This slidedeck accompanies a presentation on using game theory and games to invigorate a classroom. Although designed for use in religious education, virtually all of the ideas are applicable to secular classroom use as well. Download the handout from http://bit.ly/game-on-handout. Find the template for the picture reveal game at http://bit.ly/LDS-game-on.
This article is written by Anish Dasgupta, Brand Manager at Kuliza. The article was published in issue 07 of the Social Technology Quarterly.
Summary: Gamification on one hand is an effective way to change behaviours. But on the other hand there is room for exploitation and manipulation. It is important to determine a framework and gauge how gamification raises ethical concerns.
Using game-design pedagogies to embed skills in the law or social science curriculum - a 1 day conference held at Staffordshire University on behalf of the Higher Education Academy (HEA).
“Gamification in the Higher Education Health Curricula; Fad or the Future?” by Derek Beeston, Associate Professor of Ethical Leadership & Professional Responsibility - Faculty of Health Sciences
This slidedeck accompanies a presentation on using game theory and games to invigorate a classroom. Although designed for use in religious education, virtually all of the ideas are applicable to secular classroom use as well. Download the handout from http://bit.ly/game-on-handout. Find the template for the picture reveal game at http://bit.ly/LDS-game-on.
This article is written by Anish Dasgupta, Brand Manager at Kuliza. The article was published in issue 07 of the Social Technology Quarterly.
Summary: Gamification on one hand is an effective way to change behaviours. But on the other hand there is room for exploitation and manipulation. It is important to determine a framework and gauge how gamification raises ethical concerns.
Using game-design pedagogies to embed skills in the law or social science curriculum - a 1 day conference held at Staffordshire University on behalf of the Higher Education Academy (HEA).
“Gamification in the Higher Education Health Curricula; Fad or the Future?” by Derek Beeston, Associate Professor of Ethical Leadership & Professional Responsibility - Faculty of Health Sciences
Learning2gether with EVO Minecraft MOOC and Gamification of Teacher Professio...Vance Stevens
This presentation is about a correspondence between two EVO (Electronic Village Online) sessions: 1) the EVO Minecraft MOOC (EVOMC16) and 2) Techno-CLIL (content and language integrated) approach to language development. There is much evidence that Minecraft can enhance language development; for example, the cases discussed in in an article by co-moderators of the EVOMC16 session (Smolčec & Smolčec, 2014). This presentation will suggest to educators interested in adopting the CLIL approach how they might consider Minecraft as a representation of content, and see how language development might derive from interaction in a gamified environment based on that content.
Enterprise Gamification as Methodology to Promote Employee EngagementPatrick Bartl
Talent development as well as employee engagement and commitment are the most important workforce challenges for enterprises today. The majority of employees in the Western world are either indifferent or unengaged. Social science suggests that employee motivation drives employee engagement which in turn drives customer satisfaction and loyalty. This means that employee engagement has a direct impact on the performance. Companies with high sustainable engagement achieve the threefold operating margin compared to companies with low traditional engagement. Enterprise gamification offers a solution to promote engagement across the company.
Gaming in general is for everybody. This is mainly driven by the digitalization and evolution of video games. The democratic shift entails generations of digital natives that grow up with games. Gaming is therefore omnipresent in their lives. However, gamification is not a form of pure fun at work or a video game on top of work. Gamification aims to leverage the ludic drive of humans embedded in a state-of-the-art technological environment. It is defined as the use of game mechanics and experience design in a non-game context to (digitally) engage and motivate employees to achieve their objectives and in turn meet aligned organizational goals. This can help to move a significant part of the indifferent employees into the group of engaged to highly engaged employees.
Gamification - Extrinsic vs. Intrinsic RewardsJerome Sudan
Effective gamification arises from the understanding of a fundamental distinction between extrinsic and intrinsic motivational triggers.
Main visual: Romain Laurent.
This deck is based on a paper we wrote for the SAMRA 2011 conference. It's a short introduction to some of the ideas underlying the concept of "gamification".
It also details the results from a simple experiment we conducted to measure the effectiveness of gamifying an online community. We were restricted by a tight deadline and the existing capabilities of the online platform we partnered with, but the results are still pretty clear (although small base sizes makes it difficult to draw solid conclusions). To follow up these tantalising results, we are writing another paper for ESOMAR Congress that collects more numbers describing the effectivness of gamification.
I had a lot of fun illustrating the deck. Hope you enjoy reading it.
Re-defining digital opportunities (REDO) research projects presentation about digital co-operation models within banking and Fintech. Presenting the "Redo Canvas" for traditional players and market entrants to find ways to co-operate with each other.
Slides presented in Future Digital Finance Forum 2016 on April 28th 2016. http://www.hub13.fi/project/future-digital-finance-forum-16/
Hemant
Eco academy is managed by Harmeet singh (2013 batch) Delhi School of Economics alumni.
Tutors
Apart from the core team, ECO Academy also has a team of tutors, who are graduates from reputed Economics Institutes such as DSE, ISI and JNU.
Assignment Buddy
Apart from ECO Academy, Assignment Buddy is an online education product of Knowledge Spark Consultancy Pvt Ltd, which deals in providing assignment help in Economics, Statistics and Mathematics to students of various universities. As a start-up, Assignment Buddy has successfully done several research projects for student community and has tied-up with several Education Corporations nationally and internationally.
This presentation discusses the use of serious gaming as a practical learning tool, especially or the millennial generation. It informs viewers on what serious games look like and what characteristics successful serious games have. You can visit GSE Systems at gses.com and on Twitter @GSESystems
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
Learning2gether with EVO Minecraft MOOC and Gamification of Teacher Professio...Vance Stevens
This presentation is about a correspondence between two EVO (Electronic Village Online) sessions: 1) the EVO Minecraft MOOC (EVOMC16) and 2) Techno-CLIL (content and language integrated) approach to language development. There is much evidence that Minecraft can enhance language development; for example, the cases discussed in in an article by co-moderators of the EVOMC16 session (Smolčec & Smolčec, 2014). This presentation will suggest to educators interested in adopting the CLIL approach how they might consider Minecraft as a representation of content, and see how language development might derive from interaction in a gamified environment based on that content.
Enterprise Gamification as Methodology to Promote Employee EngagementPatrick Bartl
Talent development as well as employee engagement and commitment are the most important workforce challenges for enterprises today. The majority of employees in the Western world are either indifferent or unengaged. Social science suggests that employee motivation drives employee engagement which in turn drives customer satisfaction and loyalty. This means that employee engagement has a direct impact on the performance. Companies with high sustainable engagement achieve the threefold operating margin compared to companies with low traditional engagement. Enterprise gamification offers a solution to promote engagement across the company.
Gaming in general is for everybody. This is mainly driven by the digitalization and evolution of video games. The democratic shift entails generations of digital natives that grow up with games. Gaming is therefore omnipresent in their lives. However, gamification is not a form of pure fun at work or a video game on top of work. Gamification aims to leverage the ludic drive of humans embedded in a state-of-the-art technological environment. It is defined as the use of game mechanics and experience design in a non-game context to (digitally) engage and motivate employees to achieve their objectives and in turn meet aligned organizational goals. This can help to move a significant part of the indifferent employees into the group of engaged to highly engaged employees.
Gamification - Extrinsic vs. Intrinsic RewardsJerome Sudan
Effective gamification arises from the understanding of a fundamental distinction between extrinsic and intrinsic motivational triggers.
Main visual: Romain Laurent.
This deck is based on a paper we wrote for the SAMRA 2011 conference. It's a short introduction to some of the ideas underlying the concept of "gamification".
It also details the results from a simple experiment we conducted to measure the effectiveness of gamifying an online community. We were restricted by a tight deadline and the existing capabilities of the online platform we partnered with, but the results are still pretty clear (although small base sizes makes it difficult to draw solid conclusions). To follow up these tantalising results, we are writing another paper for ESOMAR Congress that collects more numbers describing the effectivness of gamification.
I had a lot of fun illustrating the deck. Hope you enjoy reading it.
Re-defining digital opportunities (REDO) research projects presentation about digital co-operation models within banking and Fintech. Presenting the "Redo Canvas" for traditional players and market entrants to find ways to co-operate with each other.
Slides presented in Future Digital Finance Forum 2016 on April 28th 2016. http://www.hub13.fi/project/future-digital-finance-forum-16/
Hemant
Eco academy is managed by Harmeet singh (2013 batch) Delhi School of Economics alumni.
Tutors
Apart from the core team, ECO Academy also has a team of tutors, who are graduates from reputed Economics Institutes such as DSE, ISI and JNU.
Assignment Buddy
Apart from ECO Academy, Assignment Buddy is an online education product of Knowledge Spark Consultancy Pvt Ltd, which deals in providing assignment help in Economics, Statistics and Mathematics to students of various universities. As a start-up, Assignment Buddy has successfully done several research projects for student community and has tied-up with several Education Corporations nationally and internationally.
This presentation discusses the use of serious gaming as a practical learning tool, especially or the millennial generation. It informs viewers on what serious games look like and what characteristics successful serious games have. You can visit GSE Systems at gses.com and on Twitter @GSESystems
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
The Power of Play: Learning with The Knowledge GuruScott Thomas, MBA
How do you use the power of play to help people learn? ExactTarget, a global software as a service (SaaS) company, did it with a custom game created with the Knowledge Guru game engine. Players got immersed; the company got learning results.
The Knowledge Guru mobile or desktop game uses repetition and spaced learning to ensure long-term retention. This session will showcase the game and tell you how and why it works. It will also demo Knowledge Guru’s ability to track the learning as players play.
Sanjeev NC: 5 Game Techniques to Immediately Apply in Your Service DeskitSMF UK
Gamification in service management is nothing new, but all too often it only focuses on points, badges, and leaderboards. In this presentation, Sanjeev goes beyond this, and shows you how you can apply gaming techniques to drive the right behaviours amongst end users and agents. Plus he shares examples of specific game techniques that can be applied to your service desk, based on Yukai Chou's Octalysis framework for gamification and behavioural design.
Take a look at this presentation to gain actionable insights based on game techniques when applied to the service desk; to take away advice on how to improve end user adoption (of the likes of self-service) and agent motivation. Plus learn a new behavioural design framework (Octalysis).
DevLearn 2017 Play to Learn workshop slidesSharon Boller
Slides from 2017 DevLearn "Play to Learn" workshop that teaches learning game design to corporate instructional designers and training professionals. Presented by Sharon Boller, president of Bottom-Line Performance, in Las Vegas, NV on October 24, 2017. Includes a series of slides that feature a variety of game development tools, such as Construct2, Unity, Unreal, Game Salad, and Knowledge Guru.
Gamification: Pleasing the Human element at workSapna Patni
GAMIFICATION IS THE PROCESS OF USING GAME THINKING AND GAME MECHANICS TO SOLVE PROBLEMS AND ENGAGE USERS.
We have always engaged in Gamification right from school where marks, grades, certificates and results were equivalents to points, levels, badges and leader-boards respectively.
Similar to Gamification of Employee Engagement (20)
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
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.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
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.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
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.
Embracing GenAI - A Strategic ImperativePeter 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.
2. what makes games compelling
▪social
– (relatedness , people can relate to them)
– (you don’t interact OR compete with someone when your:- at the cinema OR reading a
book)
▪feedback
– provide a feedback loop
–
▪agile
– they are fundamentally designed and developed in an agile way
–
12. from games to gamification - 3 strategies for
making your employee engagement more
gamified
good game design
▪multiplayer
▪a i
▪testing
good gamification
▪social
▪feedback loop
▪agile&ux design
13. How to make multiplayer = social
▪ Make it Co Operative or Competitive
– What’s you have made it Co Operative or Competitive? Then and only then, do you add
the points badges and leaderboards
– Add other quote from my typed Notes
▪ Reward & Recognise your champions or advocates
– Game style social recognition (eg leader board with player code name and/or player
customised character or avatar) has been proven to be more effective than old school
“employee of the month”.
14. AI or rather the “Feedback Loop”
▪ is presenting the challenge
▪ ensuring the feedback loop is really tight. (AI looks at how the
game player is going in real time and…..)
▪ showing you where you are on your journey, similar to say the
breadcrumbs in moodle module.
– This where you add the progress bar that the Sydney IT Academic Richard Buckland so
enthusiastically preaches about.
17. Testing or agile design
▪ Rather than build the whole project in one go. Rapidly build a
little bit, then test it and then keep modifying and keep
refreshing it and keep users coming back for more.
▪ Games these days are very much about continuous
improvement. Even games like World or Warcraft that are
played for years are continuously being updated.
20. Otherwise boring topics exciting
▪ IBM = Inno8 logo’s please
▪ Bureau of statistics
▪ KPMG
▪ Telstra
▪ KRONOS
21.
22.
23.
24.
25. so what did we cover today
▪ make it social
– A safe place to fail until you succeed then choose how to brag about it.
▪ make it a linear challenge
– Games use sophisticated AI to do this but you don’t have to do this you can just use
good curriculum design
▪ constantly iterate it
– (all the way through)
– Get your champions early and keep tweak it, testing it, collecting student data and
recognising your champion stimulating them hooking them in THEN and only then will
the rest follow.
26. todays takeaways on game design
▪ people are social, multiplayer cooperation and competition
drives interaction
▪ a good feedback loop motivates people to achieve Mastery and
Purpose
– even Autonomy you have to play the game not copy the person next to you.
▪ more iterative testing will mean gratification is always a few
clicks away. (We are do’ers) evolution is a “linear challenge”.
▪ all of this will help you create a more compelling UX but most of
all provide.
“a safe place to fail then……..
27.
28. Other Workshops
▪ player motivation & employee engagement
▪ player types & employee engagement
▪ genre types & their application to gamificiation
Editor's Notes
social
feedback
Lets have a look at the history of games in under one minute
Historically Games were pretty an activity younger people did in solitude, Loaner activity, other synonyms ?????
With the exception of a few two player games like these and even some 3 or 4 player version. Games tended to be played on your own.
Then in the 90’s, when PC based Local Area Networks became more affordable, people started playing games on a LAN with 5, 6 sometimes dozens of friends.
Not until about the mid 90’s did we get social like this
From multiplayer we learn
Add photo page of my wife’s “Four Square”
Good AI and Good Gameplay
Is all about a tight loop between the feedback loop and the linear challenge that is the gameplay
It’s about progressively unlocking the challenge
It’s about player lifecyle It’s about
And lastly it’s about providing (so fundamentally what does a feedback loop provide it provides)
A Safe Place to fail
I know personally entrepreneurship is and I think academic research is all about trying someing failing then trying again and again and again till you discover something that works.
Built by players for players The process of making games has always been
build a bit test it
build a bit test it (on your target audience)
build a bit test it
build a bit test it (on your target audience)
As a producer/designer of games your relationship with the testers is constantly oscillating between friend and foe. The testers are constantly onto you about what makes good feedback and what doesn't and what makes for good multiplayer and what sucks.
You don’t have testers but you do have access to students, so finding your champions and testing with them. Recording that in your test database or spreadsheet will be a key success factor.
Gamification is a decade old now and has been enthusiastically adopted by many more learned academic people than old game designers like me.
By the Psychologists with their Self Determination Theory started by Levi &
By the Neurologists with NeuroScience
By the Mathematicians and the Statisticians with their Analystics
And by Bartel with his player types.
SmartArt custom animation effects: expand and peek in
(Basic)
To reproduce the SmartArt effects on this slide, do the following:
On the Home tab, in the Slides group, click Layout, and then click Blank.
On the Insert tab, in the Illustrations group, click SmartArt. In the Choose a SmartArt Graphic dialog box, in the left pane, click Matrix. In the Matrix pane, click Titled Matrix (second option from the left), and then click OK to insert the graphic into the slide.
Select the graphic, and then click one of the arrows on the left border. In the Type your text here dialog box, enter text.
On the slide, select the graphic. Under SmartArt Tools, on the Design tab, in the SmartArt Styles group, do the following:
Click Change Colors, and then under Colorful click Colorful - Accent Colors (first option from the left).
Click More, and then under Best Match for Document click Moderate Effect (fourth option from the left).
On the Home tab, in the Font group, select Calibri from the Font list, and then select 24 from the Font Size list.
On the slide, select the text in the center rounded rectangle of the graphic.
On the Home tab, in the Font group, select 28 from the Font Size list, click the arrow next to Font Color, and then under Theme Colors click White, Background 1 (first row, first option from the left).
Right-click the rounded rectangle in the center of the graphic, and then click Format Shape.
In the Format Shape dialog box, in the left pane, click Fill, select Gradient fill in the Fill pane, and then do the following:
In the Type list, select Linear.
Click the button next to Direction, and then click Linear Up (second row, second option from the left).
Under Gradient stops, click Add or Remove until three stops appear in the drop-down list.
Also under Gradient stops, customize the gradient stops as follows:
Select Stop 1 from the list, and then do the following:
In the Stop position box, enter 0%.
Click the button next to Color, and then under Theme Colors click White, Background 1, Darker 35% (fifth row, first option from the left).
Select Stop 2 from the list, and then do the following:
In the Stop position box, enter 80%.
Click the button next to Color, and then under Theme Colors click White, Background 1, Darker 35% (fifth row, first option from the left).
Select Stop 3 from the list, and then do the following:
In the Stop position box, enter 100%.
Click the button next to Color, and then under Theme Colors click White, Background 1, Darker 15% (third row, first option from the left).
To reproduce the animation effects on this slide, do the following:
On the Animations tab, in the Animations group, click Custom Animation.
On the slide, select the graphic. In the Custom Animation task pane, do the following:
Click Add Effect, point to Entrance, and then click More Effects. In the Add Entrance Effect dialog box, under Subtle, click Expand.
Under Modify: Expand, in the Speed list, select Fast.
Also in the Custom Animation task pane, select the expand effect. Click the arrow to the right of the expand effect, and then click Effect Options. In the Expand dialog box, on the SmartArt Animation tab, in the Group graphic list, select One by one.
Also in the Custom Animation task pane, click the double arrow under the expand effect to expand the contents of the list of effects.
Press and hold CTRL, and then select all five expand effects in the Custom Animation pane. Under Modify: Expand, in the Start list, select With Previous.
Press and hold CTRL, select the second, third, fourth, and fifth expand effects in the Custom Animation pane, and then do the following:
Under Modify: Expand, click Change, point to Entrance, and then click More Effects. In the Change Entrance Effect dialog box, under Basic, click Peek In, and then click OK.
Under Modify: Peek In, in the Speed list, select Fast.
Also in the Custom Animation task pane, do the following:
Select the second expand effect. Under Modify: Peek In, in the Start list, select After Previous.
Select the third expand effect. Under Modify: Peek In, in the Direction list, select From Left.
Select the fourth expand effect. Under Modify: Peek In, in the Direction list, select From Right.
Select the fifth expand effect. Under Modify: Peek In, in the Direction list, select From Top.
To reproduce the background effects on this slide, do the following:
Right-click the slide background area, and then click Format Background. In the Format Background dialog box, click Fill in the left pane, select Gradient fill in the Fill pane, and then do the following:
In the Type list, select Radial.
Click the button next to Direction, and then click From Corner (second option from the left).
Under Gradient stops, click Add or Remove until two stops appear in the drop-down list.
Also under Gradient stops, customize the gradient stops as follows:
Select Stop 1 from the list, and then do the following:
In the Stop position box, enter 0%.
Click the button next to Color, and then under Theme Colors click White, Background 1 (first row, first option from the left).
Select Stop 2 from the list, and then do the following:
In the Stop position box, enter 100%.
Click the button next to Color, and then under Theme Colors click White, Background 1, Darker 15% (third row, first option from the left).
Make some subtle reference to hold your questions till the end or another session as we only have a very short time together today.
Look up course outlines and book chapters from Gabe