This workshop will look at the ways a choreographer constructs an experience for an audience and how those tools could be helpful to game designers. We will explore how the arrangement of objects and the progression of movements create audience engagement.
This document summarizes a presentation given to paraprofessionals about their role and impact. It begins with an introduction framing the objectives to examine the relevance of paraprofessionals and affirm their service role. It then shares findings from a documentary showing paraprofessionals making a positive difference through supporting student learning, sharing life experiences, and being valued team members. The presentation concludes by highlighting research supporting paraprofessionals and receiving positive feedback from parents, teachers and paraprofessionals themselves.
This document discusses the negative impacts of paparazzi on celebrities. It notes that paparazzi use aggressive tactics to photograph celebrities without consent in order to profit from photo sales. Their intrusive behavior has led some celebrities like Princess Diana and Michael Jackson to feel their privacy was invaded. As a result, several states have passed anti-paparazzi laws to curb paparazzi excesses.
1) The study examined how the modality (visual vs auditory) and visualizability (high vs low imagery) of word presentation affects memory.
2) It found that high visual imagery words were remembered better than low visual imagery words.
3) It also found an interaction such that the effect of visualizability was greater for visually presented words than for aurally presented words, suggesting visual imagery is more helpful for memory when words are presented visually.
This slideshow was presented for Richfield Public Schools district staff development and presents the next step in integration of embodiment research and Learning Acceleration through learning by design for classrooms, training, and professional development.
This document discusses game-based learning and its benefits. It provides examples of successful educational games like Foldit and World of Warcraft. Game elements like badges, leaderboards, and virtual identities are described as motivational tools. The document outlines a case study using a virtual environment to teach cyber security through simulated discussions. Overall, it argues that games can foster active, social, and emotional learning when designed intentionally for educational purposes.
Judy Perry- MIT Scheller Teacher, Education Program LabSeriousGamesAssoc
The document discusses using mobile augmented reality (AR) games to foster informal learning in real-world spaces. It describes how AR games can create "bridges" between visitors and places by overlaying digital information and gameplay. The author provides examples of an environmental detective AR game used with MIT students and high school students. For the MIT students, the game exhibited some elements of gaminess like interesting decisions, but lacked clear goals and feedback. For the high school students, the game was more focused on completion than problem-solving. The author advocates designing AR games that balance structured learning and open-ended play to cultivate both fun and deeper understanding.
This workshop will look at the ways a choreographer constructs an experience for an audience and how those tools could be helpful to game designers. We will explore how the arrangement of objects and the progression of movements create audience engagement.
This document summarizes a presentation given to paraprofessionals about their role and impact. It begins with an introduction framing the objectives to examine the relevance of paraprofessionals and affirm their service role. It then shares findings from a documentary showing paraprofessionals making a positive difference through supporting student learning, sharing life experiences, and being valued team members. The presentation concludes by highlighting research supporting paraprofessionals and receiving positive feedback from parents, teachers and paraprofessionals themselves.
This document discusses the negative impacts of paparazzi on celebrities. It notes that paparazzi use aggressive tactics to photograph celebrities without consent in order to profit from photo sales. Their intrusive behavior has led some celebrities like Princess Diana and Michael Jackson to feel their privacy was invaded. As a result, several states have passed anti-paparazzi laws to curb paparazzi excesses.
1) The study examined how the modality (visual vs auditory) and visualizability (high vs low imagery) of word presentation affects memory.
2) It found that high visual imagery words were remembered better than low visual imagery words.
3) It also found an interaction such that the effect of visualizability was greater for visually presented words than for aurally presented words, suggesting visual imagery is more helpful for memory when words are presented visually.
This slideshow was presented for Richfield Public Schools district staff development and presents the next step in integration of embodiment research and Learning Acceleration through learning by design for classrooms, training, and professional development.
This document discusses game-based learning and its benefits. It provides examples of successful educational games like Foldit and World of Warcraft. Game elements like badges, leaderboards, and virtual identities are described as motivational tools. The document outlines a case study using a virtual environment to teach cyber security through simulated discussions. Overall, it argues that games can foster active, social, and emotional learning when designed intentionally for educational purposes.
Judy Perry- MIT Scheller Teacher, Education Program LabSeriousGamesAssoc
The document discusses using mobile augmented reality (AR) games to foster informal learning in real-world spaces. It describes how AR games can create "bridges" between visitors and places by overlaying digital information and gameplay. The author provides examples of an environmental detective AR game used with MIT students and high school students. For the MIT students, the game exhibited some elements of gaminess like interesting decisions, but lacked clear goals and feedback. For the high school students, the game was more focused on completion than problem-solving. The author advocates designing AR games that balance structured learning and open-ended play to cultivate both fun and deeper understanding.
The document discusses key aspects of creating an effective learning environment for children. It defines the learning environment as the internal and external factors that influence learning. An effective environment encourages discovery, independence, and hands-on learning. It also discusses Bronfenbrenner's ecological theory which emphasizes the interaction between a child and their various social systems, from immediate surroundings to broader cultural influences. Play is identified as an important part of the learning process, as it allows children to develop physically, intellectually, emotionally and socially in a relaxed setting.
The document discusses how architecture can benefit from understanding how children learn and play. It argues that children are naturally creative and innovative before these qualities are discouraged through social conditioning. Children think in operational models and see the world as something to explore rather than something to be programmed. The document advocates designing architecture and software with a playful, exploratory mindset inspired by how children learn, rather than through strict engineering approaches. This would make architecture more enjoyable, creative, and suited to how humans naturally think.
This document discusses why children play and what constitutes play. It argues that play is how children make sense of and explore the world. Through play, children develop important qualities like creativity, observation, problem-solving, and social skills. Play allows children to experiment with their bodies, materials, experiences and environments in open-ended ways. True play is internally motivated and freely chosen by children. The document warns against overly structured adult-led activities displacing child-led play.
This document discusses serious games and their purposes. It provides examples of serious games created by organizations in Canada for purposes like training, education, and addressing social issues. It also discusses theories about what makes games fun and how they can be used as learning tools. Experts are quoted discussing how games can teach us about systems and accelerate learning patterns through practice and permutations.
2011 EventCamp National Conference -- Jessica Levin/Midori Connolly Social ga...EventCamp
This document discusses how social games can be used for events. It first covers the theory behind why games can aid learning, noting that they help people enter a state of flow, provide safe emotional engagement, and foster competition and community. Specific game mechanics like rules, roles, challenges and rewards are also outlined. Finally, some example game formats and tools are proposed, and key steps for planning a successful game event are outlined, including setting objectives, gaining stakeholder buy-in, choosing tools/formats, and assessing performance.
The document discusses using social gaming at events to engage attendees. It describes how gaming can improve events by supporting business objectives and stakeholders while helping alleviate boredom. Gaming fosters community and innovation by creating a fun, safe space that promotes learning, problem-solving, emotional engagement and competition. Different types of games and mechanics are presented, along with ideas for games like earning CECs/CEUs, incorporating CSR activities, geocaching and augmented reality. The overall message is that gaming can enhance events by improving engagement and experiences for attendees.
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
Keynote for the Third International Conference on ICT in Education - ticEDUCA2014, at the Institute of Education of the University of Lisbon, on 15 November 2014.
The document summarizes the author's creative transformation process in completing a creativity assessment assignment. The author selected highlights from chapters and used imagination, metaphors, emotions and divergent thinking to illustrate the concepts. Metaphors were generated by using emotions as a springboard to transform statements into visually colorful projections. The author explored using emotions, multiple intelligences, personality types and conceptual visuals to divergently play with the source material.
Play is essential for children's development and learning. It allows children to use their creativity while developing their social, physical, and cognitive skills. There are many reasons why children play, including to learn, create, feel challenged, and have fun. Different types of play serve different developmental purposes, such as pretend play helping children learn about social roles and cooperative play supporting social and communication skills. Play should be child-led, freely chosen by the child, and incorporate toys and materials that encourage imagination and active learning.
The document describes the design process for BAMI, an interactive toy meant to help children ages 3-6 go to bed independently. Researchers conducted interviews with parents and observations of children's bedtime routines to understand children's needs and fears around sleep. They developed a concept for BAMI that provides implicit comfort and explicit interactivity to satisfy children psychologically. BAMI's functions include recorded messages from parents, a warm surface, glowing light, and response to names. The goal is for BAMI to form an attachment relationship with children and support healthy sleep habits.
Imaginative play allows children to role play and act out experiences they have had or interests them. Through imaginative play, children learn social skills and how to make decisions by experimenting with different behaviors. Role play supports children's emotional, social, language, cognitive, and physical development. In placement settings, imaginative play can involve using props like boxes, role playing as different people, and pretending to be in everyday or fantasy situations. Adults can support imaginative play by providing open-ended resources in a planned environment, but should allow children to play creatively without interference.
This document discusses how online games can facilitate the development of 21st century skills. It notes that the modern workplace values skills like problem-solving, collaboration, and adaptability over pure knowledge. While schools focus on standardized tests, games encourage collaboration, managing diversity, and thriving in unpredictable environments. The document also suggests how games could provide lifelong learning opportunities through story-based curricula, simulation, and online communities of practice.
Jacqueline Urick discusses using gaming and gamification to develop skills for future careers. She argues that if future careers will require technical skills and technology changes rapidly, individuals need to develop attributes like intelligence, wisdom, strength and constitution, as well as skills like input, ideation and strategy. She proposes a system of "questing" by taking classes, building things, reading and more to level up these attributes and skills in an engaging game-like framework. The goal is to develop into an "Awesome You" ready for the future of work.
All Day Workshop delivered to Brightwater School faculty and staff. In the ever-changing landscape of student demographics and diversity initiatives, teachers face the challenge of creating a classroom environment that goes beyond celebrations of heroes and holidays. Whether we are educators beginning the journey or far down the path into multiculturalism and inclusivity, there is always room to grow. What are some strategies and best practices to become the educator with whom all children thrive?
This document discusses the importance of play in child development. It outlines different types of play like construction, sensory-motor, and cooperative play. Play supports development in four key areas: social/emotional, language, cognitive, and physical. When children play, they are learning skills in all these domains like following rules, problem-solving, and communicating with others. The document emphasizes that play should be child-led and facilitated by adults to promote whole-child development and learning.
Play is a voluntary activity done for its own enjoyment without serious consequences or obligations. It allows freedom in deciding time, space, and rules. While children develop skills through play, adults may use play to temporarily escape responsibilities. Professional sport differs in having constraints on time and space as well as external pressures, rewards, and high seriousness rather than play's spontaneity and intrinsic enjoyment.
This document discusses play as a competitive advantage for adults and companies. It defines play as recreational activity done purely for enjoyment without goals or rules. The benefits of play include improved problem solving, creativity, stress relief, social skills, and mental well-being. However, modern culture values productivity and deemphasizes unstructured play for adults. The document argues that embracing play can provide advantages in today's fast-paced world by fostering innovation, flexibility, collaboration and bold ideas. Embracing playful approaches may help individuals and companies compete more successfully.
1) The document challenges the view that play has universal intrinsic features, arguing that definitions of play reflect Western cultural norms rather than universal characteristics.
2) It argues that play is better understood as a frame or context that transforms activities, rather than an activity itself. Playfulness is a mode of engagement rather than a distinct type of activity.
3) Key features of play across cultures and species include autotelic engagement and limited immediate function rather than separation from work or being inconsequential as often defined in the West. Play provides a frame allowing activities to be meaningful while engaged in playfully.
PlayScience - Reframe the Game: The State and Future of Kids' Mobile PlayPlayScience
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The document discusses how architecture can benefit from understanding how children learn and play. It argues that children are naturally creative and innovative before these qualities are discouraged through social conditioning. Children think in operational models and see the world as something to explore rather than something to be programmed. The document advocates designing architecture and software with a playful, exploratory mindset inspired by how children learn, rather than through strict engineering approaches. This would make architecture more enjoyable, creative, and suited to how humans naturally think.
This document discusses why children play and what constitutes play. It argues that play is how children make sense of and explore the world. Through play, children develop important qualities like creativity, observation, problem-solving, and social skills. Play allows children to experiment with their bodies, materials, experiences and environments in open-ended ways. True play is internally motivated and freely chosen by children. The document warns against overly structured adult-led activities displacing child-led play.
This document discusses serious games and their purposes. It provides examples of serious games created by organizations in Canada for purposes like training, education, and addressing social issues. It also discusses theories about what makes games fun and how they can be used as learning tools. Experts are quoted discussing how games can teach us about systems and accelerate learning patterns through practice and permutations.
2011 EventCamp National Conference -- Jessica Levin/Midori Connolly Social ga...EventCamp
This document discusses how social games can be used for events. It first covers the theory behind why games can aid learning, noting that they help people enter a state of flow, provide safe emotional engagement, and foster competition and community. Specific game mechanics like rules, roles, challenges and rewards are also outlined. Finally, some example game formats and tools are proposed, and key steps for planning a successful game event are outlined, including setting objectives, gaining stakeholder buy-in, choosing tools/formats, and assessing performance.
The document discusses using social gaming at events to engage attendees. It describes how gaming can improve events by supporting business objectives and stakeholders while helping alleviate boredom. Gaming fosters community and innovation by creating a fun, safe space that promotes learning, problem-solving, emotional engagement and competition. Different types of games and mechanics are presented, along with ideas for games like earning CECs/CEUs, incorporating CSR activities, geocaching and augmented reality. The overall message is that gaming can enhance events by improving engagement and experiences for attendees.
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
Keynote for the Third International Conference on ICT in Education - ticEDUCA2014, at the Institute of Education of the University of Lisbon, on 15 November 2014.
The document summarizes the author's creative transformation process in completing a creativity assessment assignment. The author selected highlights from chapters and used imagination, metaphors, emotions and divergent thinking to illustrate the concepts. Metaphors were generated by using emotions as a springboard to transform statements into visually colorful projections. The author explored using emotions, multiple intelligences, personality types and conceptual visuals to divergently play with the source material.
Play is essential for children's development and learning. It allows children to use their creativity while developing their social, physical, and cognitive skills. There are many reasons why children play, including to learn, create, feel challenged, and have fun. Different types of play serve different developmental purposes, such as pretend play helping children learn about social roles and cooperative play supporting social and communication skills. Play should be child-led, freely chosen by the child, and incorporate toys and materials that encourage imagination and active learning.
The document describes the design process for BAMI, an interactive toy meant to help children ages 3-6 go to bed independently. Researchers conducted interviews with parents and observations of children's bedtime routines to understand children's needs and fears around sleep. They developed a concept for BAMI that provides implicit comfort and explicit interactivity to satisfy children psychologically. BAMI's functions include recorded messages from parents, a warm surface, glowing light, and response to names. The goal is for BAMI to form an attachment relationship with children and support healthy sleep habits.
Imaginative play allows children to role play and act out experiences they have had or interests them. Through imaginative play, children learn social skills and how to make decisions by experimenting with different behaviors. Role play supports children's emotional, social, language, cognitive, and physical development. In placement settings, imaginative play can involve using props like boxes, role playing as different people, and pretending to be in everyday or fantasy situations. Adults can support imaginative play by providing open-ended resources in a planned environment, but should allow children to play creatively without interference.
This document discusses how online games can facilitate the development of 21st century skills. It notes that the modern workplace values skills like problem-solving, collaboration, and adaptability over pure knowledge. While schools focus on standardized tests, games encourage collaboration, managing diversity, and thriving in unpredictable environments. The document also suggests how games could provide lifelong learning opportunities through story-based curricula, simulation, and online communities of practice.
Jacqueline Urick discusses using gaming and gamification to develop skills for future careers. She argues that if future careers will require technical skills and technology changes rapidly, individuals need to develop attributes like intelligence, wisdom, strength and constitution, as well as skills like input, ideation and strategy. She proposes a system of "questing" by taking classes, building things, reading and more to level up these attributes and skills in an engaging game-like framework. The goal is to develop into an "Awesome You" ready for the future of work.
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This document discusses the importance of play in child development. It outlines different types of play like construction, sensory-motor, and cooperative play. Play supports development in four key areas: social/emotional, language, cognitive, and physical. When children play, they are learning skills in all these domains like following rules, problem-solving, and communicating with others. The document emphasizes that play should be child-led and facilitated by adults to promote whole-child development and learning.
Play is a voluntary activity done for its own enjoyment without serious consequences or obligations. It allows freedom in deciding time, space, and rules. While children develop skills through play, adults may use play to temporarily escape responsibilities. Professional sport differs in having constraints on time and space as well as external pressures, rewards, and high seriousness rather than play's spontaneity and intrinsic enjoyment.
This document discusses play as a competitive advantage for adults and companies. It defines play as recreational activity done purely for enjoyment without goals or rules. The benefits of play include improved problem solving, creativity, stress relief, social skills, and mental well-being. However, modern culture values productivity and deemphasizes unstructured play for adults. The document argues that embracing play can provide advantages in today's fast-paced world by fostering innovation, flexibility, collaboration and bold ideas. Embracing playful approaches may help individuals and companies compete more successfully.
1) The document challenges the view that play has universal intrinsic features, arguing that definitions of play reflect Western cultural norms rather than universal characteristics.
2) It argues that play is better understood as a frame or context that transforms activities, rather than an activity itself. Playfulness is a mode of engagement rather than a distinct type of activity.
3) Key features of play across cultures and species include autotelic engagement and limited immediate function rather than separation from work or being inconsequential as often defined in the West. Play provides a frame allowing activities to be meaningful while engaged in playfully.
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Presentation by Dr. J. Alison Bryant, CEO & Chief Play Officer, at Fordham University about how Millenial parents are using tech to make their lives better and easier, and engage with their families.
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The Origins of the Dwayne Johnson Kidnapping Saga
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Before discussing the specifics of the kidnapping. it is crucial to understand who Dwayne Johnson is and why his kidnapping would be so significant. Born May 2, 1972, Dwayne Douglas Johnson is an American actor, producer, businessman. and former professional wrestler. Known by his ring name, "The Rock," he gained fame in the World Wrestling Federation (WWF, now WWE) before transitioning to a successful career in Hollywood.
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But, beneath the veneer of normalcy, a sinister plot was unfolding. Unbeknownst to Johnson and his team, a group of criminals had planned his abduction. hoping to leverage his celebrity status for a hefty ransom. The stage was set for an event that would soon dominate worldwide headlines and social media feeds.
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On the day of the kidnapping, everything seemed to be proceeding as usual on set. Johnson and his co-stars and crew were engrossed in shooting a particularly demanding scene. As the day wore on, the production team took a short break. providing the kidnappers with the perfect opportunity to strike.
The abduction was executed with military precision. A group of masked men, armed and organized, infiltrated the set. They created chaos, taking advantage of the confusion to isolate Johnson. Johnson was outnumbered and caught off guard despite his formidable strength and fighting skills. The kidnappers overpowered him, bundled him into a waiting vehicle. and sped away, leaving everyone on set in a state of shock and disbelief.
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Leonardo DiCaprio House: Malibu Beachfront Retreat
A Prime Location
His Malibu beachfront house is one of the most famous properties in Leonardo DiCaprio's real estate portfolio. Situated in the exclusive Carbon Beach. also known as "Billionaire's Beach," this property boasts stunning ocean views and private beach access. The "Leonardo DiCaprio house" in Malibu is a testament to the actor's love for the sea and his penchant for luxurious living.
Architectural Highlights
The Malibu house features a modern design with clean lines, large windows. and open spaces blending indoor and outdoor living. The expansive deck and patio areas provide ample space for entertaining guests or enjoying a quiet sunset. The house has state-of-the-art amenities. including a gourmet kitchen, a home theatre, and many guest suites.
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Leonardo DiCaprio is a well-known environmental activist. whose Malibu house reflects his commitment to sustainability. The property incorporates solar panels, energy-efficient appliances, and sustainable building materials. The landscaping around the house is also designed to be water-efficient. featuring drought-resistant plants and intelligent irrigation systems.
Leonardo DiCaprio House: Hollywood Hills Hideaway
Privacy and Seclusion
Another remarkable property in Leonardo DiCaprio's collection is his Hollywood Hills house. This secluded retreat offers privacy and tranquility. making it an ideal escape from the hustle and bustle of Los Angeles. The "Leonardo DiCaprio house" in Hollywood Hills nestled among lush greenery. and offers panoramic views of the city and surrounding landscapes.
Design and Amenities
The Hollywood Hills house is a mid-century modern gem characterized by its sleek design and floor-to-ceiling windows. The open-concept living space is perfect for entertaining. while the cozy bedrooms provide a comfortable retreat. The property also features a swimming pool, and outdoor dining area. and a spacious deck that overlooks the cityscape.
Environmental Initiatives
The Hollywood Hills house incorporates several green features that are in line with DiCaprio's environmental values. The home has solar panels, energy-efficient lighting, and a rainwater harvesting system. Additionally, the landscaping designed to support local wildlife and promote
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Orpah Winfrey Dwayne Johnson: Titans of Influence and Inspirationgreendigital
Introduction
In the realm of entertainment, few names resonate as Orpah Winfrey Dwayne Johnson. Both figures have carved unique paths in the industry. achieving unparalleled success and becoming iconic symbols of perseverance, resilience, and inspiration. This article delves into the lives, careers. and enduring legacies of Orpah Winfrey Dwayne Johnson. exploring how their journeys intersect and what we can learn from their remarkable stories.
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Early Life and Backgrounds
Orpah Winfrey: From Humble Beginnings to Media Mogul
Orpah Winfrey, often known as Oprah due to a misspelling on her birth certificate. was born on January 29, 1954, in Kosciusko, Mississippi. Raised in poverty by her grandmother, Winfrey's early life was marked by hardship and adversity. Despite these challenges. she demonstrated a keen intellect and an early talent for public speaking.
Winfrey's journey to success began with a scholarship to Tennessee State University. where she studied communication. Her first job in media was as a co-anchor for the local evening news in Nashville. This role paved the way for her eventual transition to talk show hosting. where she found her true calling.
Dwayne Johnson: From Wrestling Royalty to Hollywood Superstar
Dwayne Johnson, also known by his ring name "The Rock," was born on May 2, 1972, in Hayward, California. He comes from a family of professional wrestlers, with both his father, Rocky Johnson. and his grandfather, Peter Maivia, being notable figures in the wrestling world. Johnson's early life was spent moving between New Zealand and the United States. experiencing a variety of cultural influences.
Before entering the world of professional wrestling. Johnson had aspirations of becoming a professional football player. He played college football at the University of Miami. where he was part of a national championship team. But, injuries curtailed his football career, leading him to follow in his family's footsteps and enter the wrestling ring.
Career Milestones
Orpah Winfrey: The Queen of All Media
Winfrey's career breakthrough came in 1986 when she launched "The Oprah Winfrey Show." The show became a cultural phenomenon. drawing millions of viewers daily and earning many awards. Winfrey's empathetic and candid interviewing style resonated with audiences. helping her tackle diverse and often challenging topics.
Beyond her talk show, Winfrey expanded her empire to include the creation of Harpo Productions. a multimedia production company. She also launched "O, The Oprah Magazine" and OWN: Oprah Winfrey Network, further solidifying her status as a media mogul.
Dwayne Johnson: From The Ring to The Big Screen
Dwayne Johnson's wrestling career took off in the late 1990s. when he became one of the most charismatic and popular figures in WWE. His larger-than-life persona and catchphrases endeared him to fans. making him a household name. But, Johnson had ambitions beyond the wrestling ring.
In the early 20
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5. Why Play is Important
Play ! Play !
“lights up” ! fosters
our brain ! creativity!
Play is ! Play is !
Play is !
safe failure! learning ! exploring !
what I can be!
by doing!
Play lets us
Play !
attune to
teaches rules !
others !
6. Play for 21st Century Skills
• Critical Thinking &
Problem Solving
• Creativity & Innovation
• Communication,
Collaboration, & Conflict
Resolution
• Information/Media Literacy
7. Play is Universal
[A]ll children in all societies
appear to engage in activities
that would fulfill some of the
criteria of play … That is,
children explore and pretend
as a way of engaging with the
world. More importantly, play
everywhere is an ‘enculturing’
process – that is, a means
through which children learn
about their cultures.
(Hyder, 2005, p.21)
8. Understanding Play as “Glocal”
Local!
Locus of Play
Play Play as Themes
Development
Pretend
Play
Global! Role
Play
Play
Toy/
Instigation Play as Device-
Discovery based Play
Object
Use
Parental
Co-Play Play
Cessation
10. Play… …is
neither
inherently
good
nor
bad
…promotes
…is
voluntary
social
cohesion
…has
rules
…has
no
(and
can
material
consequences
handle
disorder)
Adapted from Johan Huizinga’s (1938) Homo Ludens: A Study of the Play-Element in Culture
11. Play in All Forms
Play
Structured Semi-‐Structured
Un-structured
(Scaffolded
Play)
Sweet Spot
14. Play Today
Borrowed from Laura Seargeant Richardson and Alis Cambol (frog design, http://www.fastcodesign.com/1662667/the-gleeve-turns-game-design-into-childs-play)
15. Extrinsic Motivation Intrinsic Motivation
“Gamification” does not always mean
an increase in engagement and learning.
16. The Digital “Play” Continuum
Play
Structured Semi-‐Structured
Un-structured
(Scaffolded
Play)
17. Building Play for Tomorrow
Learning
Construct
Imagine
Construct
Imagine
Create
Move
Create
Move
Play
Structured Semi-‐Structured
Un-structured
(Scaffolded
Play)