Presenters:
Peter Shea, Director of the Office of Professional Development, Middlesex Community College
Nikki Boots, Instructional Technologist, Harvard University
Jim Grenier, Associate Director of The Center for Teaching, Learning and Technology Innovation, Mass Bay Community College
Despite the large body of research which supports the use of serious games and simulations in a variety of knowledge domains, sg/s have not made a significant impact in higher education. In this presentation, three professional instructional designers will discuss the reasons why higher education is a difficult market to break into, but also why and where there are signs of hope.
Maja Pivec presents research from across Europe related to the adoption of video games in schools as part of the Game Based Learning in Practice at the Game Based Learning 2009 Conference.
In this issue “The 10 Most Innovative Edtech Companies to Watch”, we’ve portrayed those global organizations which are creating and spreading new technological solutions to make learning fun with the magic of AR, VR and AI. Also a rich plethora of information about the recent developments in the
education industry has been included in the issue.
Maja Pivec presents research from across Europe related to the adoption of video games in schools as part of the Game Based Learning in Practice at the Game Based Learning 2009 Conference.
In this issue “The 10 Most Innovative Edtech Companies to Watch”, we’ve portrayed those global organizations which are creating and spreading new technological solutions to make learning fun with the magic of AR, VR and AI. Also a rich plethora of information about the recent developments in the
education industry has been included in the issue.
Presentation by Jan Herczyński (24.04.2015)
"Key problems of allocation of education responsibilities"
At the Seminar on Elaboration of the New Framework Law on Education in Ukraine
by
SALAR/SKL International Project
Support to Decentralization in Ukraine
English for Business Communication in the Algerian Multinational Companies Mrs HADIDI, Née GOUABI
This research explores the use of English as a global language in multinational settings, particularly in regard to business context. The study was undertaken from an applied linguistic focus with an educational perspective i.e. the main areas of study in contemporary applied linguistics deal with the theory and practice of language teaching and language learning, and on the processes of language used in fieldwork.
Review of Literature, Hypothesis and Conceptual framework Jimnaira Abanto
After presenting your research problem, the next part of your research paper consists of Review of related literature, hypothesis and Conceptual framework.
Presentation by Jan Herczyński (24.04.2015)
"Key problems of allocation of education responsibilities"
At the Seminar on Elaboration of the New Framework Law on Education in Ukraine
by
SALAR/SKL International Project
Support to Decentralization in Ukraine
English for Business Communication in the Algerian Multinational Companies Mrs HADIDI, Née GOUABI
This research explores the use of English as a global language in multinational settings, particularly in regard to business context. The study was undertaken from an applied linguistic focus with an educational perspective i.e. the main areas of study in contemporary applied linguistics deal with the theory and practice of language teaching and language learning, and on the processes of language used in fieldwork.
Review of Literature, Hypothesis and Conceptual framework Jimnaira Abanto
After presenting your research problem, the next part of your research paper consists of Review of related literature, hypothesis and Conceptual framework.
The aim of this study is to assess the use of MinecraftEdu in classroom practice analyzing the outcomes and
attitudes of all members of the educational community through a quasi-experimental approach. The research
presents three dimensions oriented to assessing the use of this application in a didactic unit “History and
Architecture” compared through statistical inference (t-student) to a control group that develops the same unit
with slides and traditional expositional methods. The second dimension values the attitudes of teachers, students
and parents regarding the implementation of video games in formal education using descriptive analysis and
nonparametric statistical inference through the Jonckheere-Terpstra test and the Kruskal-Wallis test, which
allows each group ranks to be compared. The third dimension analyzes interactions in a virtual learning
environment related to the implementation of MinecraftEdu. Although there are no significant improvements
regarding academic outcomes and some parents hold negative attitudes, it is noteworthy that the majority of the
sample considered that MinecraftEdu is fun, enhances creativity, develops discovery and is a good application
for creating and exploring immersive historical environments.
Playing to Learn: Using Games and Simulations in the Classroom 07-19-11Andy Petroski
Playing to Learn: Games and Simulations in the Classroom
12:30 PM - 3:30 PM
Promote active learning, impact student motivation and improve learning outcomes through the use of games and simulations in the classroom. Technology expands the opportunities for learning through games by increasing the interaction, expanding the audience and tracking the results. This session provides an overview of using games and simulations for learning, including an exploration of the impact of games and simulations, the types of games and simulations and considerations for using games and simulations in the classroom. Off-the-shelf games and game templates that can be implemented immediately will be reviewed and simple tools for creating your own games will also be explored.
This presentation was given by Peter Shea and Jim Grenier at the Northeast Regional Computing Program (NERCOMP) conference on March 23, 2016 in Providence, RI.
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
Séminaire de l'équipe MeTAH (LIG, Grenoble), juin 2010
Quelques notes sur les jeux pour l'apprentissage (serious games) et leur conceptualisation en didactique (théorie des situations didactiques).
Similar to Peter Shea - Serious Games in Higher Education: Problems and Potential (20)
Katie Pawloski, Professor
Dr. Pasquale Iemma, Adjunct Lecturer
Kellany Cadogan Noland, DrPH(c), MSN, RN
Marie L. Lumbart, MSN, ARNP-C, FNP, CCRN | all Utica College – ABSN Program
Wendy Moore | Orbis Education
TEAM PRESENTATION: Creating a Low Cost Obstetric Clinical Immersion Simulation for Medical and Nursing Students
This presentation is designed to provide application level exposure to essential perinatal concepts that are often not available through traditional clinical exposure. The session features two phases of activities used in student training.
Phase One:
Focused contextualized skill stations utilizing leading-edge simulation skills using state-of-the-art computerized manikins (Human Patient Simulators, or HPS) and patient actors, also known as standardized patients (SP).
Phase Two:
Students are exposed to a multistage unfolding patient care simulation that required application of the phase one skills within the evolving scenario.
Finding Partners in Applied Research – A Case Study on Industry/Academic Coll...SeriousGamesAssoc
Erik Sand, Director of Strategic Relationships
Dr. Thomas Carbone, Technical Director
at UCF’s Florida Interactive Entertainment Academy (FIEA)
Mike Eakins, Creative Lead | Mixed Emerging Technology Integration Lab (METIL) at UCF Institute for Simulation & Training
Finding Partners in Applied Research – A Case Study on Industry/Academic Collaboration
Sometimes financial, physical and content constraints on graduate programs force university researchers to be creative. This presentation talks about how FIEA faculty designed a class called GameLab to help expose students to Serious Games while simultaneously fostering lasting research and development partners outside traditional entertainment industry partners.
We will talk about how the development life cycle of a simple handheld game that teaches cleaning protocols for hospital janitors in the VA hospital network helped develop a template for how FIEA now finds and interacts with industry partners. It is a case study to show how a project can move from relationship to MVP to full-on build and deployment of a robust application in the context FIEA’s student centric curriculum. UCF’s Institute for Simulation and Training then finished the final product for delivery to the VA.
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Designing Immersive Experiences that Create Empathy, Reveal Biases, Alter Min...SeriousGamesAssoc
In this talk we discuss insights from designing and studying immersive experiences aimed at improving early literacy outcomes through personalized learning, spanning virtual, augmented and mixed realities as well as non-immersive applications. Our serious games provide research evidence into how these varied media can enable adults (teachers, school leaders, families, and caregivers) to implement personalized literacy learning at the organizational and individual level.
We will present lessons gained from designing experiences across immersive media such as 360 video, virtual environments with agents, mixed reality systems with human-in-the-loop characters (ex: Mursion https://mursion.com/), and augmented reality. We will also discuss approaches and takeaways for creating experiences intended to build empathy towards the unfamiliar (ex: our work on parents using VR to experience the world as young children with reading disabilities), experiences for detecting unconscious biases (ex: teachers educating a stimulated classroom of students in ways that may trigger innate biases), and experiences to contextually modify parental mindsets (ex: parents using augmented reality to alter their strategies for children’s literacy).
Overall, we will present general lessons from building simulated authentic situations in which teachers and parents learn to overcome challenges in early literacy development. We will pause our talk/lecture occasionally for questions that enable brief small group interactions.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Alicia Sanchez, Games Czar | Defense Acquisition University
Designing Memorable Games
This session will inform on the use of human affordances and storytelling to make games more memorable. How human’s store and recall information is critical to ensuring that the information in serious games is consumed, remembered and transferrable. By leveraging our understanding of how memory creation and recall works; the ability to design games that will be authentic and relevant can be enhanced.
Stories and lessons learned are the central focal points of this presentation.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Preparing Soldiers for the Future: The Army's New Synthetic Training EnvironmentSeriousGamesAssoc
Keynote
Maj. Gen. Maria Gervais, Director, Synthetic Training Environment Cross Functional Team
Preparing Soldiers for the Future: The Army's New Synthetic Training Environment
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Catherine Croft, Co-Founder, Chief Executive Officer | Catlilli Games
Learning Through Play: STEM Games in the Classroom
Attendees will understand how STEM games can be used in K-12 classroom settings. They will learn about an overview of games on the market, from elementary school through high school. They will then learn how to design simple games that can be used to convey a key STEM concept within one class period. By the end of the workshop attendees will have collaborated to produce paper prototypes of such games.
We hope to host these files as free online print-and-play games for teachers, as a service to the community.
I will lead attendees in a game design workshop for STEM games in K-12 education. After providing an overview of such games, we will play a sample of existing games on the market from a variety of companies. Then each table will brainstorm ideas based on age, subject matter, and game mechanics. They will produce paper prototypes by the end of the workshop, which they will present to the other members. Hopefully, if it’s possible, we/SPC could host these files as free online print-and-play games for teachers as a service to the community.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Wei Fan Chen, Executive Producer / Founder | Fourdesire, China
Playable Design
I’m the founder of Fourdesire. I created games include keeping people to stay hydrated (via Plant Nanny), motivating them to walk more and stay healthy (via Walkr), and helping them to keep track of the knowledge behind these healthful activities.
Our titles Plant Nanny, Walkr and Fortune City have been used by tens of millions of users globally and were covered by Washington Post, Business Insider, IGN, Polygon etc.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Gregg Toppo, Author / Journalist and President | Education Writers Association
Playful Learning Without Games
What can educators do to understand games and make school a more rigorous, vital and enjoyable place? Building on decades of research, this session looks at the seven essential nutrients that games provide:
Failure
Feedback
Fairness
Flow
Fantasy
Freedom
Fellowship
Understanding these “seven F’s” can help teachers make their classrooms more successful places, even if they don’t like video games or are uncomfortable bringing them into the classroom. We’ll explore the possibilities and come up with doable, practical solutions.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Jenn McNamara, Vice President | BreakAway Games
Client-Centered Serious Game Design
Serious game developers must consider client needs and constraints. To most, it is obvious that the end users’ desired training, behavior change, assessment, or experience outcomes shape the focus of the game. But the client organization’s funding, IT infrastructure, data needs, and personnel impact design as much, if not more, than end users’ needs.
This session will share experiences where these factors significantly impacted game design and make recommendations for identifying and addressing these needs early in the design process.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
A Promise to Future Generations: Making Learning FunSeriousGamesAssoc
James Portnow, Creative Director | Rainmaker Games
A Promise to Future Generations: Making Learning Fun
In this talk attendees will learn easily applicable techniques for taking their already existing curricula and making it more engaging.
Over the last 100 years, in creating films, television and games, we’ve poured billions of dollars into understanding what keeps a human being engaged. It’s time we use that for something more than killing the hours between work and sleep.
In this talk, veteran game designer and writer of the You Tube show Extra Credits, James Portnow, will talk about the lessons we can learn from games to make learning something everyone wants to do. This won’t be about how to make edutainment or how to build games for the classroom, but rather about the broader techniques, like pacing and interest curves, that entertainment industry utilizes, which can be applied to any topic and any classroom.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Christopher Crowell, Founder | Crowell Interactive Inc
Make a Game WORKSHOP
Class size Limited. Requires Sign-up at Registration
In this workshop Chris will take self-formed teams of educators through his proven process of making a game from a curriculum concept of their choice. As the teams collaboratively create a new game prototype, lively discussion during each development stage will inform decisions about resources, game design and player experience, providing an understanding of the framework. As an outcome, educators will have experiential learning about creating an experiential learning experience, it’s like some kind of “Experience-ception”! They also come away with an ‘ugly paper prototype’ that they can take back to their classrooms for further development.
Outcomes:
Ugly playable game prototype that can be taken back to classroom for further development.
Understanding of, and experience with, a proven process of developing a concept into a game.
Confidence to personally develop, or lead students in developing, educational games that are engaging and effective.
Knowledge that games are not only fun to play, they are fun to create!
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Andrew Gassen, CEO | Pivotal Software
0 for 3: Edtech Startup Lessons Learned
I’ve been a part of 3 different education technology companies, all focused on the K-12 market. Each of these companies failed, but each for different reasons and in spectacularly different ways. This talk is a bit of a public post-mortem that focuses on 3 key lessons from each company, including a brief discussion on how we might have done things a different way if I knew then what I know now.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
OODA OODA! How Rapid Iteration Can Help Level Up Your Gaming BusinessSeriousGamesAssoc
Mitch Weisburgh, Partner | Academic Business Advisors and
Scott Brewster, Co-Founder & CTO | Triad Interactive Media / Hats & Ladders
DOUBLE SESSION: OODA OODA! How Rapid Iteration Can Help Level Up Your Gaming Business
We are all involved in lots of complicated and complex situations. We deal with students and learning. We write, adapt, and use games for learning. We may be running businesses.
One thing that all of these have in common is that we can’t just come up with a plan, execute and expect things to just work smoothly. Unexpected things happen, it’s often impossible to anticipate all possible situations, people react in unanticipated ways, there is often information we just don’t or can’t know in advance, the people we are working with have hidden agendas. Allies, antagonists, and resources shift and change. And so on.
So, what are we supposed to do?
We are going to explore a framework for managing solutions during periods of dynamic change. The OODA Loop Framework was developed by air force colonel John Boyd based on precepts developed by Sun Tzu, Napoleon, Heisenberg, Kyng, Einstein, Gödel, and others, and has been used by military, political, and business leaders around the world. You’ll learn to prepare for the unexpected, observe and react to actions and results, and pull together and manage a team despite adversity.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
The ux of serious games how to impact a wider audienceSeriousGamesAssoc
Birdie Champ, BS, M.Ed., Ed.S, Owner, Chief Product Officer | UXDiversity and Thorne Palmer, BA, M.Ed
The UX of Serious Games: How to Impact a Wider Audience
What elements are you measuring when determining the value of your serious game?
There are many critical touchpoints a player (user) experiences that occur before, during, and after playing a game, from initial interest to post-game evangelism. Some serious game designs inadvertently block some users from ever playing. Some design elements can cause players to rage quit where others thrive. In this session we will explore three topics:
First, we will explore a complete user’s experience (UX) of a serious game.
Second, we will look closer at the users of serious games and break them into personas based on social, emotional, and cognitive differences in how they learn and how they play.
Third, we will explore how to merge instructional design with game design with activities that bridge the varied experiences different users can have when engaging with similar challenges. By breaking down the UX into touch points, breaking down users into personas, and mitigating gaps in the varied qualities of user experiences, you will likely improve your game analysis, game quality, and broaden your customer segments.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Alphabet Soup Cans: Avoiding Bad Tropes of Educational GamesSeriousGamesAssoc
Stuart Criley, COO and Dr. Jasminka Criley, CEO | Indelible Learning, Inc.
Alphabet Soup Cans: Avoiding Bad Tropes of Educational Games
Classroom games often struggle to make student tedium somehow less wearisome, with often comical results. Dropping math problems into the middle of a galactic space battle is just one egregious example. But the problem runs deeper than simple dissonance between game play and narrative: a bored student will tolerate even a very bad computer game, only because the alternative (listening to the teacher) is worse. Likewise, teachers may be tempted to outsource mundane instructional tasks to computers. Within this environment of perverse incentives, what is an ethical game developer to do?
Rather than merely replacing activities that are already being done in the classroom, serious games are at their best when they transmit learning experiences that would be too expensive, impractical, or even dangerous to conduct in school by other means.
One approach is to place learners in the roles of professionals and give them real-world scenarios that are easy to begin, but hard to win. In this session, learn how to partner with content experts to create compelling games that draw upon multiple disciplines, requiring critical thinking in teams to succeed. Finally, see how an Electoral College strategy game moved from prototype to successful deployment in the classroom.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Building Heroes: Using Roleplaying Game Design for Classroom Management, Read...SeriousGamesAssoc
Kade Wells | Teaching with Dungeons and Dragons
Building Heroes: Using Roleplaying Game Design for Classroom Management, Reading Intervention, Interactive Fiction and Socio-emotional Growth
Attendees will go through a mini-mock adventure that goes over the basics of bringing a classroom RPG to life. Using the D&D 5e basics, attendees will create a basic character and have to work together in groups to complete the objectives laid out before them. The objectives will focus on classroom implementation strategies, monster battles, and ways to fold lesson plans into the adventures.
Once the adventure is finished, attendees have the opportunity to see examples of our work and others for classroom RPGs, and they can ask questions while beginning to formulate plans for their own adventure if wanted.
For takeaways, we’ll have company-agnostic materials that teachers can either use or adapt. Some of the materials will include general curricular approaches, example adventures, materials for communicating with administrators and other stakeholders, and non-playable characters that they can use for example. We will put together a resource guide, and teachers will be able to communicate with us down the road if they need help or want to brainstorm.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Augmented Reality: Revolutionary or Disruptor of Training and AssessmentSeriousGamesAssoc
Dennis Glenn, MFA, Adjunct Professor| DePaul University Graduate School for New Learning / President | Dennis Glenn LLC
Augmented Reality: Revolutionary or Disruptor of Training and Assessment
Augmented reality (AR) has the potential to revolutionize training and assessment. This technology innovation superimposes computer-generated sensory input such as sound, video, graphics or GPS data onto a live or indirect view of a physical, real-world environment. The increasing need to scale education-based interactive learning to larger audiences thus mitigating the larger development costs, is where AR has a few potential revolutionary and disruption attributes that must be considered.
Learning Objectives:
Assessment needs to be done rigorously and methodologically, and AR technologies can provide multiple avenues to achieve this goal. Recall of knowledge is no longer a viable method to provide accurate validation of mastery. In order to assess competency, we need to understand what the learner needs to know and be able to do and then demonstrate their ability to perform these tasks. We will offer multiple solutions to this disruptor.
Privacy and security of the data con be compromised using AR technologies. A few of the risks to be discussed are identity theft, invasion of privacy, and unequal access, thus increasing the inequality divide. We will lead a discussion of the avenues to reduce these risks.
On the positive side we offer a number of effective solutions that lead to the demonstration of mastery. Using AR technology to disseminate education is a way to teach thousands of users across the globe while eliminating barriers to access, reducing costs, and ensuring consistency in quality and delivery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Return on Investment (ROI) for Virtual Environments and GamingSeriousGamesAssoc
Carole Bagley, President, Consultant, Team Lead | The Technology Group, Inc & Distinguished Service Professor | University of St. Thomas (UST)
Return on Investment (ROI) for Virtual Environments and Gaming
How effective are virtual and gaming environments? Do they have an impact on the user’s learning, on their job or organization and/or do they have an impact on their daily life?
The presentation will include a brief discussion of Kirkpatrick’s ROI levels 1-5 and how it is useful in the creation and evaluation of virtual gaming environments. Several virtual environments and games (Health Benefits, Pharmacy and Dentistry games for the Healthcare industry and a Tobacco prevention game for Middle school students) will be discussed and demonstrated and will describe how the evaluation results have impacted the effectiveness of the product and the user.
Participants who have conducted ROI evaluations will be asked to share their product evaluation results and how it impacted the users. Participants who are interested in conducting an ROI evaluation will be asked to provide for discussion product descriptions and what results/proof they are looking for in conducting an evaluation.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Enhancing New Employee Orientation with a Digital Scavenger HuntSeriousGamesAssoc
Karen Burns, Asst. Coordinator of Faculty Development | The University of Alabama
Enhancing New Employee Orientation with a Digital Scavenger Hunt
Pervasive games are a burgeoning genre in which the affordances of mobile devices are used to extend the boundaries of digital games into the real world. This game genre leverages the GPS, photo, video, and texting capabilities of smart phone devices in order to create games that require location-dependent and context-sensitive interactions between the physical and virtual environments. One particular form of pervasive games is a digital scavenger hunt.
This presentation will focus on the findings of a study in which a digital scavenger hunt was integrated into new employee orientation. The goal of the study is to determine if a digital scavenger hunt can be an effective means of enhancing the typical employee orientation by reinforcing information provided during the face-to-face sessions, introducing new information, reducing the stress new employees typically feel, and fostering employee competence. While this study is ongoing, data collection and analysis will be completed by May 2019.
This session will report on the findings of this study and include a discussion of the successes and challenges of the study. Additionally, discussion will center on potential applications of a digital scavenger hunt being used as a means of learning through discovery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
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.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
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
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
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
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
A Survey of Techniques for Maximizing LLM Performance.pptx
Peter Shea - Serious Games in Higher Education: Problems and Potential
1. Serious Games in Higher Education:
Problems and Potentials
Peter Shea, Jim Grenier, and Nikki Boots
July 22nd, Serious Play Conference
2. Introductions: Who We Are
Nikki Boots, Ph.D.
Manager, Learning and
Development, DataXu, Boston,
MA (Formerly - Instructional
Technologist, Harvard
University)
Jim Grenier, M.Ed.
Instructional Designer,
Associate Director, The Center
for Teaching, Learning and
Technology Innovation at
Massbay CC, Wellesley, MA
Peter Shea, M.A.
Instructional Designer &
Director, Professional
Development Middlesex
Community College,
Bedford/Lowell, MA
4. Let’s Test What You Know
•What percentage of American households play computer or
video games?
•What is the average age of a gamer today?
•What percentage of gamers are women?
5. What percentage of American households play
computer or video games regularly?
42%
Entertainment Software Association. 2015 Sales, Demographic and Usage Data Essential Facts. http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf
6. What is the average age of a gamer today?
35
Entertainment Software Association. 2015 Sales, Demographic and Usage Data Essential Facts. http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf
7. What percentage of gamers are women?
44%
Entertainment Software Association. 2015 Sales, Demographic and Usage Data Essential Facts. http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf
8. Definition of Serious Gaming (Abt, 1970)
•Two or more independent decision-makers seeking to achieve their
objectives in some limiting context.
•A game is a context with rules among adversaries trying to win objectives.
•Games have an explicit and carefully thought-out educational purpose and
are not intended to be played primarily for amusement.
Abt, C. C. (1970). Serious Games. New York: Viking Press.
9. Definition of Serious Gaming (Zyda, 2005)
•Game: “A physical or mental contest, played according to specific rules, with the goal
of amusing or rewarding the participant.”
•Video Game: “A mental contest, played with a computer according to certain rules
for amusement, recreation, or winning a stake.”
•Serious Game: “A mental contest, played with a computer in accordance with
specific rules that uses entertainment to further government or corporate training,
education, health, public policy, and strategic communication objectives.”
Zyda, M. (September 2005). From Visual Stimulation to Virtual Games to Games. IEEE Computer, 38(9), 25-32.
10. Competing for Attention
•“What is different is children’s sense of entitlement: Whereas under earlier
conditions, students had to earn, to merit, to “deserve” their teachers
attention, nowadays increasingly today the tables are turning; it is the teacher
who must earn or ‘deserve’ the attention of her students—or they will turn
it elsewhere.” (DeCastell & Jenson, 2006)
•“Playing multiple-level video games because these games are
characteristically associated with high levels of engagement.” (Gee, 2004)
DeCastell, S., & Jensen, J. (2006). Education, Games, and Serious Play. The International Handbook of Virtual Learning Environments, III(Chapter 37), 999-1018.
Gee, J. P. (2004). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.
11. The Equality of Gaming
•“That each and everyone of us ‘learn’ at whatever rate we are able given
shifting constraints like time, attention to the task, experience, interest, etc.
is, in a way, precisely what video games do presume.” (DeCastell & Jenson,
2006)
•“The strength of motivational engagement was in part influenced by the
gamers’ perceived ability to control the gaming process and the perception
that there were few consequences to failure when gaming.” (Hoffman &
Nadelson, 2009)
DeCastell, S., & Jensen, J. (2006). Education, Games, and Serious Play. The International Handbook of Virtual Learning Environments, III(Chapter 37), 999-1018.
Hoffman, B., & Nadelson, L. (2009). Motivational engagement and video gaming: a mixed methods study. Educational Technology Research and Development, September, 21.
12. Theories Applied in Gaming
•“Role play and case-based teaching and training are
examples of approaches, which quite naturally lend themselves
to be realize in a game-based training system.” (Martens,
Diener, & Malo, 177)
•Participants have the opportunity to settle their own learning
goals, construct models of reality, and define game rules.”
(Kriz, Puschert, Karl, Dufter-Weis, 220)
Martens, A., Diener, H., & Malo, S. (2008). Game-Based Learning with Computers – Learning, Simulations, and Games. Transactions on Edutainment I, 5080, 172-190.
Kriz, W. C., Puschert, M., Karl, J. & Dufter-Weis, A. (2004). Effective learning through gaming simulation design. In R. Shiratori, K. Arai, & F. Kato (Eds.), Gaming, simulation & society
(pp. 217-227). Tokyo: Springer
13. The Value of Gaming
Smith, R. (2007): Game Impact Theory: The Five Forces that are Driving the Adoption of Game Technologies within Multiple Established Industries. Games and Society. Retrieved September 12,
2009,www.modelbenders.com/papers/Smith Game Impact Theory.pdf
14. Recent Research Findings
D’Angelo, C., Rutstein, D., Harris, C., Bernard, R., Borokhovski, E., Haertel, G. (2014). Simulations for STEM Learning: Systematic Review and Meta-Analysis. Menlo Park, CA: SRI
International.
•SRI International and Bill & Melinda Gates Foundation –
Game-based learning can boost learning for average students up
to 12%.
•University of Central Florida DimensionM Research study –
Students gained an average of 8.07 points compared to a gain of
3.74 for the control group, after 18 weeks of gameplay
15. Common Criticism of Educational Gaming
• “Gaming-based education is criticized from the authoritarian viewpoint for
the following reasons.
•Students do not always consciously understand what they are learning.
•Teachers cannot control the way in which the content is made use of by
the students.
•Teachers cannot easily evaluate the learning results.
•It is as if the students are only playing, not learning.” (Arai, p. 17)
Arai, K. (2005). A Horizon of Simulation and Gaming: Difficulties and Expectations of Facilitating Science, Technology, and Practice . Agent-Based Modeling Meets Gaming Simulation, II, 15-
21.
23. Potential: Signs of Hope
Hey, I think I
see someone
using our game
in a classroom
24. Seven Reasons to Be Hopeful
1. Paradigm Shift
2. Potential Sources of Funding
3. Need for Data
4. The Rise of Mobile Platforms
5. Games & Sims Aligned with Current
Higher Education Priorities
6. DIY Game & Sim Tools
7. Promising Partnerships
25. Possible Sources to Fund Games & Simulations for Learning Development
• Department of Education (FIPSE, Title III)
•Department of Labor - Workforce Innovation
and Opportunity Act 2014
• Gates Foundation
27. Paradigm Shift
“If great lecture is theatre,
the future of learning is
games.”
Anant Agarwhal – President, EdX
[Source: Inaugural Celebration Symposium: The Future of Education. 2012 MIT Alumni Leadership Conference .http://storify.com/mitalc/2012-mit-alumni-leadership-conference]
28. Analytics: The Need for Data
[Sources: http://www.maviinteractive.com/
https://maviflow.com]
29. Games & Sims for Multiple (but Especially Mobile) Platforms
[Source: https://www.kognito.com/changetalk/web/]
30. Games & Sims Aligned with Current
Higher Education Needs
[Source: www.toolwire.com]
42. Bibliography
• Entertainment Software Association. (April 2994). 2009 SALES, DEMOGRAPHIC AND USAGE DATA
ESSENTIAL FACTS. Retrieved September 11, 2009, from www.theesa.com/facts/pdfs/ESA_EF_2009.pdf
Great source to find statistics on the exponentially growing gaming industry. Also strong connection to the
ESRB. 8/10.
• Smith, R. (2007): Game Impact Theory: The Five Forces that are Driving the Adoption of Game
Technologies within Multiple Established Industries. Games and Society. Retrieved September 12,
2009,www.modelbenders.com/papers/Smith Game Impact Theory.pdf Broke down the components of
design and the reasoning behind its impact in learning. 8/10.
• Zyda, M. (September 2005). From Visual Stimulation to Virtual Games to Games. IEEE Computer,
38(9), 25-32. Found this to be a good introduction to the differences in defining educational gaming,
and the important differences between serious games and gaming for pleasure. 9/10.
• Abt, C. C. (1970). Serious Games. New York: Viking Press. Great introductory novel to serious gaming,
covering some basic theories, examples of successful games, and some practical designing considerations.
7/10.
• Lee, J. A. (2004). History of Computing in Education. IFIP International Federation for Information
Processing, 145, 13. Short and informative introduction to the use of computers in education, more focused
43. Bibliography (cont’d)
• Hoffman, B., & Nadelson, L. (2009). Motivational engagement and video gaming: a mixed methods study.
Educational Technology Research and Development, September, 21. A new study to be present at AECT
2009, which involves feedback from participants in regards to why gaming is an enjoyable way of learning.
10/10Gee, J. P. (2004). What Video Games Have to Teach Us About Learning and Literacy. New York:
Palgrave Macmillan. An eye opening book regarding motivation, engagement, and learning while playing
video games. 10/10
• Boer, W. D., Janousek, S., & Leggett, R. (2006). Foundation Flash Applications for Mobile Devices
(Foundation). Tokyo: Friends Of Ed. Focuses mainly on the building applications with flash, while
introducing the era of mobile gaming. 7/10
• DeCastell, S., & Jensen, J. (2006). Education, Games, and Serious Play. The International Handbook of
Virtual Learning Environments, III(Chapter 37), 999-1018. Highly informative on the benefits of educational
gaming, and why it is effective. Addresses the change of today's learners, and the economics of attention.
10/10
• Martens, A., Diener, H., & Malo, S. (2008). Game-Based Learning with Computers – Learning, Simulations,
and Games. Transactions on Edutainment I, 5080, 172-190. Delves into game development, and considers
both the technical aspect, as well as the pedagogical theories that needs to be explored and incorporated.