This three-sentence summary provides the high-level information about the document:
The document is a storyboard for an interactive Flash simulation that allows students to make a series of decisions throughout a scenario where they must ultimately decide whether to try meth or not. The storyboard outlines the learning outcome, details the interaction and flow, and provides the framework for six decision points in the simulation with three options at each point to simulate the consequences of choices.
This presentation is about the drug crystal meth. This is a highly addictive drug that is becoming more common in Canada. This presentation talks about the effects of the drug, how it is produced, and the popularity it has in communities.
College students at Mesa Community College (Arizona) compile a series of slides on Meth (inspired by the AZ meth project). Http://www.azmethproject.org)
These PowerPoint presentations are intended for use by crime prevention practitioners who bring their experience and expertise to each topic. The presentations are not intended for public use or by individuals with no training or expertise in crime prevention. Each presentation is intended to educate, increase awareness, and teach prevention strategies. Presenters must discern whether their audiences require a more basic or advanced level of information.
NCPC welcomes your input and would like your assistance in tracking the use of these topical presentations. Please email NCPC at trainings@ncpc.org with information about when and how the presentations were used. If you like, we will also place you in a database to receive updates of the PowerPoint presentations and additional training information. We encourage you to visit www.ncpc.org to find additional information on these topics. We also invite you to send in your own trainer notes, handouts, pictures, and anecdotes to share with others on www.ncpc.org.
This presentation is about the drug crystal meth. This is a highly addictive drug that is becoming more common in Canada. This presentation talks about the effects of the drug, how it is produced, and the popularity it has in communities.
College students at Mesa Community College (Arizona) compile a series of slides on Meth (inspired by the AZ meth project). Http://www.azmethproject.org)
These PowerPoint presentations are intended for use by crime prevention practitioners who bring their experience and expertise to each topic. The presentations are not intended for public use or by individuals with no training or expertise in crime prevention. Each presentation is intended to educate, increase awareness, and teach prevention strategies. Presenters must discern whether their audiences require a more basic or advanced level of information.
NCPC welcomes your input and would like your assistance in tracking the use of these topical presentations. Please email NCPC at trainings@ncpc.org with information about when and how the presentations were used. If you like, we will also place you in a database to receive updates of the PowerPoint presentations and additional training information. We encourage you to visit www.ncpc.org to find additional information on these topics. We also invite you to send in your own trainer notes, handouts, pictures, and anecdotes to share with others on www.ncpc.org.
Special Needs Of Methamphetamine Addictsguest2279bfb2
This is a presentation that I have done numerous times for the Southwestern Illinois Correctional Center (SWICC) in East Saint Louis, IL. SWICC is a drug treatment prison with 100 beds devoted to the treatment of methamphetamine dependence.
This is a reposting of my slides from the "Methamphetamine and Sexuality Presentation I did at the Southern Illinois Methamphetamine Conference in April of 2009. The original contained slides that were not part of the presentation.
Slides for a session at LAST Conference, 27 July 2012. Melbourne, Australia.
Practical ways that you can incorporate UX techniques into your development and design to increase shared understanding, and gain ideas from all members of a team.
We looked at a Melbourne cinema’s website and used techniques to improve its usefulness for its users.
We looked at a Melbourne cinema’s website and trying to improve its usefulness for its users.
This slide was presented at UIST 2017 Physical interfaces session.
https://uist.acm.org/uist2017/
You as a Puppet: Evaluation of Telepresence User Interface for Puppetry
https://doi.org/10.1145/3126594.3126608
【Project page】
http://digitalnature.slis.tsukuba.ac.jp/2016/01/yadori/
【Project movie】
https://www.youtube.com/watch?v=MRy5pgXY8es
(ACE 2016 Creative Showcase Version)
【Presenter】
Mose Sakashita (坂下 申世)
University of Tsukuba, School of Informatics
College of Media Arts, Science and Technology
Digital Nature Group (Yoichi Ochiai)
http://www.u.tsukuba.ac.jp/~s1411453/index.html
【Abstract】
We propose an immersive telepresence system for puppetry that transmits a human performer's body and facial movements into a puppet with audiovisual feedback to the performer. The cameras carried in place of puppet's eyes stream live video to the HMD worn by the performer, so that performers can see the images from the puppet's eyes with their own eyes and have a visual understanding of the puppet's ambience. In conventional methods to manipulate a puppet (a hand-puppet, a string-puppet, and a rod-puppet), there is a need to practice manipulating puppets, and there is difficulty carrying out interactions with the audience. Moreover, puppeteers must be positioned exactly where the puppet is. The proposed system addresses these issues by enabling a human performer to manipulate the puppet remotely using his or her body and facial movements. We conducted several user studies with both beginners and professional puppeteers. The results show that, unlike the conventional method, the proposed system facilitates the manipulation of puppets especially for beginners. Moreover, this system allows performers to enjoy puppetry and fascinate audiences.
Judy Perry- MIT Scheller Teacher, Education Program LabSeriousGamesAssoc
“Informal Learning Using Augmented Reality Games”
How can augmented reality (AR) games played on smart phones extend informal educational opportunities? What challenges arise when you put digital learning experiences in typically low-tech environments? See what happened during recent pilot projects at zoos, nature centers and living history museums who used MIT STEP lab’s TaleBlazer AR platform.
Special Needs Of Methamphetamine Addictsguest2279bfb2
This is a presentation that I have done numerous times for the Southwestern Illinois Correctional Center (SWICC) in East Saint Louis, IL. SWICC is a drug treatment prison with 100 beds devoted to the treatment of methamphetamine dependence.
This is a reposting of my slides from the "Methamphetamine and Sexuality Presentation I did at the Southern Illinois Methamphetamine Conference in April of 2009. The original contained slides that were not part of the presentation.
Slides for a session at LAST Conference, 27 July 2012. Melbourne, Australia.
Practical ways that you can incorporate UX techniques into your development and design to increase shared understanding, and gain ideas from all members of a team.
We looked at a Melbourne cinema’s website and used techniques to improve its usefulness for its users.
We looked at a Melbourne cinema’s website and trying to improve its usefulness for its users.
This slide was presented at UIST 2017 Physical interfaces session.
https://uist.acm.org/uist2017/
You as a Puppet: Evaluation of Telepresence User Interface for Puppetry
https://doi.org/10.1145/3126594.3126608
【Project page】
http://digitalnature.slis.tsukuba.ac.jp/2016/01/yadori/
【Project movie】
https://www.youtube.com/watch?v=MRy5pgXY8es
(ACE 2016 Creative Showcase Version)
【Presenter】
Mose Sakashita (坂下 申世)
University of Tsukuba, School of Informatics
College of Media Arts, Science and Technology
Digital Nature Group (Yoichi Ochiai)
http://www.u.tsukuba.ac.jp/~s1411453/index.html
【Abstract】
We propose an immersive telepresence system for puppetry that transmits a human performer's body and facial movements into a puppet with audiovisual feedback to the performer. The cameras carried in place of puppet's eyes stream live video to the HMD worn by the performer, so that performers can see the images from the puppet's eyes with their own eyes and have a visual understanding of the puppet's ambience. In conventional methods to manipulate a puppet (a hand-puppet, a string-puppet, and a rod-puppet), there is a need to practice manipulating puppets, and there is difficulty carrying out interactions with the audience. Moreover, puppeteers must be positioned exactly where the puppet is. The proposed system addresses these issues by enabling a human performer to manipulate the puppet remotely using his or her body and facial movements. We conducted several user studies with both beginners and professional puppeteers. The results show that, unlike the conventional method, the proposed system facilitates the manipulation of puppets especially for beginners. Moreover, this system allows performers to enjoy puppetry and fascinate audiences.
Judy Perry- MIT Scheller Teacher, Education Program LabSeriousGamesAssoc
“Informal Learning Using Augmented Reality Games”
How can augmented reality (AR) games played on smart phones extend informal educational opportunities? What challenges arise when you put digital learning experiences in typically low-tech environments? See what happened during recent pilot projects at zoos, nature centers and living history museums who used MIT STEP lab’s TaleBlazer AR platform.
Mathematically Elegant Answers to Research Questions No One is Asking (meta-a...jemille6
Uri Simonsohn (Professor, Department of Operations, Innovation and Data Sciences at Esade)
ABSTRACT: The statistical tools listed in the title share that a mathematically elegant solution has
become the consensus advice of statisticians, methodologists and some
mathematically sophisticated researchers writing tutorials and textbooks, and yet,
they lead research workers to meaningless answers, that are often also statistically
invalid. Part of the problem is that advice givers take the mathematical abstractions
of the tools they advocate for literally, instead of taking the actual behavior of
researchers seriously.
Building a Game for a Assessment Nursing GameBrock Dubbels
In this presentation, issues of planning game design for transfer and assessment are discussed. A review of the role of play is provided in relation to game design. Play can be part of a problem because of the lack of certainty in learning transfer. Serious games are developed to deliver learning outcomes. When there are specific learning outcomes, the game must make sure that learning that happens in games, does not stay in games. This is described here as the Vegas Effect. A simple methodological recommendation with examples is provided for improving validity and reliability in the independent variable (game interventions). This is known as inter rater reliability.
You'll Never Look at Interactive the Same After this DeckDori Adar
Games and interactive systems are different from any other medium in that they require their users to constantly make decisions.
The decisions' type and the intensity of interaction define the global experience.
These two elements form the TIMT (The Interaction Mapping Tool). A tool that will help you quantify the user experience of any interactive activity and adjust it's variables properly to fit your users' state of mind.
Granted, you will not look at interactive media the same after this talk.
by Stefano Maraspin - Tutti conoscono "Non farmi pensare" di Steve Krug. L'autore sostiene che l'aspetto più importante dal punto di vista dell'usabilità sia l'immediatezza dell'interfaccia. Leggendolo mi è sorto un dubbio: "ma se gli utenti non devono pensare, vuol dire che il loro comportamento sarà irrazionale e impredicibile?". Ho così cominciato un percorso di ricerca sulle motivazioni che spingono l'utente ad intraprendere un'azione piuttosto che ad astenersi dalla stessa. In questo talk condivido quanto ho avuto modo di imparare attraverso le fonti scientifiche, ma soprattutto nei progetti su cui ho lavorato
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
This is the first part of my Teaching and Professional Portfolio, complete with a how-to guide for accessing the other 4 parts.
Name: Paul "Spike" Wilson II, PhD (ABD)
Quest2Teach: The Impact of Immersive Games to Bridge Theory & Practice in Tea...Arizona State University
This is an overview of the theory, game-infused curricula, and research findings that drive Quest2Teach, an innovative and immersive teacher education program.
Quest2Teach is a series of game-infused 3D virtual learning curricula and socio-professional network, created from within a teachers college and designed for teacher education, to help bridge between educational theory and its application to classroom practice.
In Quest2Teach, students create a professional avatar, play out roles in 3D narratives as the protagonist, solve complex problems, fail safely, and see the impact of their decisions while gaining fluency in theories-in-action. Pre-service and in-service teachers evolve their professional identity in a variety of narrative-based 3D role-playing scenarios, each with a particular theoretical focus, and embedded within a larger experience-based curricula and network.
For more information visit www.quest2teach.org or email Dr. Anna Arici, the Director of Quest2Teach at annaarici@asu.edu.
This presentation gives a brief overview of user experience design and important principles of user-friendly design. Meant for those just starting in the UX space or looking to improve their knowledge!
Topics covered include:
What is user experience?
Different research techniques: when to do what type of research, how to formulate strong questions
Creating a persona
Problem statements
And more!
Read the presenter's notes to get the full experience.
1. Meth and Me?
Simulation #1 Storyboard
EDU694: Web and Multimedia Authoring for Online Courses
Module #8: Using Flash for Interactivity
Assignment #8.1: Interactive Flash Storyboard
Professor Dr. Ashok Banerji
Marcia L. Ashbaugh
September 29, 2006
2. Assignment 8.1
1. Identify learning outcome
2. Develop outline of interaction
3. Develop schematic flowchart of
interaction
4. Develop full storyboard with details
sufficient for programmer to build
5. Integrate work into website
3. Elements of Assignment
included in this file
(Final draft of flowchart in separate file
Detailed storyboard screens in separate file)
• Learning Outcome
• Outline of Interaction
• Flowchart Draft
4. Learning Outcome
An opportunity to experience consequences
from student’s own choices with a simple
game-style simulation, complete with interim
decision points, for ultimate yes/no decision
to meth offer. Decision points will offer
choices that, when answered, software will
continually analyze, categorize, and predict
an ultimate outcome.
5. Outline of Interaction - 1
• Objectives
– At each point the student must
– Student will “walk” through a anticipate a possible outcome and
simulated real life situation base his/her choice on producing a
created by their own choices, that positive or negative ultimate outcome.
will include a decision to use meth • Software will include multiple
or not. predefined outcomes for a student-
tailored result based on a series of
decisions.
– The student will observe how a
series of decisions produce – The last scene will display a “maze” of
consequences, and how their the student’s choices, along with all
choices will impact their lives. other possible choices and outcomes,
providing thought-provoking analysis of
how each decision affects an outcome
– Each decision point will present a – for better or worse.
realistic choice of actions, one of
which must be selected by the – Each “scene” represents a link on the
student in order to advance. right side navigational bar, but will only
• Intuitive decision process display first frame with name of scene
and graphic link to start of simulation,
software will provide subsequent preventing student from running
consequential scenarios within simulation out of sequence
which a new decision point will be
presented.
6. Outline of Interaction - 2
• Title of Simulation: “Dude! It’s morning!”
• Scene #1
– Animated clock with feet rings and vibrates visibly; then feet pull away and
start walking down a hallway (sounds of heavy walking and yawning),
reaches bathroom door– Click on DECISION POINT:
• Scene #2
– Feet stop at refrigerator door, door opens, displayed are orange juice, milk
cartons, and soda pop cans--Click on DECISION POINT:
• Scene #3
– Feet walk to pantry, door opens, displayed are cereal boxes and candy
bars—Click on DECISION POINT:
7. Outline of Interaction - 3
• Scene #4
– Feet walk to backpack with books spilling out on the floor—Click on
DECISION POINT:
• Scene #5
– Feet walking outside, sound of cell phone ringing and voice: “Yo!” “I
dunno” “Yeah, maybe” “I dunno, man!” “Later”, feet stop at road sign—
Click on DECISION POINT:
• Scene #6
– Feet encounter another set of feet, voice: “Hey, man, try some—it’ll
wake ya’ up good!” “Nah, it won’t hurt ya’-it’s cool, man!” “Just put this
under your tongue” “Noone‘ll even know, man!” “You’ll be down with that
math test-no sh__!” “Hey, dude-this one’s on me.” “Just remember who
made ya’ feel good and look smart!”—Click on DECISION POINT:
8. Outline of Interaction - 4
• Scene #7
– Feet walk into classroom with sound of school bell ringing, paper with
“TEST” displayed, sounds of pencil scratching on paper, scene
concludes with feet leaving classroom—Click on OUTCOME link.
• Scene #8
– OUTCOME (generated by software) displays one of several scenarios
(three presented here):
• Feet walk into home, paper “test” with good grade flutters to floor,
sound of student “That dude was bogus” “I aced that test without
any of that meth sh__!”
• Feet walk into home, paper “test” with bad grade flutters to floor, sound of
student “That meth stuff really worked, man!” “I mean, it blew my mind!”
“What? Bad grade?” “Who cares, man, I feel great!” “Think I might try that
sh__ again for the next test!” “Think I’ll just ring up that dude and score me
some more for tomorrow.” “What?” “Nah, I won’t get hooked.” “It’s just some
cold pill or somethin’.”
9. Outline of Interaction - 5
– OUTCOME cont’d
• Feet walk into home, paper “test” with good grade flutters to
floor, sound of student “Oh, wow!” “Look at that – a ‘C’,
guess that dude was right, meth did clear my head for that
test!” “I feel kinda’ weird, though, like lightning shooting
through my head...my whole body, and I’m so uptight...like
I’m gonna’ blow up or somethin’.”
“Must be catchin’ a cold...that dude didn’t say anything about
any freaky side effects.” “It’s just the test...and my parents
pressuring me to do good in math.” “That’s all...man, I wish
my head would stop spinning!”
Cell phone ring sound, “Hey, man, whassup?” “Yeah, man, it
was great, I got a ‘C’!” “Yeah, like cool, huh?” “Hey, dude!” “I
feel kinda’ weird...” “Truth? Another hit will make me feel
better?” “Cool, dude...yeah, I’ll be right over...”
10. Outline of Interaction - 6
• Scene #9
– Brief clips of: Feet at home on an ottoman in front of TV, relaxed;
feet in emergency room, on a table, shivering; feet looking
seasick, walking out the door, etc. to match outcome version.
• Scene #10
– Maze of decision points and possible outcomes, with student’s
choices’ path highlighted, other outcomes each in different
colors, legend displaying % of right vs. % of wrong vs. % of
indecisive choices and their matching outcome color. Narrative
by teacher: short discussion of choices, outcomes, and
possibilities when choices are made differently.
11. TITLE: Meth and Me?
Simulation #1
“Dude, it’s morning!”
Simulations Content
(link for each from right Navigation
Side Nav Bar on module
Games & Simulations
home page)
Links to next “Scene” Assessment
A maze of
student’s choices
Scenarios Links to “Decision
Results and its outcome
Storyline of student Points” for each Outcome of compared
Student choices to all other
faced with multiple scenario presented
possible choices
choices & outcomes will
give student
base of analysis
Student choice & intuitive software
Functional will dictate next scenario and outcomes
although examples are presented
Navigation Link
In this assignment Back to
Home Page
12. Decision Point #1
A. Stop in the bathroom to shower, brush
teeth, comb hair (sounds of shower)
B. Pass by the bathroom (sounds of feet
walking on wood floor)
C. Pretend to go in, but don’t clean up
(sounds of walking, stopping to pause, then
walking down hall)
Select one of the above and click on Next to
continue simulation
Next
13. Decision Point #2
A. Choose orange juice (orange juice leaps out of
refrigerator, disappears as gulping sounds play)
B. Choose soda pop (soda can leaps out of
refrigerator, disappears as gulping sounds play)
C. Choose milk and soda (milk and soda leap out of
refrigerator, disappears as gulping sounds play)
Select one of the above and click on Next to continue
simulation
Next
14. Decision Point #3
A. Choose cereal
B. Choose candy bar
C. Choose both cereal and candy
Select one of the above and click on Next to
continue simulation
Next
15. Decision Point #4
A. Pick up books and backpack (books
disappear into backpack, backpack leaps up and
disappears as sound of whooshing plays)
B. Walk past books and backpack (sounds of
feet walking)
C. Slow down, stop at books and backpack,
keep walking (sounds of feet walking, pausing,
and continuing to walk away)
Select one of the above and click on Next to
continue simulation
Next
16. Decision Point #5
A. Keep walking straight—to school (feet walk
upward on screen following white arrow)
B. Turn around and walk the other direction
(Feet turn 180 degrees and walk back along
blue arrow)
C. Stop and think about phone call, go back
home (sounds of feet walking, pausing, and
continuing to walk)
Select one of the above and click on Next to
continue simulation
Next
17. Decision Point #6
A. Tell the person offering meth to “Get Lost” and go on
to school (feet walk to school building graphic)
B. Take the meth and go to school (Small white ball
leaps across screen and up, sounds of lips smacking,
feet walk to school building graphic)
C. Stop and think about choice, tell other person you’ll
get back to them later on the offer (sounds of feet
walking, pausing, and continuing to walk to school
building graphic)
Select one of the above and click on Next to continue
simulation
Next