VII Jornadas eMadrid "Education in exponential times". Mesa redonda eMadrid L...eMadrid network
VII Jornadas eMadrid "Education in exponential times". Mesa redonda eMadrid Learning Analytics. "Using Learning Analytics to support a more scientific approach to Serious Games: Three Examples". Baltasar Fernández Majón. 04/07/2017.
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.
Talk about serious games and game-like simulations design given at the Laboratory of Computer Science of the Massachusetts General Hospital (Boston, USA).
The Educational Game development approach used for developping different games in the medical domain is presented.
This is exemplified with the first-aid game, the educ@ONT project with the National Transplant Organization in Spain (ONT) and the Surgical Checklist game.
Some final ideas about Learning Analytics and how this can be used for evaluation and for integrating heterogeneus information in a Learning Record Store are presented.
Presentation at the 2nd UCL Festival for Digital Health - University College London about if the Games for health really work
we present some experiments we carried out in the medical domain and we propose methodologies and learning analytics as the way to go
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
We describe our work on serious games, game-like simulations, gamification and learning analytics.
We describe some of the experiments done and our approach to do a more scientific approach in the serious games domain. We present some of the results from H2020 RAGE and BEACONING european projects
Dan Baden - Lessons Learned From the First Federal Healthcare Game JamSeriousGamesAssoc
This session covers the CDC Health Game Jam which was held in September 2013. The goals were to increase interest in public health careers and to rapidly and inexpensively develop demos of health education games. We will discuss the results of the effort, the lessons learned, and the next steps.
VII Jornadas eMadrid "Education in exponential times". Mesa redonda eMadrid L...eMadrid network
VII Jornadas eMadrid "Education in exponential times". Mesa redonda eMadrid Learning Analytics. "Using Learning Analytics to support a more scientific approach to Serious Games: Three Examples". Baltasar Fernández Majón. 04/07/2017.
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.
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We will show that the federally supported game developer challenges provide an effective means of producing game prototypes which have impact among selected populations.
Talk about serious games and game-like simulations design given at the Laboratory of Computer Science of the Massachusetts General Hospital (Boston, USA).
The Educational Game development approach used for developping different games in the medical domain is presented.
This is exemplified with the first-aid game, the educ@ONT project with the National Transplant Organization in Spain (ONT) and the Surgical Checklist game.
Some final ideas about Learning Analytics and how this can be used for evaluation and for integrating heterogeneus information in a Learning Record Store are presented.
Presentation at the 2nd UCL Festival for Digital Health - University College London about if the Games for health really work
we present some experiments we carried out in the medical domain and we propose methodologies and learning analytics as the way to go
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
We describe our work on serious games, game-like simulations, gamification and learning analytics.
We describe some of the experiments done and our approach to do a more scientific approach in the serious games domain. We present some of the results from H2020 RAGE and BEACONING european projects
Dan Baden - Lessons Learned From the First Federal Healthcare Game JamSeriousGamesAssoc
This session covers the CDC Health Game Jam which was held in September 2013. The goals were to increase interest in public health careers and to rapidly and inexpensively develop demos of health education games. We will discuss the results of the effort, the lessons learned, and the next steps.
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In this Slideshow, we look at material prepared for submission to a peer-reviewed journal, highlighting correlational results, retention, and memorization data, as well as usage data related to the gamification platform of Axonify.
These slides show correlation research related to gamification and highlights empirical results, linking gamification actions to retention and learning results. Data extracted from a database of over 250,000 users of a gamified platform is examined.
-How gamification impacts learner engagement
-How gamification provides learning retention results
-Correlations between learner engagement in a gamification platform and on-the-job performance
-How gamification statistics confirm the use of gamification for learning
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Using Learning Analytics to support a more scientific approach to Serious Gam...Baltasar Fernández-Manjón
Using Learning Analytics to support a more scientific approach to Serious Games: Three Examples
Do games actually works?
Usually, no full formal evaluation has been carried out
Limited number of users
Formal evaluation could be as expensive as creating the game (or even more expensive)
Difficult to deploy games in the classroom
Teachers have very little info about what is happening when a game is being used
Game Learning analytics can help us to: create better games and to (formally) validate games
Moving from pre-post to Learning Analytics based evaluation
To use games as assessments
Clinical Trials Re-spec. The role of games and game concepts in the future of...Karel Van Isacker
Clinical Trials Re-spec. The role of games and game concepts in the future of clinical trials (Bill Byrom)
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AlchemyKnights is a transformational game designed to teach adolescents and teens about the dangers of over-the-counter medication misuse. In this session we will discuss design strategies for transformational games, mapping design features to transformational outcomes, and using an iterative develop-playtest-fix approach to evaluate and measure the transformational effect.
Kajaani UAS has integrated games development into healthcare. This presentation displays two examples how gamification can improve healtcare solutions: My Life is a life management game targeted to youth. Stroke Kinect is a game to rehabilitate stroke patients.
Computer games for user engagement in Attention Deficit Hyperactivity Disorde...Karel Van Isacker
Computer games for user engagement in Attention Deficit Hyperactivity Disorder (ADHD) monitoring and therapy (Michael P. Craven and Maddie Groom)
Interactive Technologies and Games (ITAG) Conference 2015
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Games For Health - Benny van der Vijgh & Petra Hoogendoorn - BRAIN & COGNITIONGames for Health Europe
Side Program Presentation at Games for Health Europe Conference 2014.
Benny van der Vijgh - Game-based stress manipulation
Petra Hoogendoorn - Remind a cognitive training app and game for brain tumor patients, lessons learned: opportunities and obstacles
Gaming Learning Analytics: using data for improving serious games applicability”
This talk will present how to use a data-driven approach to improve how serios games are applied in different domains and how H2020 RAGE project is trying to simplify this analytics processes by creating an open software infrastructure.
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Gamification is a hot topic, but where is the research to back up the use of gamification? Anyone interested in gamification for learning will be interested in seeing empirical results to be better informed about whether or not gamification is appropriate for their learning environment.
In this Slideshow, we look at material prepared for submission to a peer-reviewed journal, highlighting correlational results, retention, and memorization data, as well as usage data related to the gamification platform of Axonify.
These slides show correlation research related to gamification and highlights empirical results, linking gamification actions to retention and learning results. Data extracted from a database of over 250,000 users of a gamified platform is examined.
-How gamification impacts learner engagement
-How gamification provides learning retention results
-Correlations between learner engagement in a gamification platform and on-the-job performance
-How gamification statistics confirm the use of gamification for learning
PERGAMON EU Workshop 3 - Games for Health UKpergamonEU
On Thursday the 21st of July 2016, all PERGAMON consortium partners were able to present their work during a workshop session at the Games for Health UK conference. The PERGAMON workshop, facilitated by representatives from Grifo Multimedia and the Coventry University Serious Games Institute, focused on demonstrating the PERGAMON platform to participants.
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Professional Cognitive Therpay Solutions for Neuro-impaired ConditionsHAPPYneuron, Inc.
This presentation provides an overview of HAPPYneuron PRO cognitive therapy platform for professionals and their patients.
The presentation was given at a conference dedicated to cognitive fitness - The Shaprbrains Summit - in Jan 2010.
Game on lessons learned (at elearning africa 2015, may 20 22, addis ababa, et...Rob Willems
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Dr Phil Jennings - Maternity and Neonatal Learning System: Stabilisation of t...Innovation Agency
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Using Learning Analytics to support a more scientific approach to Serious Gam...Baltasar Fernández-Manjón
Using Learning Analytics to support a more scientific approach to Serious Games: Three Examples
Do games actually works?
Usually, no full formal evaluation has been carried out
Limited number of users
Formal evaluation could be as expensive as creating the game (or even more expensive)
Difficult to deploy games in the classroom
Teachers have very little info about what is happening when a game is being used
Game Learning analytics can help us to: create better games and to (formally) validate games
Moving from pre-post to Learning Analytics based evaluation
To use games as assessments
Clinical Trials Re-spec. The role of games and game concepts in the future of...Karel Van Isacker
Clinical Trials Re-spec. The role of games and game concepts in the future of clinical trials (Bill Byrom)
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
TRACK 5(1) | MENTAL HEALTH PART1 | DAY 2 - 1 NOV 2016
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Alcohol Use: Immediate and long-term risks include impaired judgment, health issues, and social consequences.
Tobacco Use: Immediate effects include increased heart rate, while long-term risks encompass cancer and heart disease.
Drug Use: Risks vary depending on the drug type, including health and psychological implications.
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Interactive Q&A: Engage the audience and encourage discussion.
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Resources: Provide contact information and links for further support.
3. Starting point
Decision to Innovate:
• Julius Center (Utrecht University)
• Curriculum Communicable Disease Control
• Innovation of Outbreak Response Teaching
• Decision to introduce game for students
GameDevelopers:
• Jade Owl Studios
• Start-up Dutch Game Design company
• Focus on State-of-Art game design
• Transmissible
• International Public Health Support
• Experts in Communicable Disease
Control training
4. Learning Objectives
• Understand the roles of relevant organizations in outbreak response
• Local / regional: Public Health Services
• National Public Health Institute
• Animal Health Sector
• International Health Agencies
• Experience challenge of collaboration under time pressure
• Missing information
• Communication issues
• Different personalities
5. The Game
•Collaborative game for 5-6 players
•Hybrid: card game & computer-based, branching narrative
•Played in 5 rounds, each round:
• Team plays the role of 1 organisation
• Four phases, within 25 minutes:
1. Problem Description
2. Deciding on which information to collect
3. Spending resources to secure information
4. Deciding on best evidence-based intervention
6. The Scenario
•Severe influenza at a local school
•Epidemic expands to animal population
•Local, National health authorities & animal health sector involved
•ECDC acts when multiple countries are infected
•Scenario is programmed as a branching narrative in TWINE®
7. Game mechanics of each round
1. Context phase
a) Read narrative on screen
b) Discuss the problem
2. Outbreak File phase (stopwatch: 5 minutes)
a) Review & discuss 3 Information cards
b) Select most relevant information card to further study
c) Repeat a-b until stack is empty
3. Information Collection phase (stopwatch: 2 minutes)
a) Play resource cards to ‘pay’ for the Information card
b) Players may hold max 2 cards in hand
4. Interpretation & action phase
a) Enter codes of acquired information cards
b) Read detailed narrative information
c) Decide on best out of 4 actions
8. Experience from 3 live game applications
•February 2018: medical students Utrecht University
• 3rd year bachelor curriculum
• 4 groups of players (all recorded)
•June 2018: Netherlands School of Public Health Professionals
• Adult education in communicable disease control
• 3 groups of players recorded
•Juli 2018: medical students Utrecht University
• 3rd year bachelor curriculum
• 8 groups of players recorded
9. Outcomes game play - round 1
1
2
3
0
2
4
6
8
10
1.1 1.2 1.3 1.4
Students (12 groups), 2018
1
2
3
0
1
2
3
1.1 1.2 1.3 1.4
Public health (3 groups), 2018
10. Outcomes game play - round 1
1
2
3
0
2
4
6
8
10
1.1 1.2 1.3 1.4
Students (12 groups), 2018
1
2
3
0
1
2
3
1.1 1.2 1.3 1.4
Public health (3 groups), 2018
Study protocol with your team
Call lab for diagnostic details
Go to school and inspect
11. Outcomes game play - round 1
1
2
3
0
2
4
6
8
10
1.1 1.2 1.3 1.4
Students (12 groups), 2018
1
2
3
0
1
2
3
1.1 1.2 1.3 1.4
Public health (3 groups), 2018
Call national institute for advice
Investigate background
Family members
12. Outcomes game play - round 3
1
3
0
2
4
6
8
10
12
3.1 3.2 3.3 3.4 3.5
Scores round 3 - Students
(12 groups), 2018
1
3
0
1
2
3
3.1 3.2 3.3 3.4 3.5
Scores round 3 - Public Health
(3 groups), 2018
No clear preference: confusion on options Prefer risk factor study above case interviews
13. Outcomes game play - round 5
1
3
0
2
4
6
8
5.1 5.2 5.3 5.4 5.5 5.6
Scores round 5 - Students (12 groups), 2018
1
3
0
1
5.1 5.2 5.3 5.4 5.5 5.6
Scores round 5 - Public Health (3 groups), 2018
University assignment for mathematical model Virological study to inform
vaccine development
14. Performance of increasing difficulty levels
0%
20%
40%
60%
80%
100%
1 2 3 4 5
Information cards acquired
by player group (2018)
Students Public Health
Round Information
Cards
Resources
1 12 6
2 12 8
3 15 8
4 15 10
5 18 12
15. Feedback from player groups
• Students:
- Central time-keeping should be per group
- Scenario is realistic & challenging
- Game provides new knowledge on public health organisations
- More fun than expected (‘serious games’ are not always ‘serious’)
• Public Health Professionals:
- School of Public Health sees good match with curriculum
- Collaborative targets are appreciated
- Scenario is realistic, funny, and promotes discussion on good practice
- Scenario and game mechanics seen as superior to existing Dutch public health games
- Gameplay depends on team composition
16. Conclusions so far
• Greep op Griep performs as expected
• Game experience is positive & appreciated by players & trainers
• Players’ choices in branching narrative may reflect gaps in knowledge
• Public Health Professionals find game useful (unexpected)
• We need validated survey to measure learning effects of game
17. Next steps
• Complete validation of learning effect study instrument (with Julius Center)
• Continue in curriculum Utrecht University & Public Health Professionals
• Introduce game in other universities
• Netherlands
• Other European?
• Interested? Play the game in our booth!
18. Acknowledgements
• Authors:
• Arnold Bosman (Transmissible)
• Jeremy Falger (Jade Owl Studios)
• Milan Lefferts (Jade Owl Studios)
• Vincent van Gils (Jade Owl Studios)
• Contributors
• Nienke van den Berg (Julius Center)
• Marielle Jambroes (Julius Center)
• Tom IJdema (Jade Owl Studios),
• Nanne Jansen (Julius Centrum)
• Ecca Berhitu (Education centre UMC Utrecht)