A presentation at the Gamification World Congress 2016 in Madrid. The talk touched on the H2020 BEACONING approach and showcase the gamified play lesson concept that will innovate the way lesson plans are designed in formal education. The use of gamification in a hybrid space as the key inspiration for the creation of the BEACONING Meta-Game was discussed.
http://www.gwc-conference.com/gwc-2016/speakers/sylvester-arnab/
Keynote - The power of play and pervasive learningSylvester Arnab
A keynote at SGames 2016 Porto - exploring the merging of digiital, physical, formal, informal, non formal and social spaces and context of learning. Gamification as a way to design a more structured play, which would still allow autonomy.
The present report has been developed within the framework of work package 2 “Analysis on the use of game-based learning initiatives”, which aims at analysing the pedagogical potential
of games (with a special focus on social games) applied to competences development, identifying those variables that influence the successful implementation of game-based learning
initiatives, as well as gathering success examples and good practices on EU and international levels that could be used as inspirational experiences for adults training practitioners.
Lee Rainie, Director of the Pew Research Center’s Internet & American Life Project, spoke about “As learning goes mobile” at the Educause 2011 annual conference. More: http://pewinternet.org/Presentations/2011/Oct/Educase-2011.aspx
Director Lee Rainie will provide a look at some of the most recent survey results obtained by the Pew Internet Project on mobile computing and the use of handheld devices.
During the past year, there has been much discussion about learning gamification and game- based learning. Is all of the hoopla just a passing fancy, or is there substance to games as a learning strategy?
In this session, Dr. Karl Kapp and Bryan Austin will summarize the research supporting learning games. They will differentiate between learning gamification and game-based learning, share the rationale for leveraging games to increase engagement, and provide the business rationale used by organizations to implement game-based corporate learning. Finally, this session will outline research under way to benchmark the performance impact of game-based e-learning versus other modes of training.
At the end of this session, attendees will have a clear idea of where learning games fit in their training strategy and their potential value in improving workforce performance.
Learning objectives
Evaluate training techniques, i.e. game-based learning.
Develop, select and implement employee training programs to increase individual and organizational effectiveness.
Evaluate the effectiveness of employee training programs through the use of metrics.
Develop and utilize business metrics to measure the achievement of the organization’s strategic and performance goals and objectives.
Develop qualitative and quantitative methods and tools for analysis, interpretation and decision-making purposes.
Learning On The Go: Leverage Mobile Computing in the WorkplaceSaba Software
This webinar will explore the explosive growth of mobile computing and the phenomenon of “anywhere, anytime” access to information. You will learn about current trends in the mobile marketplace, how it is evolving, and what the implications are to your organization's mobile learning strategies.
The approach to training is becoming more focused around employing m-learning “bite-sized” nuggets of knowledge that are targeted to the individual's on-demand learning needs. Join us for this webinar to find out how your organization can best adopt a meaningful “learning on the go” strategy.
The World of Mobile Computing Today
How Is Mobile Computing Changing?
How Does Mobile Computing Affect Learning?
Mobility and Micro-Learning
Mobile Learning in the Workplace
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
My presentation for October 25, 2013 - Metro State University of Denver (MSUD) Symposium for Teaching and Learning with Technology Conference 2013. Access Conference Schedule here: https://metroteachingwithtechday.pbworks.com/w/page/69613174/2013%20Schedule
My research deals with providing communication solutions to elderly people that have minimal to no technical experience and capability. We have developed the Keep in Touch (KiT) app to assist these people communicate with family and friends.
These slides were presented to the CHAI research group in the University of Sydney school of IT.
Learning to Win: Digital Based Games in EducationNancy Konopka
Overview of digital based games in education including history, advantages, considerations for design and development, leading tools and open source options, bibliography
Video games is a fast growing industry all over the world. Amount of time and money spent on the games industry cannot stay without our attention. Video games have interest and attention of school aged youth. Which make us think of the possibility of using video games in learning process, particularly in educational institutions.I discuss influence of video games and concentrate on learning through video games and its main learning principles. My essay is mainly based on J.P. Gee works.
A presentation at the Gamification World Congress 2016 in Madrid. The talk touched on the H2020 BEACONING approach and showcase the gamified play lesson concept that will innovate the way lesson plans are designed in formal education. The use of gamification in a hybrid space as the key inspiration for the creation of the BEACONING Meta-Game was discussed.
http://www.gwc-conference.com/gwc-2016/speakers/sylvester-arnab/
Keynote - The power of play and pervasive learningSylvester Arnab
A keynote at SGames 2016 Porto - exploring the merging of digiital, physical, formal, informal, non formal and social spaces and context of learning. Gamification as a way to design a more structured play, which would still allow autonomy.
The present report has been developed within the framework of work package 2 “Analysis on the use of game-based learning initiatives”, which aims at analysing the pedagogical potential
of games (with a special focus on social games) applied to competences development, identifying those variables that influence the successful implementation of game-based learning
initiatives, as well as gathering success examples and good practices on EU and international levels that could be used as inspirational experiences for adults training practitioners.
Lee Rainie, Director of the Pew Research Center’s Internet & American Life Project, spoke about “As learning goes mobile” at the Educause 2011 annual conference. More: http://pewinternet.org/Presentations/2011/Oct/Educase-2011.aspx
Director Lee Rainie will provide a look at some of the most recent survey results obtained by the Pew Internet Project on mobile computing and the use of handheld devices.
During the past year, there has been much discussion about learning gamification and game- based learning. Is all of the hoopla just a passing fancy, or is there substance to games as a learning strategy?
In this session, Dr. Karl Kapp and Bryan Austin will summarize the research supporting learning games. They will differentiate between learning gamification and game-based learning, share the rationale for leveraging games to increase engagement, and provide the business rationale used by organizations to implement game-based corporate learning. Finally, this session will outline research under way to benchmark the performance impact of game-based e-learning versus other modes of training.
At the end of this session, attendees will have a clear idea of where learning games fit in their training strategy and their potential value in improving workforce performance.
Learning objectives
Evaluate training techniques, i.e. game-based learning.
Develop, select and implement employee training programs to increase individual and organizational effectiveness.
Evaluate the effectiveness of employee training programs through the use of metrics.
Develop and utilize business metrics to measure the achievement of the organization’s strategic and performance goals and objectives.
Develop qualitative and quantitative methods and tools for analysis, interpretation and decision-making purposes.
Learning On The Go: Leverage Mobile Computing in the WorkplaceSaba Software
This webinar will explore the explosive growth of mobile computing and the phenomenon of “anywhere, anytime” access to information. You will learn about current trends in the mobile marketplace, how it is evolving, and what the implications are to your organization's mobile learning strategies.
The approach to training is becoming more focused around employing m-learning “bite-sized” nuggets of knowledge that are targeted to the individual's on-demand learning needs. Join us for this webinar to find out how your organization can best adopt a meaningful “learning on the go” strategy.
The World of Mobile Computing Today
How Is Mobile Computing Changing?
How Does Mobile Computing Affect Learning?
Mobility and Micro-Learning
Mobile Learning in the Workplace
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
My presentation for October 25, 2013 - Metro State University of Denver (MSUD) Symposium for Teaching and Learning with Technology Conference 2013. Access Conference Schedule here: https://metroteachingwithtechday.pbworks.com/w/page/69613174/2013%20Schedule
My research deals with providing communication solutions to elderly people that have minimal to no technical experience and capability. We have developed the Keep in Touch (KiT) app to assist these people communicate with family and friends.
These slides were presented to the CHAI research group in the University of Sydney school of IT.
Learning to Win: Digital Based Games in EducationNancy Konopka
Overview of digital based games in education including history, advantages, considerations for design and development, leading tools and open source options, bibliography
Video games is a fast growing industry all over the world. Amount of time and money spent on the games industry cannot stay without our attention. Video games have interest and attention of school aged youth. Which make us think of the possibility of using video games in learning process, particularly in educational institutions.I discuss influence of video games and concentrate on learning through video games and its main learning principles. My essay is mainly based on J.P. Gee works.
Exercising the mind: Interactive gym for the 21st centuryVincent Routhier
Conference by Vincent Routhier, CEO @ Lü Interactive Playgroud
Presented during the Bett Conference 2019
January 24, 2019 - London UK
How can we encourage academic learning and physical activity, and limit sedentary activity among children, particularly in the school environment? This session will explore approaches that show promise in promoting and increasing physical activity linked to student academic performance. Join us as we ignite teaching and learning by turning the school gym into a giant, magical, immersive, interactive playground, where students are engaged in simultaneous integrated academic content and physical activity. This re-invented gym for schools of the 21st century will strengthen student academic and physical education outcomes, attitudes, and behaviors, while sparking enjoyment at the same time!
Assessment 1- Short essayInstructionsEssay Topic U.docxgalerussel59292
Assessment 1- Short essay
Instructions:
Essay Topic
:
Using reading from module 1 (and extra research if needed) Main Question: demonstrate your understanding of the relationships between play and games.
You are advised to base your discussion around one game. Here are some examples to get you thinking:
The End of Us
The Republia Times
The Raccoon Who Lost Their Shape
Entire Screen of One Game
Cookie Clicker
My Garbage Cat Wakes Me Up at 3am Every Day
Zork
Small Worlds
The essay should be
1500 words
in length, including in-text references; however, your reference list is not included in this count. You have 10% flexibility with the word limit, but being substantially under or over-length will result in a poorer mark.
Please keep in mind, you will need to develop your own analysis in this essay. Even if you agree completely with one article or book you are using, you will need to present a larger and more balanced examination than any single source can provide. You will be expected to have read and to utilise both core and deeper readings from the relevant topic. As this is a research essay, to do well you may also need to find appropriate additional material to further your analysis.
Your essay should include a fully formed introduction and conclusion, should be written in paragraph form, should present a clear argument and should meaningfully engage with the readings provided in the unit as well as including credible material from additional sources if required. Your essay should follow the APA 6th ed. referencing style.
Criteria for Assessment
You will be assessed on:
· Accurate definition of terms
· Clear and coherent writing and expression (spelling, grammar and formatting)
· Use of reading and accurate referencing following correct APA 6th ed. style
· Development of a coherent argument
Module-1:
In the first part of the unit we begin by unpacking our understanding of play and games. This is followed by a critical discussion of immersion and interactivity as core themes defining online and digital forms of play. This will function to springboard our discussion of deeper concepts in the second module, giving us a functional grounding in the early theories of play and gaming.
Topic 1.1: Play: An Introduction
Topic 1.2: Games and Rules
Topic 1.3: Immersion, Interactivity, and Narrative
Topic 1.1: Play: An Introduction
Play
In this unit we explore the evolution of web-based play and examine the crucial role of Internet connectivity in the contemporary video game industry. As we begin, however, a few of you might still be wondering: why study video games at all? Why do games matter? And why should we take them seriously in an academic context?
The short answer is that video games represent the single largest industry spawned by digital media. Globally, the video game industry is worth over one hundred billion dollars and increases in value each year.
Recent studies indicate that this trend will conti.
Similar to Older adults, andragogy and game design - slide deck for ECGBL 2016 (20)
GameChangers' Remix Play- Flash game developed by Sylvester Arnab for helping participants to get into the creative and co-creative mindset based around the remixing and modding of existing game inspirations into new solutions. This approach is CC by NC 4.0.
Feel free to repurpose and add more cards to your sessions- please share on social media and mention us. Would love to see new iterations of the cards!
http://gamify.org.uk
#GChangers @disrupt_learn
Beaconing - General presentation and main achievements so farSylvester Arnab
Overview slides for the review meeting, 15th Sept 2017
The review was a success and thanks to all the reviewers, project officer and project consortium. A shout out to all our stakeholders!
All contents - copyrighted 2017
C4Rs - Crowd Sensing, Gamification and Our roadsSylvester Arnab
H2020 C4Rs.eu project presentation at the Transport Research seminar we organised as part of the project's dissemination and also to bring colleagues and the city council together.
A short lunchtime #DisruptiveBytes seminar at the Disruptive Media Learning Lab, UK alongside the Rage and Magellan projects.
Watch video here: https://twitter.com/disrupt_learn/status/868062120386207744
Transdisciplinary game based intervention designSylvester Arnab
A quick introduction to the game-intervention design approach based on:
Arnab, S. and Clarke, S. (2017), Towards a trans-disciplinary methodology for a game-based intervention development process.. British Journal of Educational Technology, 48: 279–312. doi:10.1111/bjet.12377
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Can AI do good? at 'offtheCanvas' India HCI prelude
Older adults, andragogy and game design - slide deck for ECGBL 2016
1. The Andragogical Perspectives of Older Adults’
Interaction With Digital Game Technologies:
Gameplay on Gesture and Touch-Based Platforms
Suriati K Jali1 & Sylvester Arnab2
1Serious Games Institute, Coventry University, UK
2Disruptive Media Learning Lab, Coventry University, UK
@sarnab75
2.
3. By 2050, one in five people in the world will be 60
years of age or older (Akitunde, 2012)
Ageing population - growing faster than any other
age group, predicted to reach 2 billion by 2050
(Aalbers et al., 2011, WHO, 2002)
5. Most models or frameworks for
designing and developing games
were generic and commonly
aiming for younger users…
(Ijsselsteijn et al., 2007; Mubin and Al
Mahmud, 2008; De Schutter and Abeele,
2008)
6. In addition to ensuring usability of games for seniors, we need to make sure that
there are substantial perceived benefits for elderly users so that they are willing
to invest their valuable time and energy in what
could potentially be a rich and rewarding experience…(Ijsselsteijn et al, 2007)
Adults learn or perceive thing is different from children (Knowles, 1984)
Andragogy vs. design?
7. To investigate the perspectives from this the target group
in terms of their direct interaction and experience with
digital game technologies, specifically based on gesture and
touch-based platforms.
8. Methodology
Procedure
• Multiple series of focus groups (Coventry City, July – November 2014)
Fig. 1 Focus group flow chart
Why Console & Tablet?
• offer natural user interface (NUI) and
intuitive,
• to ease the interaction between the
participant and technologies in natural ways
(Tanaka et al., 2012)
** Questionnaire for User Interaction Satisfaction (QUIS)
Table 1 Phase 1 Criteria (Preliminary Study)
9. Console Tablet
Natural Interaction
(body movement)
Unnatural
Interaction
Action Games
(Physical)
12
(a) (b)(a) (b)
(a) (b)
(a) (b)
Example of Games
Fig. 2 Examples of games
10.
11. Results and Discussion
View’s on Gameplay using Console and Tablet
Mann–Whitney U test was
conducted and showed a
significant difference between
console and tablet for two
items; Player Enjoy Playing
the Game (U (25) = 35.5, Z = -
2.671, p = 0.008), Player in
Total Control (U (25) = 44.5, Z
= -2.130, p = 0.033).
The result reveals that when
the older people were in a
total control of utilising the
platform, they found
enjoyment and engagement in
playing the game.
Fig. 3 Players’ views on Gameplay using Console and Tablet
12. Gameplay Interactions and Challenges Associated to Ageing
• Simple, relevant information and clear instructions are important (i.e.
written, auditory)
– “Need to make sure the printing is big. I couldn’t see that straight. My glasses need
changes. Older people needed big, bold print”
• Less elements in interface design was preferable (i.e. require less working
memory)
– “I also think you don't want too much extra stuff on the screen that you don't need. I
just want to see what the stuff that I got to deal with, not allowed other stuff around”.
• Adjustable interfaces (i.e. font type & size, screen resolution, volume) -
helpful for those who have eyes sight and hearing problems
• No timer should be included in the game
– “I don’t like time-limited thing. This is because some people take longer to learn things
than others”
13. • Games that required less strength and memory - involves no input
device (i.e. controller) and includes body movement (i.e. physical game)
• A tutorial or instruction screen need to be included and displayed
before playing
• Typing can be replaced by voice recognition, touch screens - helpful
when having difficulty with wrist/elbow movement that the mouse
needed
• The platform physical characteristics (size, weight, battery lifespan)
14. Conclusions
• Essential for the perspectives (experiences and interactions) of older people to be
considered when selecting and/or designing games for this target group
• Highlights- when considering the interaction and experience of older people with
digital games:-
1) Control
2) Interpersonal and social needs
3) Degree of freedom and autonomy the platform provides, portability and ease of use
4) Gameplay interaction and challenges associated with age-related changes
15. References
Aalbers, T., Baars, M. A. E., & Olde Rickert, M. G. M. (2011). Characteristics of effective Internetmediated interventions to change lifestyle in people
aged 50 and older: A systematic review. Ageing Research Reviews, 10, 487-497.
Akitunde, A. (2012, October 2). Aging population: 10 things you may not know about older people. The Huffington Post. Retrieved from
http://www.huffingtonpost.com
Bolton, M., 2010. Older people, technology and community: the potential of technology to help older people renew or develop social contacts and to
actively engage in their communities. Independent Age.
Definition of an older or elderly person. World Health Organization. Retrieved 3 June, 2013, from
http://www.who.int/healthinfo/survey/ageingdefnolder/en/
Derboven, J., Van Gils, M., & De Grooff, D. (2012). Designing for collaboration: a study in intergenerational social game design. Universal Access in
the Information Society, 11(1), 57-65.
Entertainment Software Association. Essential Facts about the Computer and Video Game Industry. Available at
http://www.theesa.com/facts/pdfs/ESA_EF_2011.pdf, 2011.
Gorman M. (1993). Development and the rights of older people. In: Randel J, et al., Eds. The ageing and development report: poverty, independence
and the world's older people. London, Earthscan Publications Ltd.,3-21.
Khoo, E. T., Lee, S. P., Cheok, A. D., Kodagoda, S., Zhou, Y., & Toh, G. S. (2006). Age invaders: social and physical inter-generational family
entertainment. In CHI'06 extended abstracts on Human factors in computing systems (pp. 243-246). ACM.
Nap, H.H., De Greef, H.P., & Bouwhuis, D.G. (2005). Access for all by cognitive engineering. (CD-ROM). Proceedings of the 5th International
Conference of the International Society on Gerontechnology. Nagoya, 7 Japan.
Neerincx, M.A., Lindenberg, J., Rypkema, J.A. & Van Besouw, N.J.P. (2000). A practical cognitive theory of Web-navigation: Explaining age-related
performance differences. CHI2000
ONS, 2013 - ONS. National Population Projections, 2012-based projections, Dec 2013
Roebuck J. When does old age begin?: the evolution of the English definition. Journal of Social History. 1979;12(3):416-28.
Sara J. Czaja and Chin Chin Lee. The Human-Computer Interaction: designing for diverse users and domains, chapter Information technology and
older adults, pages 17–32. CRC Press, 2009.
Walker, A. and Maltby, T. (1997) Ageing Europe. Buckingham: Open University
World Health Organization. Definition of an older or elderly person. Geneva, Switzerland: WHO; 2010.
http://www.who.int/healthinfo/survey/ageingdefnolder/en/index.html (Access date 22nd November 2010)
Whitcomb, G. R.: Computer Games for the Elderly. In: R. S. Rosenberg (Ed.), ACM SIGGAS Computers and Society, 20(3), pp. 112-115. New York,
NY: ACM (1990)
Ijsselsteijn, W., Nap, H. H., de Kort, Y., Poels, K.: Digital Game Design for Elderly Users. In: Proceedings of the 2007 Conference on Future Play, pp.
17-22. ACM (2007)
20
16. Thank You
Suriati K Jali1 & Sylvester Arnab2
jalis@uni.coventry.ac.uk
1Serious Games Institute, Coventry University, UK
2Disruptive Media Learning Lab, Coventry University, UK
Editor's Notes
ONS, 2013 - ONS. National Population Projections, 2012-based projections, Dec 2013
Adults need to be involved in the planning and evaluation of their instruction
Experience (including mistakes) provides the basis for learning activities
Adults are most interested in learning about subjects that have immediate relevance to their job or personal life
Adult learning is problem-centered rather than content-oriented
Adults need to be involved in the planning and evaluation of their instruction
Experience (including mistakes) provides the basis for learning activities
Adults are most interested in learning about subjects that have immediate relevance to their job or personal life
Adult learning is problem-centered rather than content-oriented
In line with andragogical perspectives, the older people’s need to take control over their learning (i.e. utilising the platform) (Knowles 1984)