This document discusses how playing board games can help students develop 21st century skills. It provides examples from students who played various games and describes how the games helped them develop skills like critical thinking, real-world connections, collaboration, strategic thinking, leadership, and mental organization. The games discussed include Metro, China: The Middle Kingdom, Chang Cheng, Gang of Four, Power Grid, and In the Year of the Dragon. Students explained how the games required adapting strategies, making inferences about other players, and applying lessons to future situations.
Forum Economie Unicredit. Il web: una rivoluzione copernicana nel mondo del vinoElisabetta Tosi
La novità del web: il consumatore al centro di tutto.
La disintermediazione dei processi
Il Clue Train Manifesto
L'e-commerce nel mondo del vino: perchè NO, perchè SI
Il Vinix Grassroots Market: social commerce del vino
Le domande da porsi
Un modesto suggerimento ("aziende, investite nella formazione!!")
From basement to boardroom, fantasy role playing game Dungeons & Dragons has become a cultural icon for the millions who play, and big business in the publishing world. This talk takes you on a journey into the world of D&D and how playing it can help you strategize like a level 20 wizard.
How Videogames Have Helped My Life ... and YoursPhillip Raskin
Presented on 16 July 2013 at a Gamification Masterclass in Singapore. A brief history of gaming of all kinds, my personal history with videogames and 15 things we can learn and have learned from gamez. At least some of these "fine fifteen" should be a part of any game design, gamificiaton development or even online interactive content strategy.
Forum Economie Unicredit. Il web: una rivoluzione copernicana nel mondo del vinoElisabetta Tosi
La novità del web: il consumatore al centro di tutto.
La disintermediazione dei processi
Il Clue Train Manifesto
L'e-commerce nel mondo del vino: perchè NO, perchè SI
Il Vinix Grassroots Market: social commerce del vino
Le domande da porsi
Un modesto suggerimento ("aziende, investite nella formazione!!")
From basement to boardroom, fantasy role playing game Dungeons & Dragons has become a cultural icon for the millions who play, and big business in the publishing world. This talk takes you on a journey into the world of D&D and how playing it can help you strategize like a level 20 wizard.
How Videogames Have Helped My Life ... and YoursPhillip Raskin
Presented on 16 July 2013 at a Gamification Masterclass in Singapore. A brief history of gaming of all kinds, my personal history with videogames and 15 things we can learn and have learned from gamez. At least some of these "fine fifteen" should be a part of any game design, gamificiaton development or even online interactive content strategy.
Connecting Ethical Choices in Games to Moral FrameworksGabriel Recchia
Games have moral impact. They can make players more aware of their own values, and even change them... and not always in the ways you might expect. Using Jonathan Livingston Seagull (the board game!) and Glitch as case studies, this presentation covers three aspects of gaming that are critical for game researchers who hope to gain a more complete awareness of the effects a game is having on its players.
A long presentation that gives a primer on how Gamification can be used to build collaboration in a corporate community. I am rather proud of the information I collected and synthesized in this presentation, but I was never able to convince enough people its value.
Topic includes:
Fairness
Challenge versus success
Meaningful choices
Skill vs chance
Head vs hands
Competition vs cooperation
Short vs long
Rewards
Punishment
Freedom vs controlled experiences
Simple vs complex
Detail vs imagination
This talk was given at the Education Summit at the 2015 Game Developers Conference. In it, Jane Pinckard and I advocate for treating issues of diversity and inclusion throughout a game curriculum, rather than in a single dedicated course. We offer strategies that have worked in our own courses for introducing and discussing these complex issues.
In games we are always chasing our better selves. We are natural learners. But to unfold this skill we need to consider a few conditions. This is about Gamification in education.
This talk shares insights identifying common qualities of games that may promote teen thriving with positive psychology practices. iThrive utilized a two-tiered approach to find these qualities and create a road map for developers to design for positive psychology practices. Experts at a series of think tanks, lead by McDonald, deconstructed the positive psychology concepts into guidelines for positive psychology constructs, both in terms of what systems and features might help and harm the promotion of these practices in players. A semester’s long study with design students, lead by Rusch, revealed that games with the strongest positive psychology components were those that had the most emotional impact, and few game features. Insights from both investigations will be shared, including exemplar games that align with a set of positive psychology practices; the common qualities those games share; and design tips for creating products that can support teen thriving.
Positive psychology practices promote positive youth development, but how can these practices be embedded in games? Drawing from insights collected from industry experts and game design students engaged in a semester-long study, we constructed a road map of the qualities of games that might lead to positive psychology habits.
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.
Connecting Ethical Choices in Games to Moral FrameworksGabriel Recchia
Games have moral impact. They can make players more aware of their own values, and even change them... and not always in the ways you might expect. Using Jonathan Livingston Seagull (the board game!) and Glitch as case studies, this presentation covers three aspects of gaming that are critical for game researchers who hope to gain a more complete awareness of the effects a game is having on its players.
A long presentation that gives a primer on how Gamification can be used to build collaboration in a corporate community. I am rather proud of the information I collected and synthesized in this presentation, but I was never able to convince enough people its value.
Topic includes:
Fairness
Challenge versus success
Meaningful choices
Skill vs chance
Head vs hands
Competition vs cooperation
Short vs long
Rewards
Punishment
Freedom vs controlled experiences
Simple vs complex
Detail vs imagination
This talk was given at the Education Summit at the 2015 Game Developers Conference. In it, Jane Pinckard and I advocate for treating issues of diversity and inclusion throughout a game curriculum, rather than in a single dedicated course. We offer strategies that have worked in our own courses for introducing and discussing these complex issues.
In games we are always chasing our better selves. We are natural learners. But to unfold this skill we need to consider a few conditions. This is about Gamification in education.
This talk shares insights identifying common qualities of games that may promote teen thriving with positive psychology practices. iThrive utilized a two-tiered approach to find these qualities and create a road map for developers to design for positive psychology practices. Experts at a series of think tanks, lead by McDonald, deconstructed the positive psychology concepts into guidelines for positive psychology constructs, both in terms of what systems and features might help and harm the promotion of these practices in players. A semester’s long study with design students, lead by Rusch, revealed that games with the strongest positive psychology components were those that had the most emotional impact, and few game features. Insights from both investigations will be shared, including exemplar games that align with a set of positive psychology practices; the common qualities those games share; and design tips for creating products that can support teen thriving.
Positive psychology practices promote positive youth development, but how can these practices be embedded in games? Drawing from insights collected from industry experts and game design students engaged in a semester-long study, we constructed a road map of the qualities of games that might lead to positive psychology habits.
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.
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
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.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
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
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.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
8. “Our group explored Metro and learned
how to play it by reading most of the rules
and learning as we go. We had to figure out
the point system by reading the rules, but
we figured out how to connect our track
pieces by playing the game. This process
would help us in life with recipes. We might
have to read the ingredients, but we would
know how to mix it together as we cook.”
– Tyler P. on Metro
9. “[The game] helped us learn the
geographical boundaries of Ancient China.
We also learned when the dynasties came to
power and ended. We learned leadership
skills and what it takes to run an army. We
already knew the dynasties of the game.”
– Tyler B. on China: The Middle Kingdom
10. “Our game allowed many different ways to
win. you could go on offense and take out
walls and reputation points while building
your pieces of the great wall, or you could
go on defense and build your great wall and
keep it safe while adding reputation
points.”
– Jonathan D. on Chang Cheng
11. Standard 2:
draw conclusions,
make informed decisions,
apply knowledge to new situations,
create new knowledge
19. “We each agreed that the game made us think
deeper despite its easy appearance. We had to
keep changing our plans based on what the player
before us had done, and we kept getting
frustrated. The hardest part about the game was
learning how to play and trying to figure out who
won each end, but after we got the rules straight
it was a lot easier and we all had fun.”
– Arianna R. on Gang of Four
20. “For this game you had to figure out what your
opponent is trying to do and in the future, like if
you own a business, you can use the same
strategy to find out what the rival businesses are
trying to do to help their business or impair
yours.”
– Carolina K. on China: The Middle Kingdom
21. “When China was building the Great Wall of
China, many people tried to destroy the wall.
That's what we were doing, trying to take
down the wall [built by] other players. If we
didn't own that certain part of the wall, we
wanted it destroyed!”
– Erin D. on Chang Cheng
22. “My group decided that this game required
players to evaluate which events were coming up
in order to know what necessities to acquire. For
example, if a drought is coming up, you want to
get rice so that you can feed your people without
having to loose any. The game taught you how to
prepare for things in life.”
– Julia R. on In the Year of the Dragon
23. “Players had to share ideas to make well thought
out plans. Players also had to look back on
previous moves to see how your enemy worked
and thought. We had to share goals because say
we are all fighting to neutralize one enemy, but
if we are all trying to fight each other, we can
not effectively neutralize the player without
sharing the common goal.”
– Chris L. on China: The Middle Kingdom
24. “Our game, Power Grid, required players to
think ahead a lot, and guess or analyze where
the players could buy houses or power plants
and figure out how to stop them from winning
the game. Also, you had to keep up with a lot of
resources. Trust me, it is WAY easier to explain
how to think ahead in the course of playing this
game than DOING it!”
– McKenzie G. on Power Grid
25. “The game is all about strategy. You need to
know things about the action cards so you can
not only use them but keep other people from
using them by canceling theirs out.”
– Kaitlyn C. on Chang Cheng
26. “[You] had to decode strategies to be able to
change your battle plan in time to save your
armies, and through that you could learn to be
a good strategist and leader in the real world.
You also had to view the scene and see all the
pieces and realize the best way to attack and
conquer the land the most efficient and well-
planned way.”
– Chris L. on China: The Middle Kingdom
27. “In this game it often helped to try to memorize the
opponents previous moves to try to get an idea of
what their gaming strategy is. For example if
somebody attacks a lot then their strategy during the
end game will probably involve brute force, so in
order to counter them you would have a large
amount of soldiers in a province that they have to go
through in order to beat you. It also helped
memorizing the opponents army cards so you know
their special abilities.”
– Jacob N. on China: The Middle Kingdom
28. Standard 3:
share knowledge,
participate ethically
as members
of a democratic society.
34. “In the Year of the Dragon helped my leadership
skills because I was basically the unofficial
leader. I help everyone with the rules, told them
what was going to happen, and good ways to try
and win. I'm not a good leader and don't like
telling people how to play a game, but I think
this helped because none of us really knew what
to do, so I read the instructions.”
– Hannah K. on In the In the Year of the Dragon
35. “Metro definitely made you fail a couple of times, but
it also left room for revision in your strategy. Every
time you played you would think of other ways to get
from your station to central station in the longest way.
There are other variables in this situation, which one
of them is probability. You would learn all of the track
pieces and figure out your next move if any of them
came up. So you would always remember to try to find
a different place to put it next time.”
– Maria J. on Metro
40. “To mentally organize for this game you had to
look at the events to prepare for what was
going to happen. For example, by looking at the
events and seeing that a tribute was coming up,
you would determine what action cards to pick.
For an upcoming tribute, you would want to buy
a tribute so that you don't have to get rid of
any people.”
– Julia R. on In the Year of the Dragon