Game Design Course Development Panel at the Foundations of Digital Games Conference held on a Royal Caribbean cruise to Cozumel, Mexico. The panel speakers were Dr. Ken Hoganson, Dr. Cynthia Calongne, Dr. Mario Guimaraes (our mastermind) and Dr. Barbara Truman. Dr. Jing (Selena) He was unable to join us. Slides by Dr. Calongne from her games and simulation design classes with Dr. Andrew Stricker at Colorado Technical University.
Designing for Creativity and Kindness in GamesMirjam Eladhari
Invited talk given at Vaasa Game Days on the 9th of December 2015.
Content:
- Overview, slide 2
- Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8
- Games for Co-creation, Games made in C2Learn project, slide 32,
- Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. Slide 39
- Case Study 3, Mind Shadows. A game of kindness. Slide 76
- Make Game Design Part of your Life. Tips, tricks & tools for indie devs. Slide 88
Game Design Course Development Panel at the Foundations of Digital Games Conference held on a Royal Caribbean cruise to Cozumel, Mexico. The panel speakers were Dr. Ken Hoganson, Dr. Cynthia Calongne, Dr. Mario Guimaraes (our mastermind) and Dr. Barbara Truman. Dr. Jing (Selena) He was unable to join us. Slides by Dr. Calongne from her games and simulation design classes with Dr. Andrew Stricker at Colorado Technical University.
Designing for Creativity and Kindness in GamesMirjam Eladhari
Invited talk given at Vaasa Game Days on the 9th of December 2015.
Content:
- Overview, slide 2
- Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8
- Games for Co-creation, Games made in C2Learn project, slide 32,
- Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. Slide 39
- Case Study 3, Mind Shadows. A game of kindness. Slide 76
- Make Game Design Part of your Life. Tips, tricks & tools for indie devs. Slide 88
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...Sherry Jones
Oct. 23, 2015 - This presentation features The Perspective Game, a massively multiplayer online role playing card game (MMORPCG) that aims to provide players a fun, challenging, and immersive experience of critically examining current and emerging issues mentioned in national and international discourse. The game is created by the GetTheIssues Team, and advances the game-based learning method for adult learners/players. This presentation is for the 2015 Metro State University of Colorado Teaching and Learning with Technology Conference.
Sherry Jones is the game architecture designer of The Perspective Game. In this presentation, she defines what an epistemic game is, and illustrates how The Perspective Game is an epistemic game of which its design is driven by advanced academic theory and game design principles.
"The Metagame Book Club: Fostering a Community of Gaming Pracademics" by Sher...Sherry Jones
Aug. 6, 2015 - This presentation is co-created by Sherry Jones and Kae Novak for the 2015 Colorado Learning and Teaching with Technology Conference.
This presentation details the origin, the development, and the future of the Metagame Book Club (http://bit.ly/metagamebookclub), an open club offered to K-20 educators to study academic works and popular literature on game studies, game-based learning, gamification (i.e. gamified learning), and the future of gaming. Book club participants also play games, such as War of Warcraft, Minecraft, Google's Ingress, and many more titles to support their teaching practices as "gaming pracademics."
Games as Logic Machines: Learning the Humanities through the Logic and Parate...Sherry Jones
Jan. 8, 2016 - This is my keynote presentation on game studies and game-based learning in the humanities for CU Boulder's Spring 2016 Graduate Teacher Program Conference: "Teaching Narrative, Ludology, and Problem-Solving in the College Classroom."
Here is the transcript to my presentation:
https://medium.com/@autnes/transcript-games-as-logic-machines-learning-the-humanities-through-the-logic-and-paratextuality-fc604aa6046c#.n12hb28gk
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
The Psychology of the Player & Game Character Design and Representation by Sh...Sherry Jones
Dec. 6, 2015 - This presentation explores many psychological theories that can help us understand how players think, and how game characters should be designed.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
Progress Wars: Idle Games and the Demarcation of "Real Games"Sebastian Deterding
My talk from DiGRA FDG 2016: Analyzing idle games through the theoretical lenses of “game aesthetics” and “boundary work”, I explore how game makers intentionally or unintentionally partake in working the boundaries of “real” games.
Introduction to Gamification (NJLA 2013)baldwind1976
This is a presentation prepared for the "Level Up @ Your Library" program presented at the 2013 NJLA Annual Conference. Co-presenter for this session is Megan Kiocelek. The presentation covers two approaches to gamification services, rewards based and meaning based. It also covers tips and examples of gamification in a variety of settings.
A Student Support Community presentation that I hosted on October 19, 2013. It features signs made at Imagechef.com and strategies for weaving games in your classes - suitable for teachers and learners to use.
In this paper from the Tampere Spring Seminar in Game Studies "Money and Games", I argue that game studies should systematically explore how economic condition afford and constrain game aesthetics.
We think in stories. Narratives are tools we use to make sense of the world, both in life and in games. Seeing how all stories work in a similiar way, and how all gameplay loops share their structure with stories, we will explore the similarities and look for tools that will help us design better games. This talk, inspired by John Yorke's book "Into the Woods. How stories work and why we tell them", and based on over ten years of experience in the industry, aims to present a consistent narrative-driven approach to game design.
A talk from Games Industry Conference 2017
Video Games as Learning Tools & Making Games as Systems ThinkingMichelle
Playing and making video games – classroom appropriate? Games encompass many new media literacy skills and allow opportunities to develop analytical, systems, and problem-solving skills. There are three ways to use games with students: play an existing game, you make a game, and students make a game.
Talk given May 11, 2012 at Enriching Scholarship 2012, University of Michigan.
This session will focus on leveraging social media and online gaming to attract more women and other underrepresented groups to engineering professions. The slides contains examples from a Facebook game underdevelopment to illustrate how engineering educators can expose new audiences of potential students to professional engineering skills like leadership, teamwork, and project management.
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...Sherry Jones
Oct. 23, 2015 - This presentation features The Perspective Game, a massively multiplayer online role playing card game (MMORPCG) that aims to provide players a fun, challenging, and immersive experience of critically examining current and emerging issues mentioned in national and international discourse. The game is created by the GetTheIssues Team, and advances the game-based learning method for adult learners/players. This presentation is for the 2015 Metro State University of Colorado Teaching and Learning with Technology Conference.
Sherry Jones is the game architecture designer of The Perspective Game. In this presentation, she defines what an epistemic game is, and illustrates how The Perspective Game is an epistemic game of which its design is driven by advanced academic theory and game design principles.
"The Metagame Book Club: Fostering a Community of Gaming Pracademics" by Sher...Sherry Jones
Aug. 6, 2015 - This presentation is co-created by Sherry Jones and Kae Novak for the 2015 Colorado Learning and Teaching with Technology Conference.
This presentation details the origin, the development, and the future of the Metagame Book Club (http://bit.ly/metagamebookclub), an open club offered to K-20 educators to study academic works and popular literature on game studies, game-based learning, gamification (i.e. gamified learning), and the future of gaming. Book club participants also play games, such as War of Warcraft, Minecraft, Google's Ingress, and many more titles to support their teaching practices as "gaming pracademics."
Games as Logic Machines: Learning the Humanities through the Logic and Parate...Sherry Jones
Jan. 8, 2016 - This is my keynote presentation on game studies and game-based learning in the humanities for CU Boulder's Spring 2016 Graduate Teacher Program Conference: "Teaching Narrative, Ludology, and Problem-Solving in the College Classroom."
Here is the transcript to my presentation:
https://medium.com/@autnes/transcript-games-as-logic-machines-learning-the-humanities-through-the-logic-and-paratextuality-fc604aa6046c#.n12hb28gk
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
The Psychology of the Player & Game Character Design and Representation by Sh...Sherry Jones
Dec. 6, 2015 - This presentation explores many psychological theories that can help us understand how players think, and how game characters should be designed.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
Progress Wars: Idle Games and the Demarcation of "Real Games"Sebastian Deterding
My talk from DiGRA FDG 2016: Analyzing idle games through the theoretical lenses of “game aesthetics” and “boundary work”, I explore how game makers intentionally or unintentionally partake in working the boundaries of “real” games.
Introduction to Gamification (NJLA 2013)baldwind1976
This is a presentation prepared for the "Level Up @ Your Library" program presented at the 2013 NJLA Annual Conference. Co-presenter for this session is Megan Kiocelek. The presentation covers two approaches to gamification services, rewards based and meaning based. It also covers tips and examples of gamification in a variety of settings.
A Student Support Community presentation that I hosted on October 19, 2013. It features signs made at Imagechef.com and strategies for weaving games in your classes - suitable for teachers and learners to use.
In this paper from the Tampere Spring Seminar in Game Studies "Money and Games", I argue that game studies should systematically explore how economic condition afford and constrain game aesthetics.
We think in stories. Narratives are tools we use to make sense of the world, both in life and in games. Seeing how all stories work in a similiar way, and how all gameplay loops share their structure with stories, we will explore the similarities and look for tools that will help us design better games. This talk, inspired by John Yorke's book "Into the Woods. How stories work and why we tell them", and based on over ten years of experience in the industry, aims to present a consistent narrative-driven approach to game design.
A talk from Games Industry Conference 2017
Video Games as Learning Tools & Making Games as Systems ThinkingMichelle
Playing and making video games – classroom appropriate? Games encompass many new media literacy skills and allow opportunities to develop analytical, systems, and problem-solving skills. There are three ways to use games with students: play an existing game, you make a game, and students make a game.
Talk given May 11, 2012 at Enriching Scholarship 2012, University of Michigan.
This session will focus on leveraging social media and online gaming to attract more women and other underrepresented groups to engineering professions. The slides contains examples from a Facebook game underdevelopment to illustrate how engineering educators can expose new audiences of potential students to professional engineering skills like leadership, teamwork, and project management.
Understanding and improving games through machine learning - Natasha LatyshevaLauren Cormack
Data Scientist at Jagex - Jagex has a diverse games portfolio, including a large MMORPG (RuneScape), a tactical FPS (Block N Load) and a collectible card game (Chronicle). In this presentation, Natasha Latysheva will showcase recent and upcoming data science and machine learning projects at Jagex – including quest recommender systems, player clustering by playstyle, deep learning player lifecycle sequences, and automatic bot and abuse detection – to give a taster of the insights that a machine learning approach can provide, whilst also offering project ideas for your own games.
Games Workshop for the CTU Doctoral Symposium by Calongne 2014Cynthia Calongne
This games workshop introduces a variety of game genres, game design features and the tools used to play games. It examines live game streaming and a few of the games for change, including FoldIt and Re-Mission, and highlights from Jane McGonigal's research. The session closes with images from CTU student-designed games and notes a few references for additional information.
Presentation delivered by Daniel Livingstone, Glasgow School of Art at the Still Game to Learn event organised by College Development Network, 9th December, 2016.
Information and Technology Literacy in the Time of the Fancy Bear center4edupunx
Just in Time (Rapid Response) Webinar
Technology Literacy Special Interest Group
eLearning Consortium of Colorado http://elearningcolorado.org/wordpress/
Technology Literacy MOOC https://cotechlit.wordpress.com/
Introduction Hangout for the Metagame Book Club's May 2017 Reading of Ender's Game. This book club is a collaboration between ISTE Games & Sims Network and Inevitable Instructors.
Join our subreddit to discuss the book during the month of May. https://www.reddit.com/r/ender4edu/
Intro to Blockchain Revolution (Google Hangout Slides)center4edupunx
During June and July 2016, educators in the ISTE Games & Simulation Network and Inevitable Instructors are reading about and discussing blockchain.
Discussants: Doug Levin, Chris Luchs, Tanya Martin and Kae Novak
Metagame Book Club https://sites.google.com/site/metagamebookclub/home
Week 1 Introduction https://sites.google.com/site/metagamebookclub/cs-blockchain/week1-blockchain
Google Hangout Video https://youtu.be/b8mvNK7JfSM
So You Think You Can Tweet....in Multiple Languagescenter4edupunx
Global Education Conference Session 2015
The ISTE Games & Simulations Network, ISTE Mobile Learning Network and ISTE Global Collaboration Network are collaborating on a scheduled multilingual tweetchat that anyone can join. Come learn what we learned from putting on a 30 minute synchronous and 24 hour slow tweetchat that went out in 3 languages but grew to 8 languages. We will also discuss the threefold purpose of the #globalgamechat. Its purpose is to 1) have educators sharing information in the language of their choice 2) broaden the discussion of games for change, social action and global understanding 3) give educators and their students an opportunity to participate in a multilingual event.
Link to GlobalEdCon Session Proposal (full URL with http://): http://www.globaleducationconference.com/forum/topics/so-you-think-you-can-tweet-in-multiple-languages
Other Websites / URLs Associated with Your Session: ISTE Games and Simulations Network ISTE Global Collaboration Network ISTE Mobile Learning Network Global tweetchat https://globaltweetchat.wordpress.com/ Games for Change as a Resource (ISTE Metagame Book Club) https://sites.google.com/site/metagamebookclub/games-for-change-recap
How Students Are Using Online Learning Skills In Games But Not in Your Classcenter4edupunx
Presented by Kae Novak and Farah Bennani
Colorado Distance Learning Association
9/24/15
Associated professional development organizations
ISTE Games and Simulations Network bit.ly/gsnetworklive
Metagame Book Club bit.ly/gsnetworklive
Inevitable Instructors/ Inevitable Betrayal bit.ly/gsnetworklive
ISTE Games & Sims Network Conference Preview
Games & Sims Website bit.ly/gsnetworklive
New Google + Community http://bit.ly/gameandsimgoogle
Twitter hashtag #istegsn
eLearning Consortium of Colorado Awards 2015 center4edupunx
eLearning Consortium of Colorado (eLCC)
http://elearningcolorado.org/wordpress/
2015 Award Nominees and Winners
The eLearning Consortium of Colorado (formerly Colorado TELECOOP) is an organization based in Colorado, U.S.A. The membership consists of a coalition of public and private colleges, universities, K-12 education, and private sector business dedicated to the enhancement of educational opportunities through eLearning since 1986.
ISTE Games & Sims Network 2014 Conference Round-Upcenter4edupunx
Games & Sims Network 2014 Conference Round-up
Slides of Google Hangout with officers and leadership who attend 2014 Conference in Atlanta.
Recording http://bit.ly/VmOuAb
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
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
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
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.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
11. The New Literacies
• Play — the capacity to experiment with one’s surroundings
as a form of problem-solving
• Performance — the ability to adopt alternative identities
for the purpose of improvisation and discovery
• Simulation — the ability to interpret and construct dynamic
models of real-world processes
• Appropriation — the ability to meaningfully sample and
remix media content
12. The New Literacies
• Multitasking — the ability to scan one’s environment
and shift focus as needed to salient details.
• Distributed Cognition — the ability to interact
meaningfully with tools that expand mental capacities
• Collective Intelligence — the ability to pool knowledge
and compare notes with others toward a common goal
• Judgment — the ability to evaluate the reliability and
credibility of different information sources
13. The New Literacies
• Transmedia Navigation — the ability to follow the
flow of stories and information across multiple
modalities
• Networking — the ability to search for,
synthesize, and disseminate information
• Negotiation — the ability to travel across diverse
communities, discerning and respecting multiple
perspectives, and grasping and following
alternative norms.
Source: http://www.digitallearning.macfound.org/atf/cf/%7B7E45C7E0-A3E0-4B89-AC9C-E807E1B0AE4E
%7D/JENKINS_WHITE_PAPER.PDF
14. Or as Michigan State puts it…
Source:
http://seriousgames.msu.edu/
15. Game Genres
• Mini games:
– Small, easy-to-access game built to be simple and
addictive, which often focuses on mastering an action
and can provide awareness of more complicated
issues.
• Interactive metrics:
– Simulation in which students typically try to impact
critical metrics by allocating resources along
competing categories and getting feedback of their
decisions through graphs and charts.
16. Game Genres
• Frame games:
– Students engage familiar games and puzzles such
as Wheel of Fortune®, solitaire, or memory, with
important pieces of awareness or task-based
content replacing trivia or icons.
• Branching story:
– Simulation in which students make a series of
decisions via a multiple choice interface to
progress through and impact an event.
17. Game Genres
• Practice ware:
– Real-time, often 3D sims that encourages
participants to repeat actions in high fidelity
situations until the skills become natural in the
real-world counterpart
• Virtual product or virtual lab :
– A series of challenges/puzzles to be solved using
on-screen representations of real-world objects
and software.
24. MMORPG
• Massively Multi-player Online Role-Playing
Game
• End Content requires cooperative groups
known as guilds
• World of Warcraft, Guild Wars II, and League
of Legends
25.
26. Virtual Worlds
Immersive Online Environments that
allow individuals to interact in each
other and environment.
Accessible 24 / 7
Metaverse
29. Virtual World
• Synchronous world
• Persistent network of people
• Avatar representation
• Facilitate by networked computers
• Definition by Mark Bell
35. Before using Games
• Determine what your objectives are.
• Determine simulation requirements and
reasonable computer capacity.
– This will determine if students will encounter
simulation in class / on campus or off campus
36. Before using Games
• Use the simulation yourself
– Student’s will expect that you have done this and
can solve any of their problems
37. Before Games
• Develop grading and task rubric
– Student’s will want clear goals and objectives
• Pre-survey
• Actual task
• Discussion
38. Before using Games
• Assign task with realistic timeframe
– If simulation is too large, cut it down
• Request feedback / post survey
– Student’s want to know that you are doing this for
a reason
– Survey’s allow students to vent and point out
issues and areas for improvement
39. Using Games
1. Ice breakers
– Utilize serious games/ simulations to introduce
class to new topics and stimulate discussion
2. Projects
– Group or individual work
– Use to reinforce class concepts and assess
mastery
40. Using Games
3. Competitions
– Break students into groups and have them
compete for prizes / extra credit
– Set up a computer lab for real time competition/
tournaments. ****
– Show screen on SmartBoard, so teams can share
tactics/ learn new methods. *****
41.
42. Place
• On the SmartBoard before class
• On the SmartBoard during class
• In computer classroom
• Computer Commons
• Student’s personal Computers
48. REST OF THE WEEK
• Play one or all of the games
– Post Finding in Discussion Forum
– Screenshot
– Link up and place it in Diigo
– Tweet it out
49. REST OF THE WEEK
• Google Doc
– Add a game
– In 25 – 50 words tell us about it
– Would you use it?
– Why? Why not?
– Found something better? Share the link!
50. Wednesday – 7 pm MST
• TWEETCHAT
– 60 minutes of twitter discussion
– Start with quick intro
– Then 4 questions
– #gamemooc
51. Thursday – 6 pm MST
• Broadcast over Games MOOC YouTube
• Discussion of Games Based Research and how
to use Game Based Learning!
– Hannah Geber and Sandy Abrams