This session builds on the foundation established in past Little Hands, Foul Moods, and Runny Noses sessions. Children have unique intellectual and physical needs, which designers must take into account in order to create engaging gaming experiences. This session provides development guidelines for mobile game design for children (ages 0 to 12), with particular emphasis on developmental milestones, usability, and interaction design findings that are relevant to game developers. Findings are grounded in industry and academic research. Participants will take away findings from existing research on kids and games that can be incorporated into their own game development projects. The discussion will be focused on mobile games, but most findings can be generalized for any child gaming project, regardless of platform. The findings will address children's gaming needs (which are significantly different from older audiences), developmental psychology, UI and input design considerations, usability, and use of storytelling devices. Additionally, participants will have access to a summary document with a list of recommended resources, which includes books and research articles.
Inspiring girls through games and coding: A hands-on exploration Julie Evans
Inspiring girls through games and coding: A hands-on exploration
Kari Stubbs, BrainPOP and Julie Evans, Project Tomorrow
UNESCO Mobile Learning Week 2015
Paris, France
February 23, 2015
Games Anatomy -- Deconstructing Success in Children’s GamesCarla Fisher
Presented at Kidscreen iKids Conference February 2013 in New York City.
With so many games available, how can you tell which ones kids will graviate toward? In this presentation, Dr. Carla Fisher explores the market’s bestselling apps and digital games for children to ID what makes them great—be it game mechanics, marketing techniques, user analytics, interface design, or other innovative features. Be part of the process and you’ll take away a diagnostic tool kit you can use to evaluate your own project and third-party games.
Read more at our blog Kids Got Game on Kidscreen: http://kidscreen.com/category/blogs/kids-got-game/
Games are fun, exciting and engaging but do they belong in the classroom? Can they actually be educational? There is evidence that students and trainees participating in simulation game learning experiences have higher declarative knowledge, procedural knowledge and retention of training material than those participating in more traditional learning experiences. But, what elements make games appropriate for learning and how can those elements be integrated into the classroom. In this webinar, Karl will share practical examples of how to apply game dynamics, or “gamification”, as part of your instructional tool kit helping you to engage students and create an active learning environment.
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
Inspiring girls through games and coding: A hands-on exploration Julie Evans
Inspiring girls through games and coding: A hands-on exploration
Kari Stubbs, BrainPOP and Julie Evans, Project Tomorrow
UNESCO Mobile Learning Week 2015
Paris, France
February 23, 2015
Games Anatomy -- Deconstructing Success in Children’s GamesCarla Fisher
Presented at Kidscreen iKids Conference February 2013 in New York City.
With so many games available, how can you tell which ones kids will graviate toward? In this presentation, Dr. Carla Fisher explores the market’s bestselling apps and digital games for children to ID what makes them great—be it game mechanics, marketing techniques, user analytics, interface design, or other innovative features. Be part of the process and you’ll take away a diagnostic tool kit you can use to evaluate your own project and third-party games.
Read more at our blog Kids Got Game on Kidscreen: http://kidscreen.com/category/blogs/kids-got-game/
Games are fun, exciting and engaging but do they belong in the classroom? Can they actually be educational? There is evidence that students and trainees participating in simulation game learning experiences have higher declarative knowledge, procedural knowledge and retention of training material than those participating in more traditional learning experiences. But, what elements make games appropriate for learning and how can those elements be integrated into the classroom. In this webinar, Karl will share practical examples of how to apply game dynamics, or “gamification”, as part of your instructional tool kit helping you to engage students and create an active learning environment.
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
Mobile Games Worth Watching: State of the Mobile Broadcasting MarketJessica Tams
Delivered at Casual Connect USA 2016. What has kept mobile games lagging behind PC and console games in the live video market? Join Brooke Van Dusen, Director of Game Developer Success at Twitch, as he explores several mobile games that have successfully developed healthy broadcast audiences across different live video platforms, and what mobile developers can learn from these titles in order to build healthy streaming communities around their games.
Amanda Lenhart conducted a brownbag lunch for Federal Trade Commission Staff in May 2009. The presentation covers Pew Internet teens and mobile phone use from 2004-2008 as well data on youth and gaming from early 2008.
Living the iDream: Opportunities and Challenges in the Children's App Market ...Carla Fisher
Following up on her iKids 2014 presentation, Dr. Carla Fisher shares an overview of the three major challenges for children’s app developers and ways to address them. An overview of the presentation can also be read at kidscreen.com/category/blogs/kids-got-game.
Platzi Conf Live - Josh Curtis - Mobile Games Monetization - ChartboostJosh Curtis
Mobile Games F2P Monetization, by Josh Curtis from Chartboost
- Industry Overview
- Viral Game Types
- Key Metrics for Monetization
- Ad Formats & Best Practices
Bridging the New Digital Divide: Innovation in Mobile Education �PlayScience
Presentation by Dr. J. Alison Bryant for Colombia 3.0 Innovation & Entrepreneurship Summit (Bogota, Oct. 31, 2013)
We look at the promise (and challenges) of mobile education around the world, with case studies of innovative approaches to solving educaitonal
Playing with Your Head: Deconstructing Gaming PsychobabbleCarla Fisher
From 2012 Sandbox Summit. Educational psychology is full of heady concepts: scaffolding, Zone of
Proximal Development, environmental arrangement, real time feedback, distributed
learning, problem-based learning. In this workshop, we’ll break down these tried
and true pedagogical approaches, discuss what makes them work, and then consider how they might be applied to games. We’ll also turn the tables on educational psychology to consider how common gaming methodologies, such as XP points,
sandbox playing, and cooperative multiplayer, can be leveraged to create intrinsic
motivation. Bottom line: we’ll explore how games and education can go hand in
hand without becoming chocolate covered broccoli.
Beyond the page digital storytelling through gamesCathie Howe
Telling stories through games. Engaging students in digital story telling through designing computer games, transmedia stories and alternate reality games.
Are you ready to engage one fourth of the world? Ricardo Leon
Consider that one fourth of the world are children. By children, I mean any person 12 or under. We are talking about 1.6 billion people worldwide or 83 million children in the United States accordingly to the US Census, International Data Base. This is the first generation using smart devices and apps as part of their everyday live. As any new technology, mobile apps are still a long way to go to provide children great benefits. Many companies like KnackMaster are experimenting and learning new ways to engage children. A great deal of research needs to be done to design and build experiences that are beneficial for education, entertainment, and everyday use. Feel free to contact me and be part of the conversation.
Mobile Games Worth Watching: State of the Mobile Broadcasting MarketJessica Tams
Delivered at Casual Connect USA 2016. What has kept mobile games lagging behind PC and console games in the live video market? Join Brooke Van Dusen, Director of Game Developer Success at Twitch, as he explores several mobile games that have successfully developed healthy broadcast audiences across different live video platforms, and what mobile developers can learn from these titles in order to build healthy streaming communities around their games.
Amanda Lenhart conducted a brownbag lunch for Federal Trade Commission Staff in May 2009. The presentation covers Pew Internet teens and mobile phone use from 2004-2008 as well data on youth and gaming from early 2008.
Living the iDream: Opportunities and Challenges in the Children's App Market ...Carla Fisher
Following up on her iKids 2014 presentation, Dr. Carla Fisher shares an overview of the three major challenges for children’s app developers and ways to address them. An overview of the presentation can also be read at kidscreen.com/category/blogs/kids-got-game.
Platzi Conf Live - Josh Curtis - Mobile Games Monetization - ChartboostJosh Curtis
Mobile Games F2P Monetization, by Josh Curtis from Chartboost
- Industry Overview
- Viral Game Types
- Key Metrics for Monetization
- Ad Formats & Best Practices
Bridging the New Digital Divide: Innovation in Mobile Education �PlayScience
Presentation by Dr. J. Alison Bryant for Colombia 3.0 Innovation & Entrepreneurship Summit (Bogota, Oct. 31, 2013)
We look at the promise (and challenges) of mobile education around the world, with case studies of innovative approaches to solving educaitonal
Playing with Your Head: Deconstructing Gaming PsychobabbleCarla Fisher
From 2012 Sandbox Summit. Educational psychology is full of heady concepts: scaffolding, Zone of
Proximal Development, environmental arrangement, real time feedback, distributed
learning, problem-based learning. In this workshop, we’ll break down these tried
and true pedagogical approaches, discuss what makes them work, and then consider how they might be applied to games. We’ll also turn the tables on educational psychology to consider how common gaming methodologies, such as XP points,
sandbox playing, and cooperative multiplayer, can be leveraged to create intrinsic
motivation. Bottom line: we’ll explore how games and education can go hand in
hand without becoming chocolate covered broccoli.
Beyond the page digital storytelling through gamesCathie Howe
Telling stories through games. Engaging students in digital story telling through designing computer games, transmedia stories and alternate reality games.
Are you ready to engage one fourth of the world? Ricardo Leon
Consider that one fourth of the world are children. By children, I mean any person 12 or under. We are talking about 1.6 billion people worldwide or 83 million children in the United States accordingly to the US Census, International Data Base. This is the first generation using smart devices and apps as part of their everyday live. As any new technology, mobile apps are still a long way to go to provide children great benefits. Many companies like KnackMaster are experimenting and learning new ways to engage children. A great deal of research needs to be done to design and build experiences that are beneficial for education, entertainment, and everyday use. Feel free to contact me and be part of the conversation.
A preliminary study on the effect of age and gender on children’s interaction in the context of dialoguing with computers. Master's thesis of Mohan Raj Rajamanickam. Thesis at https://circle.ubc.ca/handle/2429/39441
More info @ http://www.cs.ubc.ca/~mohanr/
For the 2011 eXtension Community of Practice Meeting, Barbara Chamberlin and Jeanne Gleason shared their strategies for designing educational media and games, including avoiding educational design myths. They also shared ways some of their innovative products, and discussed ways to work together in grant partnerships to develop educational tools.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
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.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
MATATAG CURRICULUM: ASSESSING THE READINESS OF ELEM. PUBLIC SCHOOL TEACHERS I...NelTorrente
In this research, it concludes that while the readiness of teachers in Caloocan City to implement the MATATAG Curriculum is generally positive, targeted efforts in professional development, resource distribution, support networks, and comprehensive preparation can address the existing gaps and ensure successful curriculum implementation.
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.
3. Overview
No Crusts Interactive 2013
• Child Development
Basics
• Design Principles for
Children’s Mobile
Games
3
Resources
• tinyurl.com/runnyNoses
• tinyurl.com/kidsMobile
• kidscreen.com Kids Got
Game blog Lentini
• @NoCrusts
6. • Novelty wins
No Crusts Interactive 2013
• Enthusiastically use all 5
senses
• Early gross motor skills
developing
• Language skills: grunting
speaking single words
simple word combinations
6
• Basic pattern recognition
Infants & Toddlers (0-2)
@NoCrusts
7. • Learn through exploration
No Crusts Interactive 2013
and imagination
• Language takes off
(pronunciation, sentences, s
emantics, conversation)
• Focus on the basics –
shapes, colors, numbers
• Ego-centric and literal
7
woodleywonderworks
Preschoolers (3-5)
@NoCrusts
8. • Refine motor skills
No Crusts Interactive 2013
• Use complex
grammar, develop
independent reading skills
• Increasing attention spans
• Early complex mathematical
thinking
• Develop social network
8
outside family
USAG-Humphreys
Early elementary (6-8)
@NoCrusts
9. • Enjoy problem-solving
No Crusts Interactive 2013
• Reading becomes a method
of learning
• Understand
multiplication, division, and
logic
• Advanced gross motor skills
• Develops self-expression and
9
self-worth
stevendepolo
Tween (9-12)
@NoCrusts
10. Children 0-8 (Common Sense Media 2011)
No Crusts Interactive 2013
• 17% play console video game
once/day. 36% once/week
• Access to
– Smartphone (41%)
– iPod with video (21%)
– and/or iPad (8%)
• 16% multitask while using
10
media
Scott & Elaine van der Chijs
Games Use
@NoCrusts
11. Elementary-Aged Children
No Crusts Interactive 2013
• Children ages 5-9 play video games 39 min (weekday) and 45
min (weekend)
• Lower income children, Hispanic, and African-American children
consume more media than white and middle class children
(Baranowski & Frankel, 2012)
• K-5 teachers report using digital games 57%. Middle school 38%
11
• 95% use games that were created specifically for educational use.
• Only 18% of teachers report adapting commercial games for
classroom use. (Joan Ganz Cooney Center, 2012)
Games Use
@NoCrusts
12. Design Guidelines
Flickingerbrad
@NoCrusts
12 No Crusts Interactive 2013
13. No Crusts Interactive 2013
13
Child-focused apps are increasing presence in App Store
(Cooney Center, 2012) @NoCrusts
14. No Crusts Interactive 2013
14
Many topics are saturated (i.e., ABC, matching, flash cards)
@NoCrusts
15. No Crusts Interactive 2013
15
Early learning and math are most covered topics.
(Cooney Center, 2012) @NoCrusts
16. No Crusts Interactive 2013
16
Co-play opportunities support children’s natural learning styles.
@NoCrusts
19. • Be sensitive to older generations
No Crusts Interactive 2013
unfamiliarity. Leverage it into
design
• Engage parents with exchange of
expertise. Don’t allow them to
just sit back and direct action.
• Co-play often requires different
avatars
19
Neeta Lind
Intergenerational design can be challenging
@NoCrusts
20. No Crusts Interactive 2013
20
Neeta Lind
Opportunities exist to design for mixed skill levels
@NoCrusts
33. No Crusts Interactive 2013
33
Take steps to avoid another “smurfberry” situation
@NoCrusts
34. Letters with Pooh 785MB
The Adventures of Captain Underpants 769MB
No Crusts Interactive 2013
Nick Jr Draw & Play HD 642MB
Don’t Let the Pigeon Run This App 257MB
Team Umizoomi Math: Zoom into Numbers HD 196MB
The Monster at the End of This Book 165MB
Super Why ABC Adventures: Alphabet for iPad 160MB
Mickey Mouse Clubhouse: Mickey’s Wildlife Count Along 126MB
34
The Math Tree 90.7MB
Toca Hair Salon 2 35.1MB
Daniel Tiger’s Neighborhood: Play at Home with Daniel 34.2MB
Keep an eye on file sizes
@NoCrusts
35. No Crusts Interactive 2013
35
A smartphone is not just a little tablet. It’s often a different user experience.
@NoCrusts
37. Other things to consider…
No Crusts Interactive 2013
• COPPA
• User testing, repeatedly
• Analytics (and COPPA…)
• User generated content (and COPPA…)
37
• Marketing and distribution
• Android vs iOS
38. Thanks! Questions?
No Crusts Interactive 2013
• carla@NoCrusts.com
• @NoCrusts
• Kids Got Game on Kidscreen.com
38
Roundtable in 30 minutes!
Follow me to Room 114 North Hall
Editor's Notes
rosenblum68In order to have an informed discussion about design principles for kids, we need to be on the same page about kids’ abilities. So these next slides are a quick basics of what kids are able to do at various ages. Caveat: guidelines, not absolutes. Lots of factors affect development, from gender to sibling order to environmental situations.