PowerPoint Presentation for the National Association for Family Child Care (NAFCC), The New England Symposium On Play (William H. Strader, Ed.D.) and Grounds For Play (David Reeves)
Learning Through Play, The Old School WayLucinda Rush
Poster presentation at the Virginia Library Association Conference on October 23, 2014. This poster introduces new ideas for instructional design using game structures that students are already familiar with to teach information literacy concepts. It is well documented that millennials enjoy learning through collaboration with peers and self-exploration in a fast-paced, technology rich environment, and game-based instruction can be a great way to engage them in the classroom. While millennials are comfortable with technology and enjoy learning through video and web-based games, it is difficult for libraries with limited resources to compete with the expectations that students have based on their lifelong experiences with high-tech video games. Examples of non-technology based games that have been effective with undergraduates are provided. Specifically, a case study that the presenter conducted, of creating an innovative Candy Land based game to teach information ethics will is described. Student responses and assessment of student learning is shared.
These are the slides from my keynote presentation at MADLaT, 2014, on generations, games, and education. I describe what is said about generational differences and the top 10 reasons people say they "cannot" use games, and then present the research related to these as myths, facts, or something in between.
Game on lessons learned (at elearning africa 2015, may 20 22, addis ababa, et...Rob Willems
Lessons learned from 5 years educational game development for children in South Sudan, Sri Lanka, Kenya, Ghana, Senegal. Games on health related topics: malaria, gender equity, hiv/aids, personal hygiene
Play to Learn: Using Games and Gamification to Drive Learner Engagement and L...Karl Kapp
Games are powerful tools for crafting learning solutions that engage, motivate and reinforce key skills and techniques. Instructional designers, training managers and anyone tasked with creating learning events needs to seriously consider implementing games into their learning toolkit.
-Examine the required tradeoffs, discover how to add the game elements of challenge and story to training events and learn how the combination of fantasy and branching story techniques leads to real learning outcomes.
-Learn how an underlying competency model can be used to evaluate the effectiveness of the learners’ game play by providing feedback to improve their performance in the field.
-Examine the games elements that are so compelling for learning and engagementLearn how to think like a game designer when approaching your learning content
-Discover the link between game elements and specific learning outcomes
PowerPoint Presentation for the National Association for Family Child Care (NAFCC), The New England Symposium On Play (William H. Strader, Ed.D.) and Grounds For Play (David Reeves)
Learning Through Play, The Old School WayLucinda Rush
Poster presentation at the Virginia Library Association Conference on October 23, 2014. This poster introduces new ideas for instructional design using game structures that students are already familiar with to teach information literacy concepts. It is well documented that millennials enjoy learning through collaboration with peers and self-exploration in a fast-paced, technology rich environment, and game-based instruction can be a great way to engage them in the classroom. While millennials are comfortable with technology and enjoy learning through video and web-based games, it is difficult for libraries with limited resources to compete with the expectations that students have based on their lifelong experiences with high-tech video games. Examples of non-technology based games that have been effective with undergraduates are provided. Specifically, a case study that the presenter conducted, of creating an innovative Candy Land based game to teach information ethics will is described. Student responses and assessment of student learning is shared.
These are the slides from my keynote presentation at MADLaT, 2014, on generations, games, and education. I describe what is said about generational differences and the top 10 reasons people say they "cannot" use games, and then present the research related to these as myths, facts, or something in between.
Game on lessons learned (at elearning africa 2015, may 20 22, addis ababa, et...Rob Willems
Lessons learned from 5 years educational game development for children in South Sudan, Sri Lanka, Kenya, Ghana, Senegal. Games on health related topics: malaria, gender equity, hiv/aids, personal hygiene
Play to Learn: Using Games and Gamification to Drive Learner Engagement and L...Karl Kapp
Games are powerful tools for crafting learning solutions that engage, motivate and reinforce key skills and techniques. Instructional designers, training managers and anyone tasked with creating learning events needs to seriously consider implementing games into their learning toolkit.
-Examine the required tradeoffs, discover how to add the game elements of challenge and story to training events and learn how the combination of fantasy and branching story techniques leads to real learning outcomes.
-Learn how an underlying competency model can be used to evaluate the effectiveness of the learners’ game play by providing feedback to improve their performance in the field.
-Examine the games elements that are so compelling for learning and engagementLearn how to think like a game designer when approaching your learning content
-Discover the link between game elements and specific learning outcomes
Inspiring girls through games and coding: A hands-on exploration Julie Evans
Inspiring girls through games and coding: A hands-on exploration
Kari Stubbs, BrainPOP and Julie Evans, Project Tomorrow
UNESCO Mobile Learning Week 2015
Paris, France
February 23, 2015
An overview of the Gaming in Families project given at Futurelab's research insights day, April 29th 2010 in London.
Mary Ulicsack & Sue Cranmer, Futurelab
UCD14 Talk - Monica Ferraro - Usability Testing with Young ChildrenUCD UK Ltd
Monica Ferraro - Usability Testing with Young Children
Why do usability testing with children?
Children start interacting with technology at a very young age. Often these technologies, products and services are created without the involvement of children in the design process, and that can jeopardize the success of the product and investment. In this talk we will look at the differences, similarities and challenges of running usability testing with young children, compared to adults.
How to do user testing with children?
We will look at case studies to illustrate which techniques work well while carrying out usability testing with young children. We will also talk about practical tips on ethics, recruiting children, how to keep them focused, and plenty of useful information to take into consideration when designing with young children.
About Playhows
Playhows is a London based UX consultancy specialising in children-centred design. We help companies to create better experiences for children’s products and services through our children-centred design approach.
Judy Perry- MIT Scheller Teacher, Education Program LabSeriousGamesAssoc
“Informal Learning Using Augmented Reality Games”
How can augmented reality (AR) games played on smart phones extend informal educational opportunities? What challenges arise when you put digital learning experiences in typically low-tech environments? See what happened during recent pilot projects at zoos, nature centers and living history museums who used MIT STEP lab’s TaleBlazer AR platform.
Tamer Fakhouri, MD, of the Yale School of Medicine Play2PREVENT Lab provides an overview of the PlayForward game, including a description of the basic game mechanics, the research basis for its design (youth clinical trial) and future implications for the design and engineering of games for health. Presented at YTH Live 2014 session "Advancing Data Collection Methods."
Analysing Drama – important points and ideas for a playJane65
A presentation by Ruth Garbutt on her experiences of doing participatory data analysis. This presentation was part of a seminar, funded by the ESRC, focusing on participatory data analysis by and with people with learning disabilities
Games in Non-entertainment Environments (GiNE)
Perspectives on using games for other purposes
Interactive Technologies and Games (ITAG) Conference 2014
Health, Disability and Education
Dates: Thursday 16 October 2014 - Friday 17 October 2014
Location: The Council House, NG1 2DT, Nottingham, UK
When we think of UX participants, we typically think of adults, but there's a growing generation of kids who are bypassing their parents in their tech savviness. For companies thinking ahead to new technologies, it makes sense to include the insight of their young audience who will soon question "Why wouldn't I do it that way?"
Kids testing and UX research can be fun and insightful, but poses a unique set of challenges. In this session, we'll learn which methodologies work best for kids and some practical tools for making the most out of our time with them.
CDC’s Program to Incubate Games for Public Health AwarenessSeriousGamesAssoc
After being awarded a second-round of innovation funding from Department of Health and Human Services Idea Lab in 2014, three CDC colleagues along with game industry partners produced a game developer challenge event: CDC/HHS Health Game Jam 2014, which focused on HIV Prevention strategies.
This talk describes structure of the event, including recruitment of HHS subject matter experts and contest judging criteria. A follow-up population study among >100 Atlanta-area teens yielded positive results of playing the winning game.
We will show that the federally supported game developer challenges provide an effective means of producing game prototypes which have impact among selected populations.
TRACK 8(1) | DAY 2 - 3 OCT 2017
Elena Bertozzi, Associate Professor of Quinnipiac University (USA) and Aparna Sridhar, Assistant
Games for Health Europe 2017
Inspiring girls through games and coding: A hands-on exploration Julie Evans
Inspiring girls through games and coding: A hands-on exploration
Kari Stubbs, BrainPOP and Julie Evans, Project Tomorrow
UNESCO Mobile Learning Week 2015
Paris, France
February 23, 2015
An overview of the Gaming in Families project given at Futurelab's research insights day, April 29th 2010 in London.
Mary Ulicsack & Sue Cranmer, Futurelab
UCD14 Talk - Monica Ferraro - Usability Testing with Young ChildrenUCD UK Ltd
Monica Ferraro - Usability Testing with Young Children
Why do usability testing with children?
Children start interacting with technology at a very young age. Often these technologies, products and services are created without the involvement of children in the design process, and that can jeopardize the success of the product and investment. In this talk we will look at the differences, similarities and challenges of running usability testing with young children, compared to adults.
How to do user testing with children?
We will look at case studies to illustrate which techniques work well while carrying out usability testing with young children. We will also talk about practical tips on ethics, recruiting children, how to keep them focused, and plenty of useful information to take into consideration when designing with young children.
About Playhows
Playhows is a London based UX consultancy specialising in children-centred design. We help companies to create better experiences for children’s products and services through our children-centred design approach.
Judy Perry- MIT Scheller Teacher, Education Program LabSeriousGamesAssoc
“Informal Learning Using Augmented Reality Games”
How can augmented reality (AR) games played on smart phones extend informal educational opportunities? What challenges arise when you put digital learning experiences in typically low-tech environments? See what happened during recent pilot projects at zoos, nature centers and living history museums who used MIT STEP lab’s TaleBlazer AR platform.
Tamer Fakhouri, MD, of the Yale School of Medicine Play2PREVENT Lab provides an overview of the PlayForward game, including a description of the basic game mechanics, the research basis for its design (youth clinical trial) and future implications for the design and engineering of games for health. Presented at YTH Live 2014 session "Advancing Data Collection Methods."
Analysing Drama – important points and ideas for a playJane65
A presentation by Ruth Garbutt on her experiences of doing participatory data analysis. This presentation was part of a seminar, funded by the ESRC, focusing on participatory data analysis by and with people with learning disabilities
Games in Non-entertainment Environments (GiNE)
Perspectives on using games for other purposes
Interactive Technologies and Games (ITAG) Conference 2014
Health, Disability and Education
Dates: Thursday 16 October 2014 - Friday 17 October 2014
Location: The Council House, NG1 2DT, Nottingham, UK
When we think of UX participants, we typically think of adults, but there's a growing generation of kids who are bypassing their parents in their tech savviness. For companies thinking ahead to new technologies, it makes sense to include the insight of their young audience who will soon question "Why wouldn't I do it that way?"
Kids testing and UX research can be fun and insightful, but poses a unique set of challenges. In this session, we'll learn which methodologies work best for kids and some practical tools for making the most out of our time with them.
CDC’s Program to Incubate Games for Public Health AwarenessSeriousGamesAssoc
After being awarded a second-round of innovation funding from Department of Health and Human Services Idea Lab in 2014, three CDC colleagues along with game industry partners produced a game developer challenge event: CDC/HHS Health Game Jam 2014, which focused on HIV Prevention strategies.
This talk describes structure of the event, including recruitment of HHS subject matter experts and contest judging criteria. A follow-up population study among >100 Atlanta-area teens yielded positive results of playing the winning game.
We will show that the federally supported game developer challenges provide an effective means of producing game prototypes which have impact among selected populations.
TRACK 8(1) | DAY 2 - 3 OCT 2017
Elena Bertozzi, Associate Professor of Quinnipiac University (USA) and Aparna Sridhar, Assistant
Games for Health Europe 2017
Similar to Hospi adventure: an evidence based multidisciplinary developed serious game for children undergoing surgery (20)
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Feeding plate for a newborn with Cleft Palate.pptxSatvikaPrasad
A feeding plate is a prosthetic device used for newborns with a cleft palate to assist in feeding and improve nutrition intake. From a prosthodontic perspective, this plate acts as a barrier between the oral and nasal cavities, facilitating effective sucking and swallowing by providing a more normal anatomical structure. It helps to prevent milk from entering the nasal passage, thereby reducing the risk of aspiration and enhancing the infant's ability to feed efficiently. The feeding plate also aids in the development of the oral muscles and can contribute to better growth and weight gain. Its custom fabrication and proper fitting by a prosthodontist are crucial for ensuring comfort and functionality, as well as for minimizing potential complications. Early intervention with a feeding plate can significantly improve the quality of life for both the infant and the parents.
Cold Sores: Causes, Treatments, and Prevention Strategies | The Lifesciences ...The Lifesciences Magazine
Cold Sores, medically known as herpes labialis, are caused by the herpes simplex virus (HSV). HSV-1 is primarily responsible for cold sores, although HSV-2 can also contribute in some cases.
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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
Trauma Outpatient Center is a comprehensive facility dedicated to addressing mental health challenges and providing medication-assisted treatment. We offer a diverse range of services aimed at assisting individuals in overcoming addiction, mental health disorders, and related obstacles. Our team consists of seasoned professionals who are both experienced and compassionate, committed to delivering the highest standard of care to our clients. By utilizing evidence-based treatment methods, we strive to help our clients achieve their goals and lead healthier, more fulfilling lives.
Our mission is to provide a safe and supportive environment where our clients can receive the highest quality of care. We are dedicated to assisting our clients in reaching their objectives and improving their overall well-being. We prioritize our clients' needs and individualize treatment plans to ensure they receive tailored care. Our approach is rooted in evidence-based practices proven effective in treating addiction and mental health disorders.
Navigating Challenges: Mental Health, Legislation, and the Prison System in B...Guillermo Rivera
This conference will delve into the intricate intersections between mental health, legal frameworks, and the prison system in Bolivia. It aims to provide a comprehensive overview of the current challenges faced by mental health professionals working within the legislative and correctional landscapes. Topics of discussion will include the prevalence and impact of mental health issues among the incarcerated population, the effectiveness of existing mental health policies and legislation, and potential reforms to enhance the mental health support system within prisons.
ALKAMAGIC PLAN 1350.pdf plan based of door to door delivery of alkaline water...rowala30
Alka magic plan 1350 -we deliver alkaline water at your door step and you can make handsome money by referral programme
we also help and provide systematic guideline to setup 1000 lph alkaline water plant
Under Pressure : Kenneth Kruk's StrategyKenneth Kruk
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International Cancer Survivors Day is celebrated during June, placing the spotlight not only on cancer survivors, but also their caregivers.
CANSA has compiled a list of tips and guidelines of support:
https://cansa.org.za/who-cares-for-cancer-patients-caregivers/
Veterinary Diagnostics Market PPT 2024: Size, Growth, Demand and Forecast til...IMARC Group
The global veterinary diagnostics market size reached US$ 6.6 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 12.6 Billion by 2032, exhibiting a growth rate (CAGR) of 7.3% during 2024-2032.
More Info:- https://www.imarcgroup.com/veterinary-diagnostics-market
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Stem Cell Solutions: Dr. David Greene's Path to Non-Surgical Cardiac CareDr. David Greene Arizona
Explore the groundbreaking work of Dr. David Greene, a pioneer in regenerative medicine, who is revolutionizing the field of cardiology through stem cell therapy in Arizona. This ppt delves into how Dr. Greene's innovative approach is providing non-surgical, effective treatments for heart disease, using the body's own cells to repair heart damage and improve patient outcomes. Learn about the science behind stem cell therapy, its benefits over traditional cardiac surgeries, and the promising future it holds for modern medicine. Join us as we uncover how Dr. Greene's commitment to stem cell research and therapy is setting new standards in healthcare and offering new hope to cardiac patients.
Stem Cell Solutions: Dr. David Greene's Path to Non-Surgical Cardiac Care
Hospi adventure: an evidence based multidisciplinary developed serious game for children undergoing surgery
1.
2. An evidence based
multidisciplinary developed
serious game for children
undergoing surgery
Jo Vrancken
Liesbeth De Gryse
Frederik Smolders
Frederik De Clerck
Robin Gielis
Michiel Stoffels
Annemie Spooren
GFH17
4. Kick-off with a feasibility study
• Project approval by Flemish government
• Funding assigned in 2014-2015
“Can a serious game be an added value during the at home preparation of
parent and child for an elective surgical procedure?”
6. Feasibility study - approach
• Literature review about preparation of children
• Literature review about gaming
• Conferences and best practices (GFH was great!!)
• Stakeholders opinions
• Development of game design for prototype
7. Can a serious game at home be helpful?
We think yes because:
• Parents are involved (family centered)
• Information is correct and evidence based
• Information is delivered on the right moment
• Delivering information when procedure is scheduled and in lead-up to procedure
• Young children receiving information 5-7 days prior to surgery: less anxious
• Information is age appropriate
• iPad is easy to use
• Game should be fun
8. Game design - prototype
• Children 4 - 6 years old
• Elective surgical procedure
• General anesthesia
Scenario
Dialogues
Ideas about graphics, sounds, look and feel
Together with stakeholders
11. Funding has arrived!!
• Funding (one year) from Hasselt University for…
• Playable game version
• Evidence based and relevant information, sounds,…
• PXL and industry partners
• Jessa Hospital
• Game designer
• Game developer
• Sound actors
14. At home testings…
• 7 children and their families
• At home environment
• Focus on general impression
• Focus on ‘user performance’ (Markopoulos H. et al, 2008)
• ‘Free play’ (Barendregt W. et al., 2003)
• Observation
• Thinking aloud (Boren MT, Ramey J. 2000)
16. Approach…
• 13 boys, 9 girls
• Elementary school and primary school (Sint-Truiden)
• iPad and headphones
• Short introduction
• Start playing
• ‘General impression – FUN’
• ‘Graphical impression – look and feel’ (characters, scenery, sounds,…)
• ‘User performance - controls’
17.
18. Methods
• Observation
• Fun Toolkit (Read et al, 2002 and Markopoulos et al, 2008)
• Funometer
• Again-again table
• Fun sorter
• Small ‘interview’
• Questions about characters, gameplay,…
• Questions about “knowledge”
23. Study starting soon…
• RCT @Jessa Hospital
• Children 4-6 years for elective ORL surgery
• Intervention group: children playing HospiAvontuur and no
premedication
• Controle group: only premedication as preparation at the hospital
• Comparing anxiety levels before anesthesia induction
• Secondary outcomes: Emergence delirium, postoperative pain and negative
postoperative behavior