The document discusses a publisher's perspective on using commercial off-the-shelf games for learning. It summarizes Slitherine's history as a game publisher and developer and their efforts to create strategy games based on historical events that can also be used for educational purposes. It provides an overview of their upcoming Battlefield Academy game for the PSP and Nintendo DS, which aims to teach WWII tactics and strategy to players in an accessible and engaging manner.
Building Better Learning Games: Leveraging Game Design and User Testing for R...Enspire Learning
Learning games have created a buzz in the training industry. Games promise a motivating and fun learning environment, but do these games lead to better learning?
During this webinar, the Doorways to Dreams Fund (D2D), Enspire Learning, and the Skillpoint Alliance will discuss the development of the casual video game, “Celebrity Calamity.” While managing the finances of spendthrift celebrity, this new game teaches low- to moderate-income women the basics of credit and debit cards. For many in the target audience, personal finance education can be difficult, scary, and boring. Keeping players motivated and engaged was important, though only half the battle. For the game to be considered successful, players also had to emerge from the experience with the confidence -- and knowledge -- to manage their credit and debit card accounts. To facilitate this, D2D and Enspire conducted rigorous user experience testing during the iterative production process. Later, efficacy testing was used to determine knowledge and confidence changes as a result of the game. The preliminary results? Tests with small samples showed a 50-70% improvement in financial knowledge and a 15-30% confidence increase in key areas.
Video Games The Learning Revolution Tesol FrancePaul Maglione
For years, videogames have been demonstrating in practice what brain-based learning studies are concluding in theory. The potential for applying these principles to English Language Teaching is considerable.
Building Better Learning Games: Leveraging Game Design and User Testing for R...Enspire Learning
Learning games have created a buzz in the training industry. Games promise a motivating and fun learning environment, but do these games lead to better learning?
During this webinar, the Doorways to Dreams Fund (D2D), Enspire Learning, and the Skillpoint Alliance will discuss the development of the casual video game, “Celebrity Calamity.” While managing the finances of spendthrift celebrity, this new game teaches low- to moderate-income women the basics of credit and debit cards. For many in the target audience, personal finance education can be difficult, scary, and boring. Keeping players motivated and engaged was important, though only half the battle. For the game to be considered successful, players also had to emerge from the experience with the confidence -- and knowledge -- to manage their credit and debit card accounts. To facilitate this, D2D and Enspire conducted rigorous user experience testing during the iterative production process. Later, efficacy testing was used to determine knowledge and confidence changes as a result of the game. The preliminary results? Tests with small samples showed a 50-70% improvement in financial knowledge and a 15-30% confidence increase in key areas.
Video Games The Learning Revolution Tesol FrancePaul Maglione
For years, videogames have been demonstrating in practice what brain-based learning studies are concluding in theory. The potential for applying these principles to English Language Teaching is considerable.
Podrá verse en el CDN en el marco del ciclo 'Una mirada diferente', actividad paralela de la VI Bienal de Arte Contemporáneo que organiza Fundación ONCE.
Got Game? The Use of Gaming in Learning and DevelopmentKip Michael Kelly
Organizations ranging from the U.S. Army to IBM use serious video games to recruit and develop their people. They do so because research studies from academia and the public and for profit sectors have established that video games are a highly-effective training and development tool.This UNC Executive Development white paper supports HR and talent management professionals in understanding the latest gaming technology and its applications in learning and development. Specifically, it:• Outlines the various types of video games and the demographics of those who play them • Provides research about the use and effectiveness of gaming for training and development • Discusses how serious games develop organizational talent and examines their future in the world of L&D • Provides examples of companies that use serious games to develop skills and behaviors in the workplace Read how video games are building leaders, solving problems, and developing talent.
“Anyone who has played a video game in the last 10 years knows how incredibly immersive they have become. The level of detail possible in today's games allows gamers to enter another universe where they are engaged with sights, sounds, stories, and interactive game play” (Marketing-Schools, 2012). The evolution of the Internet has enabled the gaming industry to provide games to their customers that facilitate players from anywhere in the world. This has generated robust consumer demand and growth within the gaming industry that has attracted marketers looking to target the 18-34 old males that dominate this market space, and a growing population of gamers made up of women, people over 50, and a majority of American households. (Marketing-Schools, 2012). Gaming provides a video environment that is ripe with the type of engagement online marketers look to utilize in their online marketing programs. In-Game marketing is one of the key tools “in which Internet marketing takes place…. [and] in which marketers attempt to achieve four distinct generic goals: customer acquisition, customer conversion, customer retention, and growth in customer value” (Roberts & Zahay, 2013, pp. 10-11).
Podrá verse en el CDN en el marco del ciclo 'Una mirada diferente', actividad paralela de la VI Bienal de Arte Contemporáneo que organiza Fundación ONCE.
Got Game? The Use of Gaming in Learning and DevelopmentKip Michael Kelly
Organizations ranging from the U.S. Army to IBM use serious video games to recruit and develop their people. They do so because research studies from academia and the public and for profit sectors have established that video games are a highly-effective training and development tool.This UNC Executive Development white paper supports HR and talent management professionals in understanding the latest gaming technology and its applications in learning and development. Specifically, it:• Outlines the various types of video games and the demographics of those who play them • Provides research about the use and effectiveness of gaming for training and development • Discusses how serious games develop organizational talent and examines their future in the world of L&D • Provides examples of companies that use serious games to develop skills and behaviors in the workplace Read how video games are building leaders, solving problems, and developing talent.
“Anyone who has played a video game in the last 10 years knows how incredibly immersive they have become. The level of detail possible in today's games allows gamers to enter another universe where they are engaged with sights, sounds, stories, and interactive game play” (Marketing-Schools, 2012). The evolution of the Internet has enabled the gaming industry to provide games to their customers that facilitate players from anywhere in the world. This has generated robust consumer demand and growth within the gaming industry that has attracted marketers looking to target the 18-34 old males that dominate this market space, and a growing population of gamers made up of women, people over 50, and a majority of American households. (Marketing-Schools, 2012). Gaming provides a video environment that is ripe with the type of engagement online marketers look to utilize in their online marketing programs. In-Game marketing is one of the key tools “in which Internet marketing takes place…. [and] in which marketers attempt to achieve four distinct generic goals: customer acquisition, customer conversion, customer retention, and growth in customer value” (Roberts & Zahay, 2013, pp. 10-11).
Presentation given by Kevin Corti (when CEO, now Founder of SoshiGames) about serious games used in business education and training.
Please note the videos do no work in slide share. If you would any information on specific games please contact info@pixelearning.com
Public Interest Gaming by Alan GershenfeldRobin Alter
Here is a nice presentation by Alan Gershenfeld covering some the discussion points around public interest gaming which were discussed at the Game Developers Conference 2010 in San Francisco.
A state of a perfect video game is what developers has been seeking for their product
developments, to achieve the selected state, several standards and methods needs to be applied. These
standards and methods are special: they are both verifiable and quantifiable, to make their action and end
goal a clear one, the term s for this standards and methods are called ‘game metrics’ and we decided that
this is a must-have tool or method to be implanted in a development of a game because it will boost your
standards rapidly and will be able to tell you about your own progress of the development.
Digital and Social Strategy for Microsoft Australia, this is a response to a fictional brief.
Here we cover the full scope of a social/digital plan countrywide rollout.
**Sections**
Objectives
Target
Social Activity
Insight
Strategy
Tactics
Can we offer value exchange?
Measurement
Summary
Including:
Program Calendar
Tactics
Inovation
Full cicle
Methodologies
Full ownership of ideas and concepts. Some methodologies/data and imagery might relate to third parties.
BACK TO THE FUTURE GAETTS August E-NewletterDavid Wortley
BACK TO THE FUTURE
Welcome to the GAETSS August 2016 E-Newsletter. I have given this newsletter a “BACK TO THE FUTURE” title because so many of the pieces included this month have a historical context, especially the archived “Radio with Pictures Show” recordings which, considering that they were produced 14 years ago, would still be regarded today as pushing the boundaries of communication technology in the seamless combination of radio, telephony and web conferencing.
This mail version of the Newsletter is a text only version and I recommend viewing the full version of the newsletter at http://www.davidwortley.com/16-08%20GAETSS%20Newsletter.pdf
Pokemon and Mixed Reality, Ian Livingstone Academies,
Radio with Pictures Show Community Media Archives,
Thaisim 2016 Games and Simulations for Learning,
Revolutionary Learning 2016, Blockchains and BitCoins in Education
Drones and 360 degree Video, Impact of Machine Learning and AI on Society,
World of Health IT Conference and European Chapter of ISDM,
The Future of Digital Medicine in the Aging Society, Upcoming Events.
Dave Taylor, MSc, MBCS, Programme Lead, Virtual Worlds, Medical Media and Design Lab, Imperial College, London. Presentation at Handheld Learning 2008 - Virtual Worlds and Social Networks session
David Major, Redcar and Cleveland LA, ICT Adviser for Schools and Manager
of RaCIT. Presentation at Handheld Learning 2008 - Breakout Session sponsored by RM Plc
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
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!
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.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
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.
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.
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.
1. Commercial off the shelf games in learning A publisher’s point of view The Brewery Tuesday 14th October 2008
2. 1. Who are we Legion Arena 2005 Legion Arena COM 2005 Legion 2001 Chariots of War 2002 Spartan 2003 Gates of Troy 2004 The History Channel GBoR 2007 Commander Europe at War 2007 Created on the 4th of July 2000, Slitherine is one of the fastest growing independent UK publishers and developers. With over two decades of experience in the videogames market, our core team guarantees an unsurpassed level of passion and dedication to their products, combined with the highest possible quality of gameplay in every title released. Slitherine’s games, are all based on real historical events, and are winners of important international awards . In 2004 Slitherine was the winner of the ‘innovation in visual arts’ award at the independent games festival in San José and nominated again in 2007 for Technical Excellence. Handheld Learning Conference – 14 th October 2008
3. 2. Difficult challenges Handheld Learning Conference – 14 th October 2008 In creating games that are also suitable for education, the main challenge lies in merging the commercial needs of companies , which are obviously driven by earnings and profit and the needs of educators . This gap has to be filled by innovation on all fronts : content, ideas, technology, creativity, business savvy educators and socially aware businessmen. VS
4. 3. Act as an industry Handheld Learning Conference – 14 th October 2008 As companies we can certainly do more, but it is only by acting as an industry that we will be able to achieve our mutual goals . Not only by agreeing on the various aspects of our products, but also by disagreeing, discussing and finding the right compromises to reach a set of common ideals. " The internet and video games are now very much a part of growing up and offer unprecedented opportunities to learn, develop and have fun ”. Byron Review – Children and New Technology, 27th March 2008
5. 4. Positive Steps Handheld Learning Conference – 14 th October 2008 Over the last 18 months, PlayStation®Portable (PSP™) has been purchased and used extensively in nearly 100 UK educational institutions. ‘ It is Sony’s handhled console, the PlayStation Portable that is becoming the games platform of choice in British Schools ’ Daily Telegraph 24 th April 2008 ‘ The classrooms in Japan are welcoming the Nintendo DS with open arms. In fact, they are using the Nintendo DS to teach kids how to read and write English. Students claim that it is the most fun they have had learning in school ever! Teachers say that they have seen an increase in students’ grades, and they say that some kids are learning how to speak English faster than ever before ’. NY Times 14 th July 2008 Speaking at New York University, Craig Mundie, chief research and strategy officer, Microsoft Corp., announced the Games for Learning Institute (G4LI), a partnership with NYU and other universities to investigate which qualities of computer games engage students and develop relevant, personalized teaching strategies. Oct. 7, 2008, New York.
6. 5. A few good men Handheld Learning Conference – 14 th October 2008 A parent’s comparison with his local educators after learning of the exciting work being carried out by Derek Robertson’s and his innovative use of Nintendo’s Brain Training in Schools ‘ The teachers in my children's school have been completely bypassed by new technology and they simply would not be able to cope with this. It's amazing, my kids and others are far more aware of these things than them. It's typical of the teaching establishment ,I'm afraid ’. The Times Online – March 15 th 2008 To innovate requires courage and a little bit of madness . It’s not easy as the challenges are so diverse. We encounter issues of all sorts : logistical problems, personal interferences, political interests and many other hurdles. Only with patience and a long term vision have a few pioneers been able to find their way to the top of the mountain and lead their reluctant followers along a different but easier path.
7. 6. Finding the balance Handheld Learning Conference – 14 th October 2008 Although our common objective is quite clear, achieving a true match between gaming and educational and cultural elements is a fine balance . Clearly this balance is the secret to the success or failure of any such project. It has taken Slitherine years to fine tune these vital aspects and we are still learning and developing new approaches. Our desire to hold the attention of our audience whilst struggling to satisfying the mass media is the vital ingredient in reaching a much wider audience. This is one of the high hurdles that we must overcome. ‘ Today’s educators often struggle to find ways of bringing interesting and engaging content into the classroom. We would argue that today's generation is not in need of more content, but of more understanding, engagement, and access to 21st century skills and tools’. Mark Prensky Message delivered to the US Department of Education
8. 7. The partners Handheld Learning Conference – 14 th October 2008 Slitherine has built a number of key partnerships over the years that enables us to capture the essence and knowhow to deliver our message through educational, cultural and enteratainment based media, whether this is via television, books, mobile phones or the internet and this message has many different rules depending on our different target audicences.
9. 8. A challenging project Handheld Learning Conference – 14 th October 2008 INTRODUCING Battlefield Academy is a 3D tactical strategy game set in WWII . The game is not a true simulation as it does not represent actual historical battles. It is an accessible and fun abstraction , emphasizing the key skills and tactics of the conflict without losing the player in a plethora of minutia. Missions place the player in familiar situations recognizable from history books and films . Famous units will be easily identifiable, and will behave as a well informed player imagines they should. Temporary Logo
10. 9. Battlefield Academy - Background Handheld Learning Conference – 14 th October 2008 Back in 2004, the BBC launched an online flash game to support the TV program Battlefield Britain , hosted by Peter Snow . The game was an immediate and huge success , with millions of players appreciating its simple gameplay and gradual learning curve. Even today this uncomplicated online game still remains a popular method of illustrating fundamental tactics and immersing players in the decision making processes of a real commander. “ A good battle plan that you act on today can be better than a perfect one tomorrow ”. Gen. George S. Patton
11. 10. Battlefield Academy – The Project Handheld Learning Conference – 14 th October 2008 The Battlefield Academy game releases on Sony PSP and Nintendo DS next year and will remain faithful to its original ideals. However we will push the boundaries even further. We now have access to much newer and better technologies to exploit the game, and can rely on the power of the two best handheld consoles in the market and use their many dedicated features. Most of all we are able to create a realistic, yet eye-catching environment so that the player forgets he is in a learning experience and consequently does not become bored or overwhelmed by the game.
12. Another great tool we will incorporate into this game is a very easy to use editor to create mis sions. In fact it will be possible with some research to recreate actual locations . This a great feature especially now, when user generated content becomes so important and allows a completely new dimension allowing players to become creators and designers, as well as players. Our development team has been working very hard to simplify our editing system and integrate this feature by means of a customized user interface that will allow each player to create his own levels or missions . 11. Battlefield Academy – Editor Handheld Learning Conference – 14 th October 2008
16. 12. Battlefield Academy – Style Handheld Learning Conference – 14 th October 2008 Throughout the game the players is brought into a World War II setting with a realistic yet eye catching environment. We do this with the help of iconic figures and comic style characters . The Story is told in the style of a comic book and is therefore created in an easy to understand way allowing us to communicate with youngsters .
17. 13. Battlefield Academy – Targets Handheld Learning Conference – 14 th October 2008 Immerse the player in an enjoyable yet realistic setting, where without knowing he will pick up a wealth of relevant historical information Allow the player to learn simple strategy – tactical gameplay mechanics by stimulating his responses to in-game events Give the player a wealth of tools to create his own settings and levels to share with friends Make the game as attractive as possible using high quality graphics and the application of the most basic game design rule ‘ easy to play, hard to master ’
18. 14. Turning Point Handheld Learning Conference – 14 th October 2008 This project represents a very important milestone for Slitherine . Of course we have not and never do lose sight of our business aims to make this game a huge and successful commercial release, but we also believe that we are giving this project a chance to be as important for educators as for us, the videogames makers.