technologies such as wearables and VR/AR are now being applied to diagnose, treat and manage clinical conditions. The ISDM Feb 2020 E-Newsletter shows some examples
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.
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.
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
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.
How many patients does case series should have In comparison to case reports.pdfpubrica101
Pubrica’s team of researchers and writers create scientific and medical research articles, which may be important resources for authors and practitioners. Pubrica medical writers assist you in creating and revising the introduction by alerting the reader to gaps in the chosen study subject. Our professionals understand the order in which the hypothesis topic is followed by the broad subject, the issue, and the backdrop.
https://pubrica.com/academy/case-study-or-series/how-many-patients-does-case-series-should-have-in-comparison-to-case-reports/
CRISPR-Cas9, a revolutionary gene-editing tool, holds immense potential to reshape medicine, agriculture, and our understanding of life. But like any powerful tool, it comes with ethical considerations.
Unveiling CRISPR: This naturally occurring bacterial defense system (crRNA & Cas9 protein) fights viruses. Scientists repurposed it for precise gene editing (correction, deletion, insertion) by targeting specific DNA sequences.
The Promise: CRISPR offers exciting possibilities:
Gene Therapy: Correcting genetic diseases like cystic fibrosis.
Agriculture: Engineering crops resistant to pests and harsh environments.
Research: Studying gene function to unlock new knowledge.
The Peril: Ethical concerns demand attention:
Off-target Effects: Unintended DNA edits can have unforeseen consequences.
Eugenics: Misusing CRISPR for designer babies raises social and ethical questions.
Equity: High costs could limit access to this potentially life-saving technology.
The Path Forward: Responsible development is crucial:
International Collaboration: Clear guidelines are needed for research and human trials.
Public Education: Open discussions ensure informed decisions about CRISPR.
Prioritize Safety and Ethics: Safety and ethical principles must be paramount.
CRISPR offers a powerful tool for a better future, but responsible development and addressing ethical concerns are essential. By prioritizing safety, fostering open dialogue, and ensuring equitable access, we can harness CRISPR's power for the benefit of all. (2998 characters)
CHAPTER 1 SEMESTER V - ROLE OF PEADIATRIC NURSE.pdfSachin Sharma
Pediatric nurses play a vital role in the health and well-being of children. Their responsibilities are wide-ranging, and their objectives can be categorized into several key areas:
1. Direct Patient Care:
Objective: Provide comprehensive and compassionate care to infants, children, and adolescents in various healthcare settings (hospitals, clinics, etc.).
This includes tasks like:
Monitoring vital signs and physical condition.
Administering medications and treatments.
Performing procedures as directed by doctors.
Assisting with daily living activities (bathing, feeding).
Providing emotional support and pain management.
2. Health Promotion and Education:
Objective: Promote healthy behaviors and educate children, families, and communities about preventive healthcare.
This includes tasks like:
Administering vaccinations.
Providing education on nutrition, hygiene, and development.
Offering breastfeeding and childbirth support.
Counseling families on safety and injury prevention.
3. Collaboration and Advocacy:
Objective: Collaborate effectively with doctors, social workers, therapists, and other healthcare professionals to ensure coordinated care for children.
Objective: Advocate for the rights and best interests of their patients, especially when children cannot speak for themselves.
This includes tasks like:
Communicating effectively with healthcare teams.
Identifying and addressing potential risks to child welfare.
Educating families about their child's condition and treatment options.
4. Professional Development and Research:
Objective: Stay up-to-date on the latest advancements in pediatric healthcare through continuing education and research.
Objective: Contribute to improving the quality of care for children by participating in research initiatives.
This includes tasks like:
Attending workshops and conferences on pediatric nursing.
Participating in clinical trials related to child health.
Implementing evidence-based practices into their daily routines.
By fulfilling these objectives, pediatric nurses play a crucial role in ensuring the optimal health and well-being of children throughout all stages of their development.
ICH Guidelines for Pharmacovigilance.pdfNEHA GUPTA
The "ICH Guidelines for Pharmacovigilance" PDF provides a comprehensive overview of the International Council for Harmonisation of Technical Requirements for Pharmaceuticals for Human Use (ICH) guidelines related to pharmacovigilance. These guidelines aim to ensure that drugs are safe and effective for patients by monitoring and assessing adverse effects, ensuring proper reporting systems, and improving risk management practices. The document is essential for professionals in the pharmaceutical industry, regulatory authorities, and healthcare providers, offering detailed procedures and standards for pharmacovigilance activities to enhance drug safety and protect public health.
Global launch of the Healthy Ageing and Prevention Index 2nd wave – alongside...ILC- UK
The Healthy Ageing and Prevention Index is an online tool created by ILC that ranks countries on six metrics including, life span, health span, work span, income, environmental performance, and happiness. The Index helps us understand how well countries have adapted to longevity and inform decision makers on what must be done to maximise the economic benefits that comes with living well for longer.
Alongside the 77th World Health Assembly in Geneva on 28 May 2024, we launched the second version of our Index, allowing us to track progress and give new insights into what needs to be done to keep populations healthier for longer.
The speakers included:
Professor Orazio Schillaci, Minister of Health, Italy
Dr Hans Groth, Chairman of the Board, World Demographic & Ageing Forum
Professor Ilona Kickbusch, Founder and Chair, Global Health Centre, Geneva Graduate Institute and co-chair, World Health Summit Council
Dr Natasha Azzopardi Muscat, Director, Country Health Policies and Systems Division, World Health Organisation EURO
Dr Marta Lomazzi, Executive Manager, World Federation of Public Health Associations
Dr Shyam Bishen, Head, Centre for Health and Healthcare and Member of the Executive Committee, World Economic Forum
Dr Karin Tegmark Wisell, Director General, Public Health Agency of Sweden
The Importance of Community Nursing Care.pdfAD Healthcare
NDIS and Community 24/7 Nursing Care is a specific type of support that may be provided under the NDIS for individuals with complex medical needs who require ongoing nursing care in a community setting, such as their home or a supported accommodation facility.
One of the most developed cities of India, the city of Chennai is the capital of Tamilnadu and many people from different parts of India come here to earn their bread and butter. Being a metropolitan, the city is filled with towering building and beaches but the sad part as with almost every Indian city
India Clinical Trials Market: Industry Size and Growth Trends [2030] Analyzed...Kumar Satyam
According to TechSci Research report, "India Clinical Trials Market- By Region, Competition, Forecast & Opportunities, 2030F," the India Clinical Trials Market was valued at USD 2.05 billion in 2024 and is projected to grow at a compound annual growth rate (CAGR) of 8.64% through 2030. The market is driven by a variety of factors, making India an attractive destination for pharmaceutical companies and researchers. India's vast and diverse patient population, cost-effective operational environment, and a large pool of skilled medical professionals contribute significantly to the market's growth. Additionally, increasing government support in streamlining regulations and the growing prevalence of lifestyle diseases further propel the clinical trials market.
Growing Prevalence of Lifestyle Diseases
The rising incidence of lifestyle diseases such as diabetes, cardiovascular diseases, and cancer is a major trend driving the clinical trials market in India. These conditions necessitate the development and testing of new treatment methods, creating a robust demand for clinical trials. The increasing burden of these diseases highlights the need for innovative therapies and underscores the importance of India as a key player in global clinical research.
Telehealth Psychology Building Trust with Clients.pptxThe Harvest Clinic
Telehealth psychology is a digital approach that offers psychological services and mental health care to clients remotely, using technologies like video conferencing, phone calls, text messaging, and mobile apps for communication.
Empowering ACOs: Leveraging Quality Management Tools for MIPS and BeyondHealth Catalyst
Join us as we delve into the crucial realm of quality reporting for MSSP (Medicare Shared Savings Program) Accountable Care Organizations (ACOs).
In this session, we will explore how a robust quality management solution can empower your organization to meet regulatory requirements and improve processes for MIPS reporting and internal quality programs. Learn how our MeasureAble application enables compliance and fosters continuous improvement.
2. Questions for You
⚫Have you ever used gamification in your
personal or business life?
⚫How much should it cost to develop a
coronavirus game?
⚫Who should a coronavirus game be
developed for?
⚫What should the game objective be?
4. How much should a Coronavirus Game Cost?
Under £1,000
£10,000 to £50,000
£1,000 to £2,500
£2,500 to £5,000
£5,000 to £10,000
Over £50,000
5. Who should a Coronavirus Game be Developed for?
Health Policy Makers
General Public
Teachers, Trainers &
Educators
Other
Healthcare Workers
6. What should the objective of a Coronavirus Game be?
Change Behaviour
Of Population
Prevent Economic Collapse
Reduce CoronavirusDeaths
Reduce impact cost
of Coronavirus
Educate, Inform &
Prepare
Reduce Infections
7. Topics
⚫The challenge of gamifying coronavirus
⚫Gamification theory and practice as applied to Learning and
Behaviour Change
⚫The importance and meaning of immersive experiences
⚫How to combine gamification and immersive technologies
⚫How to re-purpose existing learning content within gamified
immersive experiences
⚫Transitioning from Teaching via Exploring to Learning and
Assessment
⚫Gamified Learning and “The Flipped Classroom”
8. Thoughts for Today
The whole of life is a game
All living creatures are merely players
Each creature in its time plays many parts
Apologies to William Shakespeare
9. 9
Gamification is a Life Skill
Gamification and the ability/motivation to Gamify is embedded in
the genetic make up of every living creature.
12. 12
The Coronavirus Gamification Lens
Who is the
Coronavirus Games Master ?
Who are the
Players? Who are
fans / active
Supporters?
Who are the
Spectators?
Who are the
Hermits?
Growing Influence
and Ability to
Achieve Goals
13. Who is the Coronavirus Games Master?
National Political
Leaders
Mother Nature
Senior Health Policy
Makers
World Health
Organisation
22. Coronavirus Game and Enabling
Technologies
● Close face to face physical contact impossible
● Need to influence understanding & awareness
● Need for measurement and Feedback
● Need for relevant context and scenarios
● Need for positive behaviour change
23. Coronavirus Game and Enabling
Technologies
Hardware and Software tools to create Gamified Learning Experiences are affordable
29. Coronavirus Game Design Parameters
⚫It should target the general public
⚫It should aim to influence behaviours that limit the impact of
coronavirus
⚫It should inform and educate
Therefore the game needs to :-
⚫Be based on familiar real-life environments
⚫Reward positive behaviours
⚫Encourage exploration
⚫Reward knowledge about Coronavirus
⚫Be easy to play but difficult/impossible to master
⚫Allow for both guided and self-directed learning
⚫Be available both online and as a download
⚫Be easy to update and enhance over time
33. The Flipped Classroom Challenge
Why not provide students with the
tools to develop their own immersive
learning experiences to share with
their peers?
34. How would you rate this Webinar?
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