Museums and Learning: An open dialogue through digital transformation.
These are the slides of the presentation by Alice Filipponi and Pietro Polsinelli at the Museum Digital Transformation 2018 conference, https://mdt-conference.com/.
Intervento di Pietro Polsinelli in Plenary Room - We’ll review Autography’s design as an exemplary case of persuasive application. We will immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We will then contrast it with superficial gamification efforts. We will propose some guidelines for an effective process of cooperative design and process for these complex media productions.
http://mdt-conference.com/applied-persuasive-playful-learning/
We review Autography design as an exemplary case of persuasive application. We immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We then contrast it with superficial gamification efforts. We propose some guidelines for an effective process of cooperative design and process for these complex media productions.
Pietro Polsinelli discusses a diverse set of applied game projects that he curated, focusing on common mistakes and solutions that are specific to the applied game process, in particular working with field experts that have no experience with games. The talks will consider the (no)estimation, concept, design and production phases/loops, providing tips, modelling and conceptual tools to improve the quality of the process and of the resulting game.
Intervento di Pietro Polsinelli in Plenary Room - We’ll review Autography’s design as an exemplary case of persuasive application. We will immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We will then contrast it with superficial gamification efforts. We will propose some guidelines for an effective process of cooperative design and process for these complex media productions.
http://mdt-conference.com/applied-persuasive-playful-learning/
We review Autography design as an exemplary case of persuasive application. We immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We then contrast it with superficial gamification efforts. We propose some guidelines for an effective process of cooperative design and process for these complex media productions.
Pietro Polsinelli discusses a diverse set of applied game projects that he curated, focusing on common mistakes and solutions that are specific to the applied game process, in particular working with field experts that have no experience with games. The talks will consider the (no)estimation, concept, design and production phases/loops, providing tips, modelling and conceptual tools to improve the quality of the process and of the resulting game.
We’ll review and apply videoludic techniques to non strictly ludic contexts, focusing on the many roles storytelling can play in games and outside games.
Math is Weird
An immersive interactive VR series to discover a new sense of wonder for everything mathematics.
Concept: To explore the multiplicity of perspectives inherent in all things through mathematics in Immersive.
Artistic Vision: Math isn’t a tedious school subject in our world, it’s the magic that rules everything. The conceptual idea of this project is to explore the underlying structure of reality as math.
The incorporation of math - architecture & light - as the visual language of the piece, is the way we begin the immersion; with the geometry of the world changing constantly, and keeping the viewer involved exploring the world and the changes in it.
This is our artistic vision: that through the power of emotional design, immersive storytelling, and by connecting abstract concepts to practical interaction - we help break down actual mental barriers and preconceptions people have built around maths, bring new perspectives, help our audience achieve meaningful goals, learn and grow, and connect with one another.
Keynote on the cognitive demand of the multimodal media object of videogames. Presented at "DigiLitEY Training School 2016", in the Institute of Education, University of Minho. 7 june 2016.
Augmenting the reality of education for the 21st century by Richard LewingtonCodemotion
#Codemotion Rome 2018 - In less than 50 years we have seen massive changes in the classroom. From chalkboards to videotapes, the introduction to computers to interactive whiteboards, and now the implementation of Augmented Reality. But how much learning value can AR offer students beyond the "WOW factor"? Are we just rehashing old teaching methodologies and redressing them up with the latest technology? Or should we be exploiting AR's potential as a tool rather than just another medium? Richard Lewington explores these questions and what we should be doing about it.
Augmenting the reality of education for the 21st century. - Richard Lewington...Codemotion
In less than 50 years we have seen massive changes in the classroom. From chalkboards to videotapes, the introduction to computers to interactive whiteboards, and now the implementation of Augmented Reality. But how much learning value can AR offer students beyond the "WOW factor"? Are we just rehashing old teaching methodologies and redressing them up with the latest technology? Or should we be exploiting AR's potential as a tool rather than just another medium? Richard Lewington explores these questions and what we should be doing about it.
Augmented Mind- The evolution of learning tools from language to immersive re...John Lester
Slides from my keynote presentation at e-LEOT 2014.
More info about the conference: http://becunningandfulloftricks.com/2014/08/15/my-keynote-at-e-leot-2014-augmented-mind-the-evolution-of-learning-tools-from-language-to-immersive-reality/
Game Design for Product Ideas and UI Design: we consider game design as a tool for design. Not as as an "add on" (= gamification), but a deep analysis tool.
The combination of photo-sharing and image recognition is revolutionizing marketing. Learn how these technologies create new opportunities for product companies, disrupt retail, and enable social commerce.
I am a friendly and enthusiastic multi-disciplinary designer who is dedicated and willing to learn new things. I am based in the UK and I am a graduate who has just finished studying my final year in BA Design at Goldsmiths University of London. I have gained a variety of skills from model making and prototyping to graphical programmes such as Illustrator, InDesign and Photoshop. I have a background in the arts and have had a love for drawing and painting for many years and have honed these skills. I am adaptable and love to learn new skills.
While studying design, I discovered how much I love how the subject crosses over many different disciplines and fields and I look forward to hopefully working alongside these many disciplines during my career.
In the context of a #fuckupnight in Florence at Impact HUB, I presented a half serious formula for reconstructing my spectacular crowd funding failure.
We’ll review and apply videoludic techniques to non strictly ludic contexts, focusing on the many roles storytelling can play in games and outside games.
Math is Weird
An immersive interactive VR series to discover a new sense of wonder for everything mathematics.
Concept: To explore the multiplicity of perspectives inherent in all things through mathematics in Immersive.
Artistic Vision: Math isn’t a tedious school subject in our world, it’s the magic that rules everything. The conceptual idea of this project is to explore the underlying structure of reality as math.
The incorporation of math - architecture & light - as the visual language of the piece, is the way we begin the immersion; with the geometry of the world changing constantly, and keeping the viewer involved exploring the world and the changes in it.
This is our artistic vision: that through the power of emotional design, immersive storytelling, and by connecting abstract concepts to practical interaction - we help break down actual mental barriers and preconceptions people have built around maths, bring new perspectives, help our audience achieve meaningful goals, learn and grow, and connect with one another.
Keynote on the cognitive demand of the multimodal media object of videogames. Presented at "DigiLitEY Training School 2016", in the Institute of Education, University of Minho. 7 june 2016.
Augmenting the reality of education for the 21st century by Richard LewingtonCodemotion
#Codemotion Rome 2018 - In less than 50 years we have seen massive changes in the classroom. From chalkboards to videotapes, the introduction to computers to interactive whiteboards, and now the implementation of Augmented Reality. But how much learning value can AR offer students beyond the "WOW factor"? Are we just rehashing old teaching methodologies and redressing them up with the latest technology? Or should we be exploiting AR's potential as a tool rather than just another medium? Richard Lewington explores these questions and what we should be doing about it.
Augmenting the reality of education for the 21st century. - Richard Lewington...Codemotion
In less than 50 years we have seen massive changes in the classroom. From chalkboards to videotapes, the introduction to computers to interactive whiteboards, and now the implementation of Augmented Reality. But how much learning value can AR offer students beyond the "WOW factor"? Are we just rehashing old teaching methodologies and redressing them up with the latest technology? Or should we be exploiting AR's potential as a tool rather than just another medium? Richard Lewington explores these questions and what we should be doing about it.
Augmented Mind- The evolution of learning tools from language to immersive re...John Lester
Slides from my keynote presentation at e-LEOT 2014.
More info about the conference: http://becunningandfulloftricks.com/2014/08/15/my-keynote-at-e-leot-2014-augmented-mind-the-evolution-of-learning-tools-from-language-to-immersive-reality/
Game Design for Product Ideas and UI Design: we consider game design as a tool for design. Not as as an "add on" (= gamification), but a deep analysis tool.
The combination of photo-sharing and image recognition is revolutionizing marketing. Learn how these technologies create new opportunities for product companies, disrupt retail, and enable social commerce.
I am a friendly and enthusiastic multi-disciplinary designer who is dedicated and willing to learn new things. I am based in the UK and I am a graduate who has just finished studying my final year in BA Design at Goldsmiths University of London. I have gained a variety of skills from model making and prototyping to graphical programmes such as Illustrator, InDesign and Photoshop. I have a background in the arts and have had a love for drawing and painting for many years and have honed these skills. I am adaptable and love to learn new skills.
While studying design, I discovered how much I love how the subject crosses over many different disciplines and fields and I look forward to hopefully working alongside these many disciplines during my career.
In the context of a #fuckupnight in Florence at Impact HUB, I presented a half serious formula for reconstructing my spectacular crowd funding failure.
Working with a no longer minuscule set of customers on applied games of a really wide spectrum of themes I've noticed in the early phases some misunderstanding that recur. In order to help both parties (game designers and field experts) to reach a common ground, I've set the misunderstandings in extreme and simplified form so you may use them as vaccine :-)
The smartphone game People in Love is presented for the first time: the theme: urban design & happines, the problem about smart cities, and then also some game play screens.
Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
I present how using very simple HTML5 techniques integrating SVG in the DOM we can have a mobile HTML5 app on "creating moods" with a short production cycle. The I show how to integrate it to Facebook with a pure JavaScript solution.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
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 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.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
4. Autography is a persuasive application
- i.e. focused on influencing behaviour.
Opera Kidz is a game proper, focused
in creating a learning experience.
Both apps rely on the same conceptual
framework. 4
Our two applications are diverse:
5. One is where your artsy corner of the universe is
reproduced and used as background of your game.
5
A perspective
on games and
cultural
heritage - I
6. 6
A perspective
on games and
cultural
heritage - II
A transformative process: generate from
art a new transformational experience.
9. Another aspect common to our applications is their
multidimensional connection with learning experiences,
through diegetic connectivity and spacing.
Again in the following we give details for both applications.
Learning models
10. The details of how we manage a transformative
connection between the game experience and the
reference topic will be detailed in what follows for each
of the two applications.
10
Now…
all the details
30. Mistakes...
(Museum Gamification)
Provide a superficially
related but deeply
unrelated experience.
30
(Distracting Tech)
Provide a distracting
layer above the
museum experience.
(James Bradburne)
31. Extending the
transformation
If “We go to a museum to become the
people we are”, can this transformative
experience be also the one enjoyed by kids?
The idea for the application is to use a
completely original mechanic, that merges
puzzles with match-3 mechanics.
31
33. ...make the kid create her own
path through the museum,
and induce carefully observing
a selection of the works.
33
Merging play proper
with exploration
34. Play: mix game and searching, You always win.
After play: get the prize!
Involve others: send the postcard!
Post museum visit: read the booklet learn more and
connect with the game.
May be remembered for life.
34
A long loop
- we are learning!
35. Learning with games
- never easy
Even if play IS learning, it is not learning the right
stuff in the right way.
You have to build the experience in a very specific
and multidimensional way.
35
36. Learning with games
- never easy
The learning process as defined in OperaKidz is
multidimensional and progressive.
Several features of the application will need to be
tuned to the different age groups.
36
39. Low tech:
maintainable, expandable
Stand alone, cross device application. Does not need
connectivity. You always win. Could be tablet, could be
totem.
Future: introduce character (storytelling), release a version
on the stores, integrate it with social media.
39
A completely different perspective is where you take the experience of art as a transformative process, and you try to relate to what the artist wanted to do in her context, and generate from that a new, highly connected transformational experience. Searching for a transformative concept: this is how we worked on both our applications.
Rijks museum for those that were at MDT 1 is moving along similar lines on the most diverse media and social tools.
Graffiti: “Leave a sign” -> “Leave a sign”
-Same tools
-Same materials
-Dynamic palettes
What is amazing is that people actually use the graffiti style and language (which we studied before) also in the drawings they create [pick another slide].
Graffiti: “Leave a sign” -> “Leave a sign”
-Same tools
-Same materials
-Dynamic palettes
What is amazing is that people actually use the graffiti style and language (which we studied before) also in the drawings they create [pick another slide].
Graffiti digitali ricevuti: stessi disegni di quelli reali, ma rispettando l’opera d’arte e il desiderio del visitatore di lasciare un segno
ANIMAZIONE CON COPERTINA DEL VOLUME AUTOGRAPHY
POSTCARDS
If “We go to a museum to become the people we are”, can this transformative experience be also the one enjoyed by kids?
This presentation looks at the way in which the museum serves as an “institution for the prevention of blindness”
If “We go to a museum to become the people we are”, can this transformative experience be also the one enjoyed by kids?
The awe-inducing atmosphere and theme may leave some kids cold - also because of the museum and works, palette, beautiful but particularly soft.
Another requirement is to have the application hook with the surrounding works.
Our proposal is to build a specific game on a tablet that makes the kid create her own path through the museum, and induces carefully observing a selection of the works.
The idea is to define a path along which the kid will alternate (1) digital play (that too centered on the museum works), (2) walking, observing and finding details of the work and (3) back to digital: learning more about the works.
One important aspect of learning that games usually completely miss is the concept of spacing. By this I mean meeting a conceptual source (e.g. a work of art and its context) at different times, from different perspectives. Actually we have tried to include this process in both our applications.