Lisa Marriott, Assistant Professor, OHSU/PSU School of Public Health
This presentation was given at the 2017 Serious Play Conference, hosted by the George Mason University - Virginia Serious Play Institute.
Games for improving health and education: approaches for integrating data collection and persuasive system design on an academic budget
Lachman a parenting programme to reduce child maltreatmentYoung Lives Oxford
Development of a parenting programme to reduce risk of child maltreatment in South Africa (pilot randomised controlled trial) - presentation by Jamie Lachman in Oxford seminar series on Children and Youth in a Changing World
Lachman a parenting programme to reduce child maltreatmentYoung Lives Oxford
Development of a parenting programme to reduce risk of child maltreatment in South Africa (pilot randomised controlled trial) - presentation by Jamie Lachman in Oxford seminar series on Children and Youth in a Changing World
Gunnison County Pyramid Plus Community Overviewkrawczyk80
As a member of the Gunnison Pyramid Leadership Team and a private Pyramid Plus Coach certification candidate, I delivered this presentation to the Gunnison County Department of Health and Human Services staff and Public Health staff during their monthly staff meeting.
This overview includes all of the slides created by the Pyramid Plus Center at the University of Colorado Denver to be included in presenting to communities, but also has customized slides that include local strengths like funders and supports, local prevalence data, local implementation history, and local implementation outcome data thus far.
Improving Acheivement and Attainment in EducationAlison Clyde
Anna Krzeczkowska, PhD Student & Louise Nicholls, Lecturer, University of Strathclyde co-facilitated a workshop at GWT's National Conference held on Wed 6th March 2019 in Glasgow.
Abstract
As mobile devices become ubiquitous, healthcare practitioners are exploring how using technological support in the workplace could advance their practice, communication and learning. This paper discusses findings from a research study funded by the Higher Education Academy (HEA) in the UK, which investigated how using iPads impacted on physiotherapy and occupational therapy students’ learning, reflective practice and communication with peers and tutors during placement cycles. Similar to research carried out amongst physicians in 2009, the students found that the devices collapse ‘time and space’, because they permit users to access data and resources when moving between patients, wards and clinics (Prgoment et al., 2009). The paper also discusses how students used the iPads to interact with other professionals and patients while in hospital and community settings, as well as the usability of the devices and associated apps for improving their learning (Clay, 2010). Apps were found to be good tools for documenting individual learning histories, engaging with learning objects and developing personalised structured education (Ifenthaler & Schweinbenz, 2013). The project adopted a participatory action research approach. Eighteen student participants used iPads during their placements in a variety of settings for a period of 5 – 10 weeks. The students were supported by visiting tutors and practice educators over an eight-month period. Interviews and focus groups were conducted with students, visiting tutors and practice educators to ascertain the utility and acceptance of the devices in practice settings. The Unified Theory of Acceptance and Use of Technology (UTAUT) model developed by Venkatesh, V. et al. (2003) is used to analyse the acceptability and efficiency of the devices in clinical settings. In particular, the research focuses on why user acceptance is challenged by established practitioners, and why healthcare settings have not adapted their environs and infrastructure so mobile devices can be used more readily by practitioners.
Dr. Hill Walker, Co-Director at the University of Oregon Institute on Violence and Destructive Behavior, at the 2011 Local Public Safety Coordinating Council of Multnomah County's "What Works" conference, "Juvenile Justice Grounded in Youth Development" December 9, 2011, Portland, OR. Audio concludes at slide #24.
The Power of the School – Community – University PartnershipMarion H. Martinez
The Power of the School – Community – University Partnership Binghamton City School District - Binghamton University
Citizen Action – Alliance for Quality Education
Presentation slides from the Hunter Institute's recent Youth Mental Health: Engaging Schools and Families event with professor Mark Weist. For more info visit www.himh.org.au
Wellbeing in schools Dr Sue Whatman and colleagues AARE 2017Dr Sue Whatman
This paper was presented in the Sociology of Education SIG at AARE 2017 Canberra. The citation for the paper presentation is:
Whatman, S. Singh, P., Main, K., Low-Choy, S., Rose, J, Thompson, R., & Kearney, J. (2017). Mapping the mutually supportive relationships between teacher and student wellbeing in disadvantaged schools. Paper presented at AARE 2017 Hotel Realm, Canberra. Tuesday, 28th November, 2017.
Gunnison County Pyramid Plus Community Overviewkrawczyk80
As a member of the Gunnison Pyramid Leadership Team and a private Pyramid Plus Coach certification candidate, I delivered this presentation to the Gunnison County Department of Health and Human Services staff and Public Health staff during their monthly staff meeting.
This overview includes all of the slides created by the Pyramid Plus Center at the University of Colorado Denver to be included in presenting to communities, but also has customized slides that include local strengths like funders and supports, local prevalence data, local implementation history, and local implementation outcome data thus far.
Improving Acheivement and Attainment in EducationAlison Clyde
Anna Krzeczkowska, PhD Student & Louise Nicholls, Lecturer, University of Strathclyde co-facilitated a workshop at GWT's National Conference held on Wed 6th March 2019 in Glasgow.
Abstract
As mobile devices become ubiquitous, healthcare practitioners are exploring how using technological support in the workplace could advance their practice, communication and learning. This paper discusses findings from a research study funded by the Higher Education Academy (HEA) in the UK, which investigated how using iPads impacted on physiotherapy and occupational therapy students’ learning, reflective practice and communication with peers and tutors during placement cycles. Similar to research carried out amongst physicians in 2009, the students found that the devices collapse ‘time and space’, because they permit users to access data and resources when moving between patients, wards and clinics (Prgoment et al., 2009). The paper also discusses how students used the iPads to interact with other professionals and patients while in hospital and community settings, as well as the usability of the devices and associated apps for improving their learning (Clay, 2010). Apps were found to be good tools for documenting individual learning histories, engaging with learning objects and developing personalised structured education (Ifenthaler & Schweinbenz, 2013). The project adopted a participatory action research approach. Eighteen student participants used iPads during their placements in a variety of settings for a period of 5 – 10 weeks. The students were supported by visiting tutors and practice educators over an eight-month period. Interviews and focus groups were conducted with students, visiting tutors and practice educators to ascertain the utility and acceptance of the devices in practice settings. The Unified Theory of Acceptance and Use of Technology (UTAUT) model developed by Venkatesh, V. et al. (2003) is used to analyse the acceptability and efficiency of the devices in clinical settings. In particular, the research focuses on why user acceptance is challenged by established practitioners, and why healthcare settings have not adapted their environs and infrastructure so mobile devices can be used more readily by practitioners.
Dr. Hill Walker, Co-Director at the University of Oregon Institute on Violence and Destructive Behavior, at the 2011 Local Public Safety Coordinating Council of Multnomah County's "What Works" conference, "Juvenile Justice Grounded in Youth Development" December 9, 2011, Portland, OR. Audio concludes at slide #24.
The Power of the School – Community – University PartnershipMarion H. Martinez
The Power of the School – Community – University Partnership Binghamton City School District - Binghamton University
Citizen Action – Alliance for Quality Education
Presentation slides from the Hunter Institute's recent Youth Mental Health: Engaging Schools and Families event with professor Mark Weist. For more info visit www.himh.org.au
Wellbeing in schools Dr Sue Whatman and colleagues AARE 2017Dr Sue Whatman
This paper was presented in the Sociology of Education SIG at AARE 2017 Canberra. The citation for the paper presentation is:
Whatman, S. Singh, P., Main, K., Low-Choy, S., Rose, J, Thompson, R., & Kearney, J. (2017). Mapping the mutually supportive relationships between teacher and student wellbeing in disadvantaged schools. Paper presented at AARE 2017 Hotel Realm, Canberra. Tuesday, 28th November, 2017.
Join us for an interactive, reflective, and hands-on learning session for school and mental health leaders. Together, we will build out your leadership toolkit to develop the mental health systems and practices on your school campus. In this workshop, we will cover the best practices for school mental health, funding streams (such as Medi-Cal and the Mental Health Services Act) that sustain those practices, and policy approaches that support them. Participants will leave with strategies and knowledge that will support enhanced leadership to drive school mental health equitably in their school community.
This presentation given by Steven Body at the ADEPIS seminar 'Engaging parents in alcohol and drug education' in Leeds, looks at the different services available in Leeds to support schools in better engaging with parents - by looking at the Healthy Schools tools, policy and curriculum development, and referral options to external supporting agencies.
DATA COLLECTION TOOLS Edwards 1
Data Collection Strategies
Markis’ Edwards
EDU 675: Change Leadership for the Differentiated Educational Environment
Dr. Regina Miller
February 5, 2018
Project-based learning
The fact that learning is achieved through a number of ways best explains why different methods are tested in order to know the best method that can be applied. Project-based learning is thought to be a solution used to improve students’ state assessment scores when relating to the Common Core State Standards especially in comprehending non-fiction text. However, this method has to be tested in order to be recommended.
Purpose of the study
This study is meant to get the best data collection tool that can be used in a research. Before making any decision on what learning and teaching method to be used in teaching non-fiction texts, it is important to understand how each method works and how it can be used to improve learning. In order to be sure about how a method works, one needs to experiment or collect data that will be used as a base for making conclusions (Eodice, Geller, & Lerner, 2017). The purpose of this study is thus to provide the best data collection tool to be used in getting information that can be used in making viable conclusions.
The research question is; Will the inclusion of project-based learning improve student application of comprehending non-fiction text at a high depth of knowledge level?
Data collection
The researcher will use a number of data collection tools in order to recommend this learning method. The data needed should be quantitative so as to give the researcher the way forward to make a decision. One of the data collection tools to be used is the pre-test and post-tests. This is a type of experiment that will use two groups; where one group is given a treatment while the other group is left to be the control group.
In this sort of experiment, the researcher will collect a random number of people from the community who can be able to read and write. The people will be divided into two groups, the test group, and the control group. The conditions for the test will be set and the treatment applied to the test group. The control group will not be given treatment and after a given period of time, the researcher will collect the results. The results will measure ow the treatment affected the group as differentiated by the control group. The result from the group will be recorded exactly depending on the number of people who participated and how the experiment affected each one of them. This can enable the researcher to know whether the method can be used to improve student assessment.
Another data collection tool that can be used is interviewing (Phillips & Stawarski, 2016). The researcher can organize for short and structured interviews. The interviews should have a given number of people and the result expected sh.
iHV regional conf: Sally Kendall - Building evaluation into your practiceJulie Cooper
Presentation by Professor Sally Kendall at the Institute of Health Visiting Regional Professional Conferences 2015.
Professor Sally Kendall is Associate Dean Research Director, Centre for Research in Primary and Community Care School of Health and Social Work, at the University of Hertfordshire.
Steve Vitto Response to Intvervention (RTI) in School-wide Behavior Support 2009Steve Vitto
This is an overview of the RTI process presented by Steve Vitto in East Grand Rapids in November 2008. Steve can be contacted at svitto@muskegonisd.org
Steve Vitto Response to Intervention (RTI)Steve Vitto
A recent presentation on Response to Intervention and relating the three tier model to evidenced based behavioral supports (i.e., as it applies to classroom management , strategic interventions and interventions for intensive behaviors).
Presentation by Rebecca Ferguson (IET, The Open University, UK) at the Learning Analytics Summer Institute event (LASI Asia) run in Seoul, South Korea, in September 2016. This presentation, on Visions of the Future of learning analytics, is based on work carried out by the European consortium working on the Learning Analytics Community Exchange (LACE) project.
Paul McArthur, Jerry Koh, Vani Jain and Mali Bain
System Insights from ‘WellAhead’: A Social Innovation Lab Approach to Advance the Prioritization and Sustained Integration of Student Social and Emotional Wellbeing in K-12 Schools:
CORE Group Fall Meeting 2010. The Program Assessment Guide, Structuring Contextual Knowledge and Experience to Improve the Design, Delivery and Effectiveness of Nutrition Interventions.
Katie Pawloski, Professor
Dr. Pasquale Iemma, Adjunct Lecturer
Kellany Cadogan Noland, DrPH(c), MSN, RN
Marie L. Lumbart, MSN, ARNP-C, FNP, CCRN | all Utica College – ABSN Program
Wendy Moore | Orbis Education
TEAM PRESENTATION: Creating a Low Cost Obstetric Clinical Immersion Simulation for Medical and Nursing Students
This presentation is designed to provide application level exposure to essential perinatal concepts that are often not available through traditional clinical exposure. The session features two phases of activities used in student training.
Phase One:
Focused contextualized skill stations utilizing leading-edge simulation skills using state-of-the-art computerized manikins (Human Patient Simulators, or HPS) and patient actors, also known as standardized patients (SP).
Phase Two:
Students are exposed to a multistage unfolding patient care simulation that required application of the phase one skills within the evolving scenario.
Finding Partners in Applied Research – A Case Study on Industry/Academic Coll...SeriousGamesAssoc
Erik Sand, Director of Strategic Relationships
Dr. Thomas Carbone, Technical Director
at UCF’s Florida Interactive Entertainment Academy (FIEA)
Mike Eakins, Creative Lead | Mixed Emerging Technology Integration Lab (METIL) at UCF Institute for Simulation & Training
Finding Partners in Applied Research – A Case Study on Industry/Academic Collaboration
Sometimes financial, physical and content constraints on graduate programs force university researchers to be creative. This presentation talks about how FIEA faculty designed a class called GameLab to help expose students to Serious Games while simultaneously fostering lasting research and development partners outside traditional entertainment industry partners.
We will talk about how the development life cycle of a simple handheld game that teaches cleaning protocols for hospital janitors in the VA hospital network helped develop a template for how FIEA now finds and interacts with industry partners. It is a case study to show how a project can move from relationship to MVP to full-on build and deployment of a robust application in the context FIEA’s student centric curriculum. UCF’s Institute for Simulation and Training then finished the final product for delivery to the VA.
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Designing Immersive Experiences that Create Empathy, Reveal Biases, Alter Min...SeriousGamesAssoc
In this talk we discuss insights from designing and studying immersive experiences aimed at improving early literacy outcomes through personalized learning, spanning virtual, augmented and mixed realities as well as non-immersive applications. Our serious games provide research evidence into how these varied media can enable adults (teachers, school leaders, families, and caregivers) to implement personalized literacy learning at the organizational and individual level.
We will present lessons gained from designing experiences across immersive media such as 360 video, virtual environments with agents, mixed reality systems with human-in-the-loop characters (ex: Mursion https://mursion.com/), and augmented reality. We will also discuss approaches and takeaways for creating experiences intended to build empathy towards the unfamiliar (ex: our work on parents using VR to experience the world as young children with reading disabilities), experiences for detecting unconscious biases (ex: teachers educating a stimulated classroom of students in ways that may trigger innate biases), and experiences to contextually modify parental mindsets (ex: parents using augmented reality to alter their strategies for children’s literacy).
Overall, we will present general lessons from building simulated authentic situations in which teachers and parents learn to overcome challenges in early literacy development. We will pause our talk/lecture occasionally for questions that enable brief small group interactions.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Alicia Sanchez, Games Czar | Defense Acquisition University
Designing Memorable Games
This session will inform on the use of human affordances and storytelling to make games more memorable. How human’s store and recall information is critical to ensuring that the information in serious games is consumed, remembered and transferrable. By leveraging our understanding of how memory creation and recall works; the ability to design games that will be authentic and relevant can be enhanced.
Stories and lessons learned are the central focal points of this presentation.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Preparing Soldiers for the Future: The Army's New Synthetic Training EnvironmentSeriousGamesAssoc
Keynote
Maj. Gen. Maria Gervais, Director, Synthetic Training Environment Cross Functional Team
Preparing Soldiers for the Future: The Army's New Synthetic Training Environment
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Catherine Croft, Co-Founder, Chief Executive Officer | Catlilli Games
Learning Through Play: STEM Games in the Classroom
Attendees will understand how STEM games can be used in K-12 classroom settings. They will learn about an overview of games on the market, from elementary school through high school. They will then learn how to design simple games that can be used to convey a key STEM concept within one class period. By the end of the workshop attendees will have collaborated to produce paper prototypes of such games.
We hope to host these files as free online print-and-play games for teachers, as a service to the community.
I will lead attendees in a game design workshop for STEM games in K-12 education. After providing an overview of such games, we will play a sample of existing games on the market from a variety of companies. Then each table will brainstorm ideas based on age, subject matter, and game mechanics. They will produce paper prototypes by the end of the workshop, which they will present to the other members. Hopefully, if it’s possible, we/SPC could host these files as free online print-and-play games for teachers as a service to the community.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Wei Fan Chen, Executive Producer / Founder | Fourdesire, China
Playable Design
I’m the founder of Fourdesire. I created games include keeping people to stay hydrated (via Plant Nanny), motivating them to walk more and stay healthy (via Walkr), and helping them to keep track of the knowledge behind these healthful activities.
Our titles Plant Nanny, Walkr and Fortune City have been used by tens of millions of users globally and were covered by Washington Post, Business Insider, IGN, Polygon etc.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Gregg Toppo, Author / Journalist and President | Education Writers Association
Playful Learning Without Games
What can educators do to understand games and make school a more rigorous, vital and enjoyable place? Building on decades of research, this session looks at the seven essential nutrients that games provide:
Failure
Feedback
Fairness
Flow
Fantasy
Freedom
Fellowship
Understanding these “seven F’s” can help teachers make their classrooms more successful places, even if they don’t like video games or are uncomfortable bringing them into the classroom. We’ll explore the possibilities and come up with doable, practical solutions.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Jenn McNamara, Vice President | BreakAway Games
Client-Centered Serious Game Design
Serious game developers must consider client needs and constraints. To most, it is obvious that the end users’ desired training, behavior change, assessment, or experience outcomes shape the focus of the game. But the client organization’s funding, IT infrastructure, data needs, and personnel impact design as much, if not more, than end users’ needs.
This session will share experiences where these factors significantly impacted game design and make recommendations for identifying and addressing these needs early in the design process.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
A Promise to Future Generations: Making Learning FunSeriousGamesAssoc
James Portnow, Creative Director | Rainmaker Games
A Promise to Future Generations: Making Learning Fun
In this talk attendees will learn easily applicable techniques for taking their already existing curricula and making it more engaging.
Over the last 100 years, in creating films, television and games, we’ve poured billions of dollars into understanding what keeps a human being engaged. It’s time we use that for something more than killing the hours between work and sleep.
In this talk, veteran game designer and writer of the You Tube show Extra Credits, James Portnow, will talk about the lessons we can learn from games to make learning something everyone wants to do. This won’t be about how to make edutainment or how to build games for the classroom, but rather about the broader techniques, like pacing and interest curves, that entertainment industry utilizes, which can be applied to any topic and any classroom.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Christopher Crowell, Founder | Crowell Interactive Inc
Make a Game WORKSHOP
Class size Limited. Requires Sign-up at Registration
In this workshop Chris will take self-formed teams of educators through his proven process of making a game from a curriculum concept of their choice. As the teams collaboratively create a new game prototype, lively discussion during each development stage will inform decisions about resources, game design and player experience, providing an understanding of the framework. As an outcome, educators will have experiential learning about creating an experiential learning experience, it’s like some kind of “Experience-ception”! They also come away with an ‘ugly paper prototype’ that they can take back to their classrooms for further development.
Outcomes:
Ugly playable game prototype that can be taken back to classroom for further development.
Understanding of, and experience with, a proven process of developing a concept into a game.
Confidence to personally develop, or lead students in developing, educational games that are engaging and effective.
Knowledge that games are not only fun to play, they are fun to create!
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Andrew Gassen, CEO | Pivotal Software
0 for 3: Edtech Startup Lessons Learned
I’ve been a part of 3 different education technology companies, all focused on the K-12 market. Each of these companies failed, but each for different reasons and in spectacularly different ways. This talk is a bit of a public post-mortem that focuses on 3 key lessons from each company, including a brief discussion on how we might have done things a different way if I knew then what I know now.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
OODA OODA! How Rapid Iteration Can Help Level Up Your Gaming BusinessSeriousGamesAssoc
Mitch Weisburgh, Partner | Academic Business Advisors and
Scott Brewster, Co-Founder & CTO | Triad Interactive Media / Hats & Ladders
DOUBLE SESSION: OODA OODA! How Rapid Iteration Can Help Level Up Your Gaming Business
We are all involved in lots of complicated and complex situations. We deal with students and learning. We write, adapt, and use games for learning. We may be running businesses.
One thing that all of these have in common is that we can’t just come up with a plan, execute and expect things to just work smoothly. Unexpected things happen, it’s often impossible to anticipate all possible situations, people react in unanticipated ways, there is often information we just don’t or can’t know in advance, the people we are working with have hidden agendas. Allies, antagonists, and resources shift and change. And so on.
So, what are we supposed to do?
We are going to explore a framework for managing solutions during periods of dynamic change. The OODA Loop Framework was developed by air force colonel John Boyd based on precepts developed by Sun Tzu, Napoleon, Heisenberg, Kyng, Einstein, Gödel, and others, and has been used by military, political, and business leaders around the world. You’ll learn to prepare for the unexpected, observe and react to actions and results, and pull together and manage a team despite adversity.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
The ux of serious games how to impact a wider audienceSeriousGamesAssoc
Birdie Champ, BS, M.Ed., Ed.S, Owner, Chief Product Officer | UXDiversity and Thorne Palmer, BA, M.Ed
The UX of Serious Games: How to Impact a Wider Audience
What elements are you measuring when determining the value of your serious game?
There are many critical touchpoints a player (user) experiences that occur before, during, and after playing a game, from initial interest to post-game evangelism. Some serious game designs inadvertently block some users from ever playing. Some design elements can cause players to rage quit where others thrive. In this session we will explore three topics:
First, we will explore a complete user’s experience (UX) of a serious game.
Second, we will look closer at the users of serious games and break them into personas based on social, emotional, and cognitive differences in how they learn and how they play.
Third, we will explore how to merge instructional design with game design with activities that bridge the varied experiences different users can have when engaging with similar challenges. By breaking down the UX into touch points, breaking down users into personas, and mitigating gaps in the varied qualities of user experiences, you will likely improve your game analysis, game quality, and broaden your customer segments.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Alphabet Soup Cans: Avoiding Bad Tropes of Educational GamesSeriousGamesAssoc
Stuart Criley, COO and Dr. Jasminka Criley, CEO | Indelible Learning, Inc.
Alphabet Soup Cans: Avoiding Bad Tropes of Educational Games
Classroom games often struggle to make student tedium somehow less wearisome, with often comical results. Dropping math problems into the middle of a galactic space battle is just one egregious example. But the problem runs deeper than simple dissonance between game play and narrative: a bored student will tolerate even a very bad computer game, only because the alternative (listening to the teacher) is worse. Likewise, teachers may be tempted to outsource mundane instructional tasks to computers. Within this environment of perverse incentives, what is an ethical game developer to do?
Rather than merely replacing activities that are already being done in the classroom, serious games are at their best when they transmit learning experiences that would be too expensive, impractical, or even dangerous to conduct in school by other means.
One approach is to place learners in the roles of professionals and give them real-world scenarios that are easy to begin, but hard to win. In this session, learn how to partner with content experts to create compelling games that draw upon multiple disciplines, requiring critical thinking in teams to succeed. Finally, see how an Electoral College strategy game moved from prototype to successful deployment in the classroom.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Building Heroes: Using Roleplaying Game Design for Classroom Management, Read...SeriousGamesAssoc
Kade Wells | Teaching with Dungeons and Dragons
Building Heroes: Using Roleplaying Game Design for Classroom Management, Reading Intervention, Interactive Fiction and Socio-emotional Growth
Attendees will go through a mini-mock adventure that goes over the basics of bringing a classroom RPG to life. Using the D&D 5e basics, attendees will create a basic character and have to work together in groups to complete the objectives laid out before them. The objectives will focus on classroom implementation strategies, monster battles, and ways to fold lesson plans into the adventures.
Once the adventure is finished, attendees have the opportunity to see examples of our work and others for classroom RPGs, and they can ask questions while beginning to formulate plans for their own adventure if wanted.
For takeaways, we’ll have company-agnostic materials that teachers can either use or adapt. Some of the materials will include general curricular approaches, example adventures, materials for communicating with administrators and other stakeholders, and non-playable characters that they can use for example. We will put together a resource guide, and teachers will be able to communicate with us down the road if they need help or want to brainstorm.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Augmented Reality: Revolutionary or Disruptor of Training and AssessmentSeriousGamesAssoc
Dennis Glenn, MFA, Adjunct Professor| DePaul University Graduate School for New Learning / President | Dennis Glenn LLC
Augmented Reality: Revolutionary or Disruptor of Training and Assessment
Augmented reality (AR) has the potential to revolutionize training and assessment. This technology innovation superimposes computer-generated sensory input such as sound, video, graphics or GPS data onto a live or indirect view of a physical, real-world environment. The increasing need to scale education-based interactive learning to larger audiences thus mitigating the larger development costs, is where AR has a few potential revolutionary and disruption attributes that must be considered.
Learning Objectives:
Assessment needs to be done rigorously and methodologically, and AR technologies can provide multiple avenues to achieve this goal. Recall of knowledge is no longer a viable method to provide accurate validation of mastery. In order to assess competency, we need to understand what the learner needs to know and be able to do and then demonstrate their ability to perform these tasks. We will offer multiple solutions to this disruptor.
Privacy and security of the data con be compromised using AR technologies. A few of the risks to be discussed are identity theft, invasion of privacy, and unequal access, thus increasing the inequality divide. We will lead a discussion of the avenues to reduce these risks.
On the positive side we offer a number of effective solutions that lead to the demonstration of mastery. Using AR technology to disseminate education is a way to teach thousands of users across the globe while eliminating barriers to access, reducing costs, and ensuring consistency in quality and delivery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Return on Investment (ROI) for Virtual Environments and GamingSeriousGamesAssoc
Carole Bagley, President, Consultant, Team Lead | The Technology Group, Inc & Distinguished Service Professor | University of St. Thomas (UST)
Return on Investment (ROI) for Virtual Environments and Gaming
How effective are virtual and gaming environments? Do they have an impact on the user’s learning, on their job or organization and/or do they have an impact on their daily life?
The presentation will include a brief discussion of Kirkpatrick’s ROI levels 1-5 and how it is useful in the creation and evaluation of virtual gaming environments. Several virtual environments and games (Health Benefits, Pharmacy and Dentistry games for the Healthcare industry and a Tobacco prevention game for Middle school students) will be discussed and demonstrated and will describe how the evaluation results have impacted the effectiveness of the product and the user.
Participants who have conducted ROI evaluations will be asked to share their product evaluation results and how it impacted the users. Participants who are interested in conducting an ROI evaluation will be asked to provide for discussion product descriptions and what results/proof they are looking for in conducting an evaluation.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Enhancing New Employee Orientation with a Digital Scavenger HuntSeriousGamesAssoc
Karen Burns, Asst. Coordinator of Faculty Development | The University of Alabama
Enhancing New Employee Orientation with a Digital Scavenger Hunt
Pervasive games are a burgeoning genre in which the affordances of mobile devices are used to extend the boundaries of digital games into the real world. This game genre leverages the GPS, photo, video, and texting capabilities of smart phone devices in order to create games that require location-dependent and context-sensitive interactions between the physical and virtual environments. One particular form of pervasive games is a digital scavenger hunt.
This presentation will focus on the findings of a study in which a digital scavenger hunt was integrated into new employee orientation. The goal of the study is to determine if a digital scavenger hunt can be an effective means of enhancing the typical employee orientation by reinforcing information provided during the face-to-face sessions, introducing new information, reducing the stress new employees typically feel, and fostering employee competence. While this study is ongoing, data collection and analysis will be completed by May 2019.
This session will report on the findings of this study and include a discussion of the successes and challenges of the study. Additionally, discussion will center on potential applications of a digital scavenger hunt being used as a means of learning through discovery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
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.
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 Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
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.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
Lisa Marriott - Working with Local Schools on Nutrition Education
1. Lisa Marriott, PhD
Assistant Professor
marriott@ohsu.edu
Working with
Local Schools on
Nutrition
Education
Game-based approaches for improving health
and education on an academic budget
2. About Us
2007 2009 2011 2014 2015 2017
Program launched as 2 week exhibit at science museum (no dedicated staff)
Funded to go to schools & communities (1 local programmer, 1 coordinator)
First game about skin cancer (2012 Serious Play Award), 2 prgmrs + 1 coord
Second “game” about epigenetics (2014 Serious Play Award);
CTSA-housed team of programmers
Technology Award, Soc. Public Health Education;
Worksite wellness program in Thailand
Integration with EMR for worksite wellness;
Migration of platform to online
By the Numbers
33,000+ participants
25+ schools, 1 tribal school
4 school districts, longitudinally
1200 volunteers trained
6 teacher professional development sessions
3. Cancer Risk
Skin cancer, lung
cancer, and breast
cancer risk assessment
Blood Pressure
Systolic and diastolic blood
pressure measurements
Diet
Computerized assessment
with tailored feedback. Bitter
taste sensitivity
Sleep
Computerized assessment of
sleep quality, morningness /
eveningness, and daytime
sleepiness with tailored feedback
Body Composition
Height, weight, waist
circumference, body mass
index, body fat percentage
CommunitiesSchools
Data linked anonymously
to each participant by
scanning their random
wristband barcode
Automatically added to
database at OHSU
Researchers
What is “Let’s Get Healthy!” ?
Cognitive Function
Computerized
assessments of short-term
visuospatial memory and
attention
Epigenetics Education
- Automated content
- Tailored feedback
4. www.letsgethealthy.org
How can we get schools to use their health data?
Elements applied:
• Exploration, discovery, & learning in a time-pressure environment
• Branching choices for participation leading to measurement
• Success/failure feedback based on their results
• Anonymity for participation
• Competition (in # stations completed, comparisons with peers)
• Debrief with their teacher (peers, family)
5.
6. Using Data for Play and Learning
• Support students’ interest in
science (particularly MS)
• Increase understanding of the
importance of research and its
personal relevance
• Increase students’ data literacy
through inquiry and data play
• Support schools in their ability to
get grants to improve local health
7. Theory-based Design
Component Key Theory Applied
Getting students initially
interested in their health
data via the health fair
Health Belief Model -- seeing their own results expected to increase awareness of
perceived susceptibility of themselves and others. (Pulls in knowledge, efficacy,
benefits)
Getting teacher buy in to
using the data in the
classroom – and why health
data are relevant for
students
Social Cognitive Theory - human behavior is an interaction of personal factors,
behavior, and the environment. E.g. A class can explore through inquiry “Does our
school have higher sugar consumption than other schools and what school factors
might influence that?” (Pulls in observational learning, outcome expectations,
reciprocal determinism). Or classes can examine together how the student fits into
their world via ecological perspective to examine health behaviors in
family/school/community contexts
Students’ ability and
intention to use the health
data
Theory of Planned Behavior – Attitudes toward use of data in research;
norms/motivation for using the data within the classroom, behavioral control to
interact with the data; intention to use it; Actual usage.
Supporting interest and skills
in students’ science
development
Self-Determination Theory – Goal of satisfying 1) competence (science self-efficacy);
2) relatedness (building students’ STEM identity and interest); and 3) supporting
autonomy (ability to have control over decisions)
8. Addressing factors that influence the behavior
Target Components for Intervention When considering what we want to
change, what are the….
When designing an
intervention, what
programmatic characteristics
would specifically target this
identified factor?
Predisposing factors
Intellectual and emotional “givens” that tend to make individuals more
or less likely to adopt healthful or risky behaviors or lifestyles or to
approve of or accept particular environmental conditions.
• Knowledge, Attitudes, Beliefs/Norms (mistaken or legit), Values,
Confidence/Efficacy
Enabling factors
Internal and external conditions directly related to the issue that help
people adopt and maintain healthy or unhealthy behaviors and
lifestyles, or to embrace or reject particular environmental conditions.
Among them are:
Availability of resources, Accessibility of services
Community and/or government laws, policies, priority, and
commitment to the issue.
Issue-related skills. (e.g., job placement programs).
Reinforcing factors
People and community attitudes that support or make difficult adopting
healthy behaviors or fostering healthy environmental conditions. These
are largely the attitudes of influential people: family, peers, teachers,
employers, health or human service providers, the media, community
leaders, and politicians and other decision makers. An intervention
might aim at these people to most effectively reach the real target
group.
Other. Any policies, regulatory issues, and/or
organizational/participant culture to consider?
• Students may not know
how to use raw data
• Students may find data
boring
• Supply interactive,
pre-analyzed data
• Make the data
about themselves
• Teachers may not have
the time to devote to
new resources.
• Teachers may not
know how to teach it
• Make it easy for
teachers; integrate
with existing
coursework
• Provide lesson
plans
• Peers are a big deal --
who is like me?
• Families
• Principals -approving
at a school level
• Show comparisons
for students
• Provide summaries
• Pulling in the whole
school, anonymously
• Research! IRB! • Transparency
Based on Precede-Proceed model
9. • Working with schools?-- what is the
context of its use. What gaps exist?
– Need for lesson plans across subjects; integrate
with national/state educational standards.
– Teacher professional development sessions for
lesson and teacher guide creation
– Teachers lack time
• to plan fairs (used team of 5) + health department
stakeholder
• to analyze data (developed visualization website)
– Funding is tight; support teachers’
substitute time ($150/day in Oregon)
Defining Activities based on Factors
10. Defining Activities based on Factors
• Focus groups for developing data website – three steps
– Show examples of similar sites to pick specs that are liked
– Wireframe mock up of selected items
– Actual site, simplified, to make sure on track
www.letsgethealthy.org
11. Defining Activities based on Factors
• Health fairs highly sought after -- after
– New sites don’t know what to expect; Not all teachers
are on board
– Pre-fair workshop with the five teachers and principal;
bring food
– Demonstration by someone like them who’s gone
through it (call in; works amazingly well)
• After the fair
– Check in and debrief session, 6 weeks or so after. Time to
process, check in with colleagues, parents, students
– Lesson learned: data summaries are really important
here to provide taste of the data
• Follow-up to the fair
– Lesson learned: more time and support are needed
among teachers in using the data
– Available lessons provide a safety net for adaptation
12. Planning the evaluation
• Go back to what you want to accomplish
• What is incorporated into the game versus what is a pre/post?
• Who is your comparison group?
• Find short- and long-term goals for each – so in case long-term fails,
you can predict it and/or course correct before it’s too late
ADDED SUGAR INTAKE
17%
29%
13. Outcomes
Specifics:
• Experimental schools>Comparison schools; loads of repeat
fair requests and dissemination to new sites.
• Data used for two funded school-based grants, another site
runs an ongoing nutrition and physical activity projects.
• Primary lessons learned:
• Data use needs to be even easier, interactive, and visually appealing.
• Health departments and schools are really, really interested when
health data can be linked with learning outcomes.
General for other projects:
• People LOVE learning about themselves. Aim for 7th grade reading level.
• The “fun” aspects pull in more people (adult vs kid materials; new partner interest)
• Leave more time than expected for evaluation. Plus >10% budget
• Be open to unexpected findings - turned out to be my best parts
• What new procedures increase your goals? For us, partners offered new tracking
options
14. Worksite Wellness OHSU-BDMS
Occupational Health Centers of Excellence
• Integration with BDMS
employee check-up (EMR)
• 3 modules started in 2015
(Sleep, Cognitive, Diet (Thai))
• Migrated platform to a web-
based system
• Same individual feedback,
plus Corporate Report -- show
change over time
15. Development of Permanent Kiosk for
Great Lakes Science Center
• Leveraged online functionality
from Thailand to build museum
kiosk
• Subcontract from their SEPA award
funded migration of intranet-based
NCI/NHANES Diet Screener into
online platform for use with
museum visitors
• Crowd-sourced approach to
module development
2015; Launch early 2016
https://www.foodmaster.org www.letsgethealthy.org
16. Flexible
• Modules can be used as part of a health fair, kiosk, or completed online from home.
• Demo options exist where participants can complete modules without data being
collected, important for building trust with communities.
Personalized
• Content and recommendations automatically tailor to participants’ age and gender;
• Algorithms support immediate calculation of results to show participants as feedback.
Long-term
• Organizations given administrative access to create their own events; they define the
permissions and access levels (e.g. data privacy; administrator access)
• Built-in programming supports cohort development. Consent, enrollment, and
longitudinal tracking all built into program for simplicity;
• New! Change over time automatically calculated for individuals and shown in real
time.
Refinements based on the Project
2015 Technology Award, Society of Public Health Education
17. School interested in using the free online modules? Contact marriott@ohsu.edu
www.letsgethealthy.org