Introduction to play and game thinking - CEDEP workshopSylvester Arnab
Part 1 of a 4 -hour workshop on remixing play with CEDEP's trainers and consultants 13th January 2017. Part 2- pls refer to the slides on Remixing Play into a GamePlan
CreativeCulture Remixing Play workshop: keynoteSylvester Arnab
This document summarizes a workshop on remixing play for gameful learning experiences. The workshop will discuss using play and games for learning and using the game design process as a learning process. It will provide inspirations from card games, story dice, escape rooms and more to tap into play mechanics for creative and innovative thinking. Participants will design a gameplan by mapping strategy and mechanics from common games. The workshop aims to design empowering learning experiences and break educational barriers with contextualized, pervasive and gameful learning.
This document discusses using game design principles and gamification to create empowering learning experiences. It proposes a trans-disciplinary methodology for developing game-based interventions that involves needs analysis, identifying relevant game mechanics from common games, mapping strategies to mechanics, and designing and implementing a "gameplan." Examples of inspirations mentioned include card games, story dice, escape rooms, and pervasive gaming. The document also discusses merging physical and digital learning spaces and breaking down educational barriers with contextualized, pervasive, and gameful learning through a learning path of missions, quests, and challenges.
Gamification - a player centered design processStefan Ivanov
Gamification has become a buzzword in recent years and a big percentage of the top companies in the world are already employing it as a technique in their business operations. Additionally we have seen and experienced gamification on a number of occasions in our daily life – from loyalty programs to catchy marketing tricks for product promotion and what not. The design community has witnessed some practices that work really well and others that simply don’t.
This talk will present gamification and its benefits, but also cover examples of good and bad practices. And since gamification is what seems to be the convergence of game design and user-centered design, extensive guidance will be provided about its incorporation in existing processes and products, as well as employing it in designs that are built from the ground up. We also will talk about what makes games fun, what types of players exist and what motivates them. We will discuss the concept of obstacles, the types of work that need to be done to overcome them and the rewards that are provided in return. And all this will be spiced up with numerous examples from the present and the past.
This talk shares insights identifying common qualities of games that may promote teen thriving with positive psychology practices. iThrive utilized a two-tiered approach to find these qualities and create a road map for developers to design for positive psychology practices. Experts at a series of think tanks, lead by McDonald, deconstructed the positive psychology concepts into guidelines for positive psychology constructs, both in terms of what systems and features might help and harm the promotion of these practices in players. A semester’s long study with design students, lead by Rusch, revealed that games with the strongest positive psychology components were those that had the most emotional impact, and few game features. Insights from both investigations will be shared, including exemplar games that align with a set of positive psychology practices; the common qualities those games share; and design tips for creating products that can support teen thriving.
Positive psychology practices promote positive youth development, but how can these practices be embedded in games? Drawing from insights collected from industry experts and game design students engaged in a semester-long study, we constructed a road map of the qualities of games that might lead to positive psychology habits.
This document discusses how serious games can be used for positive purposes beyond entertainment. It defines serious games as true games that achieve effects beyond just the gaming experience. Serious games are presented as a better approach than gamification, which is criticized for reducing games and not being realistic. Examples are given of how serious games can be used for health, education, and social change by motivating players, explaining concepts through interactive experiences, and using procedural rhetoric to persuade. Guidelines are suggested to ensure serious games are designed and used ethically.
Getting Creative: Taking Your Thinking Out Of The BoxMatthew Magain
The document discusses ways to increase creativity in the workplace. It recommends researching topics offline by exploring architecture, nature, printing techniques and cinema. It also suggests playing games to spark new ideas and taking time to sketch and visualize concepts. The overall message is that getting outside of normal routines and thinking in new ways can lead to more original ideas.
Introduction to play and game thinking - CEDEP workshopSylvester Arnab
Part 1 of a 4 -hour workshop on remixing play with CEDEP's trainers and consultants 13th January 2017. Part 2- pls refer to the slides on Remixing Play into a GamePlan
CreativeCulture Remixing Play workshop: keynoteSylvester Arnab
This document summarizes a workshop on remixing play for gameful learning experiences. The workshop will discuss using play and games for learning and using the game design process as a learning process. It will provide inspirations from card games, story dice, escape rooms and more to tap into play mechanics for creative and innovative thinking. Participants will design a gameplan by mapping strategy and mechanics from common games. The workshop aims to design empowering learning experiences and break educational barriers with contextualized, pervasive and gameful learning.
This document discusses using game design principles and gamification to create empowering learning experiences. It proposes a trans-disciplinary methodology for developing game-based interventions that involves needs analysis, identifying relevant game mechanics from common games, mapping strategies to mechanics, and designing and implementing a "gameplan." Examples of inspirations mentioned include card games, story dice, escape rooms, and pervasive gaming. The document also discusses merging physical and digital learning spaces and breaking down educational barriers with contextualized, pervasive, and gameful learning through a learning path of missions, quests, and challenges.
Gamification - a player centered design processStefan Ivanov
Gamification has become a buzzword in recent years and a big percentage of the top companies in the world are already employing it as a technique in their business operations. Additionally we have seen and experienced gamification on a number of occasions in our daily life – from loyalty programs to catchy marketing tricks for product promotion and what not. The design community has witnessed some practices that work really well and others that simply don’t.
This talk will present gamification and its benefits, but also cover examples of good and bad practices. And since gamification is what seems to be the convergence of game design and user-centered design, extensive guidance will be provided about its incorporation in existing processes and products, as well as employing it in designs that are built from the ground up. We also will talk about what makes games fun, what types of players exist and what motivates them. We will discuss the concept of obstacles, the types of work that need to be done to overcome them and the rewards that are provided in return. And all this will be spiced up with numerous examples from the present and the past.
This talk shares insights identifying common qualities of games that may promote teen thriving with positive psychology practices. iThrive utilized a two-tiered approach to find these qualities and create a road map for developers to design for positive psychology practices. Experts at a series of think tanks, lead by McDonald, deconstructed the positive psychology concepts into guidelines for positive psychology constructs, both in terms of what systems and features might help and harm the promotion of these practices in players. A semester’s long study with design students, lead by Rusch, revealed that games with the strongest positive psychology components were those that had the most emotional impact, and few game features. Insights from both investigations will be shared, including exemplar games that align with a set of positive psychology practices; the common qualities those games share; and design tips for creating products that can support teen thriving.
Positive psychology practices promote positive youth development, but how can these practices be embedded in games? Drawing from insights collected from industry experts and game design students engaged in a semester-long study, we constructed a road map of the qualities of games that might lead to positive psychology habits.
This document discusses how serious games can be used for positive purposes beyond entertainment. It defines serious games as true games that achieve effects beyond just the gaming experience. Serious games are presented as a better approach than gamification, which is criticized for reducing games and not being realistic. Examples are given of how serious games can be used for health, education, and social change by motivating players, explaining concepts through interactive experiences, and using procedural rhetoric to persuade. Guidelines are suggested to ensure serious games are designed and used ethically.
Getting Creative: Taking Your Thinking Out Of The BoxMatthew Magain
The document discusses ways to increase creativity in the workplace. It recommends researching topics offline by exploring architecture, nature, printing techniques and cinema. It also suggests playing games to spark new ideas and taking time to sketch and visualize concepts. The overall message is that getting outside of normal routines and thinking in new ways can lead to more original ideas.
Alungile Sixishe's Design Portfolio. It is a collection of the all the work that I have done for my design course. I have used various programmes to create various types of media to convey different messages. You can also visit my blog alungileamangxongo.wordpress.com
Play at Work: Releasing Human Potential Through PlayPortia Tung
Are you frustrated by an unhappy and cynical workforce? Do you feel swamped by poor quality deliverables that no one wants? Do you dream of doing more of what you love and enabling others to do the same?
If your answer is "Yes…" to one or more of these questions, then it's time to act swiftly before unfulfilling daily work gobbles up the last bit of play potential in you and your colleagues and stymies forever your chances of doing valuable work in a meaningful way.
The Power of Play - Making Good Teams GreatPortia Tung
“Screw work let’s play!” Do you sometimes wish you could goof off work and play? In this interactive presentation, inspired by the theory and experience of play, we demonstrate why play isn’t just essential for creativity and innovation, but crucial to our survival and overall well-being.
Portia Tung investigates the relationship of work and play and demonstrate how, instead of being mutually exclusive, both are necessary for personal and group creativity and achievement.
The talk includes 7 guidelines for bringing more play into your life. And if you play your cards right, you’ll leave with plenty of ideas to achieve your recommended daily amount of play!
Step change game of organisational digital capabilitiesJisc
This document describes the rules and purpose of a board game called "Step change: the game of organisational digital capabilities". The purpose of the game is to generate discussions and facilitate problem solving around digital capabilities. Players work in teams and move around the board by rolling dice. When a team lands on a space, they take a card with a recommended strategic step and discuss how it could influence their progress. The winners are the teams that generate the most creative wild cards during gameplay. The game is adapted from another open access game and aligned to Jisc's model of steps towards organizational digital capabilities.
The document outlines Jack Lowes' initial plans for a 2D adventure game project. It discusses his initial reaction which was that an adventure game would suit his strengths in visual design. It includes mind maps exploring game ideas. A mood board analysis notes inspiration from sprites and mysterious game environments. A schedule outlines the project over 5 weeks, including tasks like character animation, environment creation, and adding sound effects. The bibliography lists 7 sources for audience research and inspiration, including video games like Pokemon and Zelda.
1. The document discusses concepts related to game design and gamification including defining games, game elements, player types, rewards, and creating meaningful gameplay experiences.
2. It provides an overview of factors that contribute to an engaging game experience such as goals, feedback, social elements, and achieving a state of flow.
3. The document proposes using game thinking and mechanics to solve problems and engage users, specifically in the contexts of education, entertainment, and engagement.
1) The document discusses the importance of play for adults and provides strategies for incorporating more play into daily life. It explains that play shapes the brain, fuels creativity, and improves relationships and mental well-being.
2) Adults are encouraged to play for at least 10-15 minutes per day, to "play with their chimp" by engaging creative and childlike parts of the mind, and to find little opportunities to play both at home and work.
3) Incorporating more play can help reduce depression and lead to a happier life. The document provides ideas and resources for developing a personal "play intelligence" and treating play as an essential part of life.
Design Thinking and Innovation Collective: May 2017 MeetupCatalyz
This document summarizes a design thinking meetup that covered various design thinking tools and processes. It discusses the goals of community impact and skill building. It then outlines the design thinking process from April to July and tools like personas, point of view statements, and journey maps. Examples are provided of reframing design challenges in terms of "How might we" questions. The document concludes by challenging participants to apply different frames of thinking to solve problems.
(H2H)3D Game-Based Human-to-Human Solutions for BusinessDramagame
This document discusses human-to-human gamification and the Dramagame genre of games. It describes Dramagame's unique multiplayer story games that enable conversation and interactions as gameplay. Examples provided include Lateral Gallery and Agile Avenue games used for innovation, coaching, meetings, and exploring business practices. User feedback highlights how these games generated more new ideas than traditional meetings and helped players learn new qualities of colleagues.
This document discusses gamification and defines it as using game design elements in non-game contexts. It provides examples of popular games like Clash of Clans and Angry Birds. It discusses the differences between games and gamification and notes that gamification uses game elements for serious purposes other than pure entertainment, like in teaching games or for marketing applications. The document also covers motivations for gamification and different theories of human motivation.
SetupRegistrationSiteCreateCaptureValue_OnlineLisa Scott
The document provides tips for designing an effective registration website, including using visuals that tell a story, keeping the design simple, leveraging templates, and infusing color. It recommends knowing your audience and providing resources like stock photos, templates, and photo editing tools to help build the site. The goal is to create and capture value by setting up the registration site effectively.
This document discusses the importance of playfulness and different types of play. It suggests that play promotes creativity in children who are free thinkers and risk takers with no embarrassment, while adults can be more conservative and embarrassed. The conclusion states that play in safe and trusting environments promotes creativity, which in turn promotes innovation.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
Gamification of Learning: Am I the Only Idiot here?Zsolt Olah
The document discusses the differences between instructional design, gamification, and game-based learning. It tells a story about forest animals whose declining economy forces them to learn new skills. A gamification expert, game designer, and instructional designer try boosting animal engagement but confuse the animals with different approaches. They hire a game thinking consultant who suggests focusing on action over content and designing for all player types. The document advocates applying game elements and mechanics based on learning objectives rather than content.
I'm Not Good at Math, But My Avatar Is!Peggy Sheehy
This document discusses how games can be used for learning. It provides a list of concepts games teach, such as identity, empathy, and problem solving. Games allow players to learn through simulation, practice, applied learning, and feedback within a structured set of rules. The document also references research showing no link between video games and youth violence. It promotes using games to foster creativity, collaboration, and risk-taking within a supportive community.
Greenesign it!® app is a powerful educational and brainstorming tool designed to help you increase your knowledge and boost your creativity in developing sustainable products/services. It is based on the Life Cycle thinking approach in design, which is a unique way of addressing environmental problems from a systems or holistic perspective. In this way of thinking, a product or service system is evaluated or designed with the goal of reducing potential environmental impacts over its entire life cycle. This set of virtual cards features 47 innovative eco-design strategies and solutions that are used for effective and efficient development of sustainable products and services. You can simply browse the cards and use them as an inspiration in your everyday work or in the form of a Grenesign it!® game. Playing game enables you to in an inspirational, fun and entertaining atmosphere deliver workshops, teambuilding and coaching sessions. It’s suitable for designers, engineers, entrepreneurs, innovators, NGOs, product developers - for all open-minded people committed to bringing something new and different that is beneficial for their lives, their businesses, and the world in general.
While designing cards we kept in mind that sustainable products and services need to provide additional value to customers and society, so they integrate 3 fundamental approaches:
1. revive your product design according to eco-design principles
2. accelerate sustainability
3. impress your customers with the value your product/service provides.
Following these approaches, Greenesign it!® card deck (consisting of 47 cards), is organized in three categories: revive!, accelerate! and impress! cards.
The cards can be also used for business innovation, organizational issues and strategy refinement.
Buy and use Greenesign it!® app to inspire your creativity and add value through your innovation.
Please, share with us what you learn at mtodogreen@gmail.com
ALL APP PURCHASERS QUALIFY TO ATTEND A FREE TRAINING WEBINAR (150 Euros VALUE)
Gamification involves using game elements in non-game applications to encourage desired behaviors. It works by rewarding users with status, achievements and other incentives to motivate them to continue the desired behaviors. Examples of common game elements used include leaderboards, badges and rewards to recognize progress and encourage further participation. While gamification has been used mainly by startups, the techniques can potentially be applied to many scenarios to make activities more engaging and fun.
Crafting digital stories. 6 tips for creating meaningful experiences through ...Valentijn Destoop
Craft a story that speaks to both the heart and mind. Generate ideas from diverse sources and collaborate with complementary talents to create memorable experiences. Master efficient workflows to focus on essential details, then seek feedback to improve the project before sharing it as an interesting press release that influences others. The opportunity is the one you have, so think big but start with small wonders.
This document discusses remixing play for inclusive learning through gamification. It proposes using a holistic approach where individuality is important for collective creativity. Game design thinking can be applied to needs analysis, strategy mapping, and designing gameplans to foster creativity. Gamification allows for anytime, anywhere, pervasive and context-aware, pedagogically-driven, playful and accessible learning. Examples explore merging physical and digital experiences and crossings between pervasive gaming and gamification through meta-game narratives and lesson paths. Conclusions note an appetite for playful, gameful and hybrid learning that is technically challenging but can blend context and assessment in a holistic and inclusive participatory way.
The document discusses remixing play and game design thinking to promote creativity. It suggests picking common games and mapping their strategy and mechanics to design a "gameplan" to reuse play mechanics for creative and strategic thinking. Individuality and problem solving under pressure can support collective creativity. Gamification using games for social good is mentioned as a growing market that can be designed with experience inspired by play.
Alungile Sixishe's Design Portfolio. It is a collection of the all the work that I have done for my design course. I have used various programmes to create various types of media to convey different messages. You can also visit my blog alungileamangxongo.wordpress.com
Play at Work: Releasing Human Potential Through PlayPortia Tung
Are you frustrated by an unhappy and cynical workforce? Do you feel swamped by poor quality deliverables that no one wants? Do you dream of doing more of what you love and enabling others to do the same?
If your answer is "Yes…" to one or more of these questions, then it's time to act swiftly before unfulfilling daily work gobbles up the last bit of play potential in you and your colleagues and stymies forever your chances of doing valuable work in a meaningful way.
The Power of Play - Making Good Teams GreatPortia Tung
“Screw work let’s play!” Do you sometimes wish you could goof off work and play? In this interactive presentation, inspired by the theory and experience of play, we demonstrate why play isn’t just essential for creativity and innovation, but crucial to our survival and overall well-being.
Portia Tung investigates the relationship of work and play and demonstrate how, instead of being mutually exclusive, both are necessary for personal and group creativity and achievement.
The talk includes 7 guidelines for bringing more play into your life. And if you play your cards right, you’ll leave with plenty of ideas to achieve your recommended daily amount of play!
Step change game of organisational digital capabilitiesJisc
This document describes the rules and purpose of a board game called "Step change: the game of organisational digital capabilities". The purpose of the game is to generate discussions and facilitate problem solving around digital capabilities. Players work in teams and move around the board by rolling dice. When a team lands on a space, they take a card with a recommended strategic step and discuss how it could influence their progress. The winners are the teams that generate the most creative wild cards during gameplay. The game is adapted from another open access game and aligned to Jisc's model of steps towards organizational digital capabilities.
The document outlines Jack Lowes' initial plans for a 2D adventure game project. It discusses his initial reaction which was that an adventure game would suit his strengths in visual design. It includes mind maps exploring game ideas. A mood board analysis notes inspiration from sprites and mysterious game environments. A schedule outlines the project over 5 weeks, including tasks like character animation, environment creation, and adding sound effects. The bibliography lists 7 sources for audience research and inspiration, including video games like Pokemon and Zelda.
1. The document discusses concepts related to game design and gamification including defining games, game elements, player types, rewards, and creating meaningful gameplay experiences.
2. It provides an overview of factors that contribute to an engaging game experience such as goals, feedback, social elements, and achieving a state of flow.
3. The document proposes using game thinking and mechanics to solve problems and engage users, specifically in the contexts of education, entertainment, and engagement.
1) The document discusses the importance of play for adults and provides strategies for incorporating more play into daily life. It explains that play shapes the brain, fuels creativity, and improves relationships and mental well-being.
2) Adults are encouraged to play for at least 10-15 minutes per day, to "play with their chimp" by engaging creative and childlike parts of the mind, and to find little opportunities to play both at home and work.
3) Incorporating more play can help reduce depression and lead to a happier life. The document provides ideas and resources for developing a personal "play intelligence" and treating play as an essential part of life.
Design Thinking and Innovation Collective: May 2017 MeetupCatalyz
This document summarizes a design thinking meetup that covered various design thinking tools and processes. It discusses the goals of community impact and skill building. It then outlines the design thinking process from April to July and tools like personas, point of view statements, and journey maps. Examples are provided of reframing design challenges in terms of "How might we" questions. The document concludes by challenging participants to apply different frames of thinking to solve problems.
(H2H)3D Game-Based Human-to-Human Solutions for BusinessDramagame
This document discusses human-to-human gamification and the Dramagame genre of games. It describes Dramagame's unique multiplayer story games that enable conversation and interactions as gameplay. Examples provided include Lateral Gallery and Agile Avenue games used for innovation, coaching, meetings, and exploring business practices. User feedback highlights how these games generated more new ideas than traditional meetings and helped players learn new qualities of colleagues.
This document discusses gamification and defines it as using game design elements in non-game contexts. It provides examples of popular games like Clash of Clans and Angry Birds. It discusses the differences between games and gamification and notes that gamification uses game elements for serious purposes other than pure entertainment, like in teaching games or for marketing applications. The document also covers motivations for gamification and different theories of human motivation.
SetupRegistrationSiteCreateCaptureValue_OnlineLisa Scott
The document provides tips for designing an effective registration website, including using visuals that tell a story, keeping the design simple, leveraging templates, and infusing color. It recommends knowing your audience and providing resources like stock photos, templates, and photo editing tools to help build the site. The goal is to create and capture value by setting up the registration site effectively.
This document discusses the importance of playfulness and different types of play. It suggests that play promotes creativity in children who are free thinkers and risk takers with no embarrassment, while adults can be more conservative and embarrassed. The conclusion states that play in safe and trusting environments promotes creativity, which in turn promotes innovation.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
Gamification of Learning: Am I the Only Idiot here?Zsolt Olah
The document discusses the differences between instructional design, gamification, and game-based learning. It tells a story about forest animals whose declining economy forces them to learn new skills. A gamification expert, game designer, and instructional designer try boosting animal engagement but confuse the animals with different approaches. They hire a game thinking consultant who suggests focusing on action over content and designing for all player types. The document advocates applying game elements and mechanics based on learning objectives rather than content.
I'm Not Good at Math, But My Avatar Is!Peggy Sheehy
This document discusses how games can be used for learning. It provides a list of concepts games teach, such as identity, empathy, and problem solving. Games allow players to learn through simulation, practice, applied learning, and feedback within a structured set of rules. The document also references research showing no link between video games and youth violence. It promotes using games to foster creativity, collaboration, and risk-taking within a supportive community.
Greenesign it!® app is a powerful educational and brainstorming tool designed to help you increase your knowledge and boost your creativity in developing sustainable products/services. It is based on the Life Cycle thinking approach in design, which is a unique way of addressing environmental problems from a systems or holistic perspective. In this way of thinking, a product or service system is evaluated or designed with the goal of reducing potential environmental impacts over its entire life cycle. This set of virtual cards features 47 innovative eco-design strategies and solutions that are used for effective and efficient development of sustainable products and services. You can simply browse the cards and use them as an inspiration in your everyday work or in the form of a Grenesign it!® game. Playing game enables you to in an inspirational, fun and entertaining atmosphere deliver workshops, teambuilding and coaching sessions. It’s suitable for designers, engineers, entrepreneurs, innovators, NGOs, product developers - for all open-minded people committed to bringing something new and different that is beneficial for their lives, their businesses, and the world in general.
While designing cards we kept in mind that sustainable products and services need to provide additional value to customers and society, so they integrate 3 fundamental approaches:
1. revive your product design according to eco-design principles
2. accelerate sustainability
3. impress your customers with the value your product/service provides.
Following these approaches, Greenesign it!® card deck (consisting of 47 cards), is organized in three categories: revive!, accelerate! and impress! cards.
The cards can be also used for business innovation, organizational issues and strategy refinement.
Buy and use Greenesign it!® app to inspire your creativity and add value through your innovation.
Please, share with us what you learn at mtodogreen@gmail.com
ALL APP PURCHASERS QUALIFY TO ATTEND A FREE TRAINING WEBINAR (150 Euros VALUE)
Gamification involves using game elements in non-game applications to encourage desired behaviors. It works by rewarding users with status, achievements and other incentives to motivate them to continue the desired behaviors. Examples of common game elements used include leaderboards, badges and rewards to recognize progress and encourage further participation. While gamification has been used mainly by startups, the techniques can potentially be applied to many scenarios to make activities more engaging and fun.
Crafting digital stories. 6 tips for creating meaningful experiences through ...Valentijn Destoop
Craft a story that speaks to both the heart and mind. Generate ideas from diverse sources and collaborate with complementary talents to create memorable experiences. Master efficient workflows to focus on essential details, then seek feedback to improve the project before sharing it as an interesting press release that influences others. The opportunity is the one you have, so think big but start with small wonders.
This document discusses remixing play for inclusive learning through gamification. It proposes using a holistic approach where individuality is important for collective creativity. Game design thinking can be applied to needs analysis, strategy mapping, and designing gameplans to foster creativity. Gamification allows for anytime, anywhere, pervasive and context-aware, pedagogically-driven, playful and accessible learning. Examples explore merging physical and digital experiences and crossings between pervasive gaming and gamification through meta-game narratives and lesson paths. Conclusions note an appetite for playful, gameful and hybrid learning that is technically challenging but can blend context and assessment in a holistic and inclusive participatory way.
The document discusses remixing play and game design thinking to promote creativity. It suggests picking common games and mapping their strategy and mechanics to design a "gameplan" to reuse play mechanics for creative and strategic thinking. Individuality and problem solving under pressure can support collective creativity. Gamification using games for social good is mentioned as a growing market that can be designed with experience inspired by play.
This document discusses using math games to motivate students. It begins by introducing the concept of digital natives and millennial learners, noting their characteristics like being active, multitasking, and preferring collaborative and hands-on learning. It then discusses how games appeal to how the brain is wired to learn, through patterns, emotion, collaboration and problem solving. Specific math games are presented that incorporate these concepts, along with challenges teachers may face in implementing games. Overall the document argues games can better teach students using theories embedded in video games compared to traditional classrooms.
Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
Transform Your Training Projects with Games and SimulationsAndy Petroski
This document discusses using games and simulations to transform training projects. It summarizes a conference on this topic that will include keynote speakers discussing the business and learning results of games/simulations and the potential impact of brain research on game/simulation design. The document then outlines benefits, opportunities, and steps for designing, developing, and selecting games and simulations. It also categorizes different genres, categories, and domains for learning that can be addressed through games and simulations.
Introduction to Games and Storytelling WorkshopEmma Westecott
The document discusses an upcoming game design workshop with the following key points:
1. The workshop's theme is multiculturalism and focuses on the tensions and transformations of culture with emerging interactive media.
2. The workshop will be led by a games research fellow and independent designer whose interests include digital games as an art form and emotionally dramatic gaming.
3. Participants will explore game design concepts by studying games as performance experiences and looking at frameworks like the relationship between artist, designer, and player.
Keynote - The Magic Circle of Playful and Gameful Co-CreationSylvester Arnab
This document discusses motivation and nudging in gameful and playful co-creation. It explores how games can drive collective action and social innovation through creative and playful learning spaces that merge physical and digital experiences. Examples of game inspirations are provided, such as card games, escape rooms and role-playing games. The document advocates for keeping the game creation process simple by tapping into personal play experiences and remixing elements that already exist.
Light project presentations for the Research Finance group at Coventry Univer...Sylvester Arnab
The document discusses several educational projects focused on gameful and playful learning experiences. It describes projects taking creative learning to university campuses in the UK and Malaysia through game design and computational thinking. Another project aims to break down educational barriers with contextualized, pervasive, and gameful learning across 9 countries in Europe. The motivation is to design empowering learning experiences inspired by games through playful and gameful practices.
The document summarizes Jeff Johannigman's presentation on immersive learning simulations. It discusses how terms like "games" and "fun" can be barriers for corporate adoption, and promotes using the term "immersive learning simulations" instead. It also outlines various types of learning games and the key ingredients of an effective game, including interactivity, game mechanics, balanced challenge, feedback, and resource management.
The document summarizes a presentation by Jeff Johannigman on immersive learning simulations. It discusses Jeff's background in the gaming industry and how he became interested in using games for learning. It then covers barriers to adopting games for learning in corporations and proposes using the term "immersive learning simulations" instead of "games" or "serious games". Finally, it discusses elements of simulations and what makes them immersive for learning.
This document discusses applied games and considerations for their design and development. It provides tips on common mistakes to avoid when working with subject matter experts and designing games for purposes beyond entertainment. The talk will cover project phases from concept to production. Applied games are challenging because they must be deep and accessible while tightly linking mechanics, story, and theme. Learning is emphasized over fun, using techniques like micro-loops with feedback. The document stresses prototyping, minimizing risks, and being ready for change.
The document discusses Autography, a playful persuasive mobile application that allows people to draw digital graffiti at locations in Florence, Italy. It aims to influence behavior and encourage participation in a positive way. There was initially an idea for an app to remove real graffiti, but the creators realized graffiti can be a form of positive expression. So they developed Autography to make creating graffiti easier digitally. It has been successful, with about 100 drawings made per day. The document then discusses principles of applied games and the process for creating them to address complex topics.
We review Autography design as an exemplary case of persuasive application. We immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We then contrast it with superficial gamification efforts. We propose some guidelines for an effective process of cooperative design and process for these complex media productions.
These are the slides from a talk I gave at the Meaningful Play conference at 2012. The full paper behind the slides can be found at http://scottnicholson.com/pubs/meaningfulstrategies.pdf
Gamifiying information systems: How to motivate users with game elementsLuis de-Marcos Ortega
Gamification is the use of game elements in non-game contexts to foster participation and motivate action. This lecture presents the philosophical and learning basis for including game elements in information systems. Game elements, examples of gamification and its variations are then presented. The process to gamify applications is introduced emphasizing on the underlying psychological theories. The lecture concludes with criticism to gamification.
Development and storytelling: a many-to-many relationship - PolsinelliCodemotion
This document discusses the relationship between development and storytelling. It notes that as developers, we should allocate some of our energy to improving our work by looking at it as a story. Storytelling can provide more value than technical improvements alone. The document provides many examples of how narratives and story structures can be useful in game development, including for progression, emergence, and engaging users. It also covers challenges like ensuring gameplay mechanics support the story and avoiding unethical manipulations of user behavior.
The document summarizes a workshop on digital game-based learning. The workshop covers introducing learning through digital games, choosing and using games in lessons, and game design basics. Participants will discuss games they play, how games can be used in class, and game design. Key topics include the learning potential of games, serious games designed for purposes beyond entertainment, and analyzing and designing games. The agenda includes introducing games for learning, principles of game design, and developing game concepts using paper prototyping.
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
Flash cards are being used to onboard participants into a remix play process where they will create games. The cards provide game inspirations on one side and a topic on the other to prompt participants to create a new game related to the topic within one minute. The first two participants to share their created games on Twitter using the designated hashtag and handle will win a prize. The goal is to gamify the learning process and get participants engaging with topics through rapid game creation.
GameChangers' Remix Play- Flash game developed by Sylvester Arnab for helping participants to get into the creative and co-creative mindset based around the remixing and modding of existing game inspirations into new solutions. This approach is CC by NC 4.0.
Feel free to repurpose and add more cards to your sessions- please share on social media and mention us. Would love to see new iterations of the cards!
http://gamify.org.uk
#GChangers @disrupt_learn
This document provides instructions for an empathy exercise where participants take on the perspectives of farmers or decision makers. It outlines categories for input including successful organizations, things to learn, important messages, and hoped for impacts. Participants will silently generate ideas on post-it notes within their assigned perspective and category. All ideas will then be displayed for review. Participants will vote for their top three preferences within each category and perspective to identify themes. The exercise aims to build understanding across stakeholder groups involved in an agricultural organization project.
The document describes an icebreaker activity called "Bonding - Bridging - Linking" which aims to get partners in a project to know each other and create connections. The partners come from different but complementary backgrounds and will have interconnecting roles in the project. The activity involves dividing participants into teams by organization type and having them form two circles moving in opposite directions to spend three minutes bonding, bridging and linking with participants from other teams by sharing contact information on post-its.
Context behind H2020 Beaconing - Pervasive gamification for LearningSylvester Arnab
Sylvester Arnab discusses the EU H2020 Beaconing Project, which aims to create a pervasive and gameful learning experience. The project will develop a holistic approach using location-based challenges and quests to deliver learning in smaller chunks and track student progress through analytics and feedback. It will provide authoring tools to empower teachers to create reusable lesson paths and activities. The goal is to break down educational barriers through contextualized, pervasive and gameful learning.
Gamified lesson path for STEM Education - Ecgbl 2017Sylvester Arnab
The document describes the Beaconing project, which aims to support STEM education through pervasive and gamified learning techniques. It discusses developing a taxonomy of gamified lesson paths and integrating them into an authoring pipeline. Teachers can create customizable lesson paths comprising quests and location-based challenges. Initial pilot feedback was positive, with teachers and students feeling gamification makes learning easier and more engaging. The project is ongoing, with lesson paths being designed and prepared for large-scale implementation across European schools.
Beaconing - General presentation and main achievements so farSylvester Arnab
Overview slides for the review meeting, 15th Sept 2017
The review was a success and thanks to all the reviewers, project officer and project consortium. A shout out to all our stakeholders!
All contents - copyrighted 2017
Press cut - GameChangers and CreativeCulture in MalaysiaSylvester Arnab
A research team in Sarawak, Malaysia is exploring using games and play to teach STEAM (science, technology, engineering, arts, and mathematics) subjects. They argue that hands-on experiences through games help students understand and stay engaged better than traditional rigid teaching methods. In a recent experiment, students and teachers participated in math games and were able to work through challenges. The researchers are collaborating with universities to expand this approach and establish a lab with games and gadgets to introduce game-based learning into STEM subjects.
C4Rs - Crowd Sensing, Gamification and Our roadsSylvester Arnab
H2020 C4Rs.eu project presentation at the Transport Research seminar we organised as part of the project's dissemination and also to bring colleagues and the city council together.
A short lunchtime #DisruptiveBytes seminar at the Disruptive Media Learning Lab, UK alongside the Rage and Magellan projects.
Watch video here: https://twitter.com/disrupt_learn/status/868062120386207744
Transdisciplinary game based intervention designSylvester Arnab
A quick introduction to the game-intervention design approach based on:
Arnab, S. and Clarke, S. (2017), Towards a trans-disciplinary methodology for a game-based intervention development process.. British Journal of Educational Technology, 48: 279–312. doi:10.1111/bjet.12377
This document discusses using gamification in lesson paths and plans to create more engaging hybrid learning experiences. It proposes structuring lessons as missions and quests within different paths that students can level up through. Example paths include play-lesson paths with mini-game and location-based quest challenges, as well as meta-game narratives. Both customized lesson paths for individual students and opportunities for teacher collaboration and reusable content are addressed. Balancing learning objectives and student engagement is also noted as a key challenge.
The document provides information about the BEACONING project, which aims to break down educational barriers through contextualized, pervasive, and game-based learning. The 36-month project has 15 partners across 9 European countries and a budget of €5,902,772.13. It seeks to develop an adaptable learning platform that leverages technologies like mobile learning, gamification, and learning analytics. This platform will be implemented and validated through large-scale pilots to explore how engagement, knowledge acquisition, and skill transfer can be improved for learners.
Beaconing 2-minute summary for DGConnect event, LUXSylvester Arnab
The document discusses the Beaconing project which aims to break down educational barriers through contextual, pervasive and game-based learning. It does this by creating an ecosystem architecture and authoring pipeline that allows learning to be accessible anywhere, context-aware, problem-based, gamified, analyzable and validated through large-scale pilots. The challenges include integrating modular components and gamifying lesson plans while adapting for different locations.
The BEACONING project aims to support "anytime anywhere" learning through exploiting pervasive, context-aware and gamified techniques. It has 15 partners across 9 countries with a budget of EUR 5,902,772.13 over 3 years. The objectives are to 1) integrate technologies and pedagogical approaches for connected learning, 2) develop an adaptable platform leveraging approaches like gaming, analytics and problem-based learning, and 3) explore engagement and impact through large-scale pilots.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
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.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
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.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
1. Remixing Play for a
Gameful learning
experience
Sylvester Arnab, PhD
Reader in Game Science
http://sylvesterarnab.com
Disruptive Media LearningLab(DMLL.org.uk)
CoventryUniversity, UK
@sarnab75 #gamification #GChangers
8. “Games are a particular
manifestation of play, not its
totality.”
“They happen to be a good starting
point for an investigation of play
because the formality of their rules
makes the machinery of play easier
to observe and analyse”
Upton, 2015
15. Tapping into play inspirations:
“Remixing Play into a GamePlan”
Reuse the mechanics of play for
creative and strategic thinking
Needs
analysis
Pick
common
games
Strategy-
mechanics
mapping
Design a
gameplan
Pitch/imple
ment your
gameplan
16.
17. Inspirations: Card games, story dice, experience design…
“Individuality is important for Collective Creativity”
20. Inspirations: mystery box, curiosity, problem-
based learning
A hybrid, gamified and
mystery-driven approach for
facilitating problem based
learning in postgraduate
strength and conditioning
“…it was a bit out of nowhere, I think, so I was a little bit confused and…
Didn’t know where to go from there, it was a little bit surprising.
But then, again it’s up to us to get out there, research, and find out more about it,
which is what we’ve got to do in the future.”
34. Thank You!
@sarnab75 #gamification @beaconingEU
Sylvester Arnab, PhD
Reader in Game Science
s.arnab@coventry.ac.uk
Blog: https://sylvesterarnab.com/
Editor's Notes
Both
What if education is a non-linear adventure game where you can make decisions on your own path, fight battles, power up and level up in missions and quests?
What if education is a non-linear adventure game where you can make decisions on your own path, fight battles, power up and level up in missions and quests?
Helen – introduceGamechangers to set the scene for todays session and what we will do in this workshop
1 minute
What if education is a non-linear adventure game where you can make decisions on your own path, fight battles, power up and level up in missions and quests?
To emphasise that the games to be created has tio be within the clear learning narrative and journey