Grell & Rau - Ingress In Adult Life - ECER2016Petra Grell
Ingress is a real time, location-based, social online game, that is continuously played on smartphones. The virtual playground is based on the physical world, visible through maps of earth. Each player needs to choose one of the two combatting factions and aligns oneself with a local community.The purpose of the research is to generate an extensive understanding of the meaning of this game for players and communities. The main question, in which way this game influences or broadens players’ views on urban space, on communities and environments is based on an understanding of Bildung as a process of orientation and transformation.
More Information are available on: http://www.eera-ecer.de/ecer-programmes/conference/21/contribution/38247/
Inspiring World-Changing Creativity with GamesJane McGonigal
The document discusses how games can inspire creativity and change the world for social good. It argues that games bring out the best in people, act as a gateway to real-life goals, change who people think they are, protect people from harm, and can give people real-life superpowers. The document also presents a game called EVOKE that enrolled over 19,000 students in over 130 countries in just 10 weeks to work on social issues. It concludes by arguing that games are more important than just fillers and are clues to how we can solve problems in the future.
The document discusses how games and media aimed at adults can provide inspiration for developing games for children. It provides examples of popular adult-oriented games like Cards Against Humanity and Borderlands 2 that demonstrate social and cooperative gameplay elements. It also discusses design principles for kids' games like cooperative level design, storytelling, and scaffolding. The document warns that directly copying inappropriate content from adult games is not advisable and that games for children need to be designed with kids' skill levels and experiences in mind.
This document discusses using games-based learning in congregational schools through a partnership between Global Kids and the Jewish Education Project. It provides an agenda for a workshop on this topic, including an icebreaker, introductions, an overview of games-based learning, designing a sample game, case studies, and next steps. Participants will discuss using games to teach content areas like history, Hebrew, and ethics in Jewish education. The document cites research on the benefits of digital games for helping children gain skills and content knowledge in an engaging way.
Grell Rau Kosubski ICA 2018 Game Study Ingress Petra Grell
This document summarizes research on the augmented reality mobile game Ingress. It describes the game's design, including its location-based gameplay and multiplayer elements. The research study used qualitative methods like ethnographic observation and interviews with 12 Ingress players to understand how the game impacts players' perspectives on social interaction, community, and public space. Key findings included that playing Ingress led to meaningful social encounters and the development of new friendships. It also transformed players' views of cities as they explored new areas and learned more about locations through playing the game. The research suggests Ingress facilitates a "layered reality" that promotes complex social and spatial learning for players.
This document contains excerpts from multiple sources discussing various aspects of games. It begins by introducing Anastasia Salter and her research interests in narrative games and platforms. Several excerpts discuss how game studies has focused on differences from other media but also note similarities. Other excerpts discuss how AAA games reinforce social norms, how games can make rhetorical arguments through processes, and how violence is often the default choice in many genres. The document concludes by encouraging making games.
Grell & Rau - Ingress In Adult Life - ECER2016Petra Grell
Ingress is a real time, location-based, social online game, that is continuously played on smartphones. The virtual playground is based on the physical world, visible through maps of earth. Each player needs to choose one of the two combatting factions and aligns oneself with a local community.The purpose of the research is to generate an extensive understanding of the meaning of this game for players and communities. The main question, in which way this game influences or broadens players’ views on urban space, on communities and environments is based on an understanding of Bildung as a process of orientation and transformation.
More Information are available on: http://www.eera-ecer.de/ecer-programmes/conference/21/contribution/38247/
Inspiring World-Changing Creativity with GamesJane McGonigal
The document discusses how games can inspire creativity and change the world for social good. It argues that games bring out the best in people, act as a gateway to real-life goals, change who people think they are, protect people from harm, and can give people real-life superpowers. The document also presents a game called EVOKE that enrolled over 19,000 students in over 130 countries in just 10 weeks to work on social issues. It concludes by arguing that games are more important than just fillers and are clues to how we can solve problems in the future.
The document discusses how games and media aimed at adults can provide inspiration for developing games for children. It provides examples of popular adult-oriented games like Cards Against Humanity and Borderlands 2 that demonstrate social and cooperative gameplay elements. It also discusses design principles for kids' games like cooperative level design, storytelling, and scaffolding. The document warns that directly copying inappropriate content from adult games is not advisable and that games for children need to be designed with kids' skill levels and experiences in mind.
This document discusses using games-based learning in congregational schools through a partnership between Global Kids and the Jewish Education Project. It provides an agenda for a workshop on this topic, including an icebreaker, introductions, an overview of games-based learning, designing a sample game, case studies, and next steps. Participants will discuss using games to teach content areas like history, Hebrew, and ethics in Jewish education. The document cites research on the benefits of digital games for helping children gain skills and content knowledge in an engaging way.
Grell Rau Kosubski ICA 2018 Game Study Ingress Petra Grell
This document summarizes research on the augmented reality mobile game Ingress. It describes the game's design, including its location-based gameplay and multiplayer elements. The research study used qualitative methods like ethnographic observation and interviews with 12 Ingress players to understand how the game impacts players' perspectives on social interaction, community, and public space. Key findings included that playing Ingress led to meaningful social encounters and the development of new friendships. It also transformed players' views of cities as they explored new areas and learned more about locations through playing the game. The research suggests Ingress facilitates a "layered reality" that promotes complex social and spatial learning for players.
This document contains excerpts from multiple sources discussing various aspects of games. It begins by introducing Anastasia Salter and her research interests in narrative games and platforms. Several excerpts discuss how game studies has focused on differences from other media but also note similarities. Other excerpts discuss how AAA games reinforce social norms, how games can make rhetorical arguments through processes, and how violence is often the default choice in many genres. The document concludes by encouraging making games.
The Golden Gamers: A 65+ Library Gaming GroupJohn Pappas
"The Golden Gamers" Equitable and Inclusive Gaming Events for the Elderly presented by John Pappas
Tabletop board gaming is a creative, multi-generational, social and fun activity. While there is a broad swatch of recreational activities for the 65+ crowd, generally gaming is left out. Conversations with the Senior Activities Board of the Upper Darby Libraries confirmed this with traditional video games providing an engaging experience but accessibility tends to be a challenge due to physical determinants (carpal tunnel, poor eyesight, arthritis) and experiential (with a large learning curve required for many video games). Tabletop board games provide an experience that is interactive, social, cognitive and engaging. With concerns over Alzheimer's and social isolation, this is an important subject for many seniors. The Primos Library instituted a series of programs "Tabletop Gaming at the Library" (intergenerational, weekly), The Game Designer's Guild (monthly, intergenerational) and the "Golden Gamers" (65+, Monthly-Weekly dependant upon interest) each providing a gaming experience for burgeoning and experienced gamers of any age.
In this talk, Pappas will discuss the initial planning, marketing, collection development and community engagement elements of the series as well as successes and challenges. A large portion of the talk will be on game selection for this age group including issues such as the level of social interaction inherent in the game, types of games, levels of complexity and iconography.
What do children learn when playing video games? How are games for children d...jamonjanight
Children can learn problem solving and dialogue skills from playing video games, especially educational games that integrate tutoring elements and game mechanics. Research on the game Zombie Division found that children had more fun and learned more from an intrinsic rewards version of the game compared to an extrinsic or control version. Educational games have the potential to teach skills beyond just academics, including diligence, emotional regulation, teamwork, and humility.
The document discusses creating alternate realities through ubiquitous games that improve quality of life. It suggests that future technologies will focus on increasing happiness and that game designers can hack reality by designing games that provide pleasure, engagement, and meaning for players. The document outlines different types of happiness and calls on readers to use their skills and resources to innovate happiness technologies.
V Congreso Internacional de Educared - Games to make the futureJane McGonigal
Games can help us make a better future and change the real world -- by harnessing our collaboration superpowers and collective intelligence skills to solve real problems. A keynote by Jane McGonigal, Director of Game Research & Development, Institute for the Future
by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
Born to Play Games - a talk by Jane McGonigal about human destiny circa 2020 ADJane McGonigal
How games bring out the best in us, act as a gateway to real-life goals, change who we think we really are, and protect us from real harm, and give us actual superpowers.... and how we will play world-changing games in the future as a result.
The document proposes a gamified mobile app called "Dashing Dragons" that encourages physical activity in children. The app would tell a story about finding stolen jewels as dragons. Children select a dragon and find virtual jewels hidden in real-world parks by completing physical tasks. Finding all jewels in a level earns healthy rewards or school points. Graphics and promotional materials were developed for the app's launch. Suggestions to expand it include adding more locations, minute-based goals, and social challenges.
This document discusses several topics related to game design and charity games. It mentions specific games like Cityville and Wildlife Refuge developed by Zynga and Sony Online Entertainment. It also references talks given by professionals in the field on designing games for different demographics and using games to make a better world. Several philosophy books and papers on game design theory are cited. Websites for nonprofit organizations and news articles are provided as additional resources.
This presentation was created for the 2015 Indiana Library Federation District Two Conference. It gives an overview why board games are educational, types of board games, using board games for library programming, and circulating board games in library collections.
Tales from the Aloran insurance Salesman: Bridging the Gap Between Learning G...Jordan Pailthorpe
A presentation on the game Risk Horizon and its design influences, specifically the element of mystery and discovery and how learning games should embrace this philosophy. Game created by the Emerson Engagement Lab.
Games for Health: 2012 Keynote: A Crash Course in Getting SuperBetterJane McGonigal
Games can increase four kinds of resilience: Mental, Physical, Emotional, and Social. With increased resilience, we can bounce back faster from injury or illness, and experience greater well-being and life satisfaction.
The document summarizes a TED talk about how games reward the brain and ways that gaming principles can be applied elsewhere. It discusses how games use rewards, feedback, and uncertainty to keep players engaged. It argues that the same psychological lessons from gaming could be used to motivate people to spend more time solving real-world problems if the real world was more like an online game.
The document describes a game called "Teenosaurus" created by teenagers to educate younger players about dinosaurs in an engaging way. The game aims to expand common knowledge about dinosaurs, a group of animals that became extinct 66 million years ago, through an interactive format. It was created using programming languages like C++ and drawing tools to develop characters, animations and backgrounds. The target audience is children and the story follows a boy who travels back in time and learns facts about different dinosaurs while completing levels of the game.
This document describes an interactive installation project called "Tudung Botol Multi Touch Screen Table" that aims to promote traditional Malaysian games. It involves an interactive multi-touch screen table where users can play an old traditional game called "Tudung Botol" using hand gestures. A survey showed most people agree that traditional games are becoming extinct due to less exposure and popularity of modern games. The project aims to help prevent traditional games from being forgotten by younger generations by bringing an old game into a new interactive media format.
YOUNITY is an art and design project that uses a board game to teach social values and responsibility. The game represents the connection between individuality ("You") and unity with greater society. Players work together to achieve self-realization by collecting talents linked to core values, moving around the customizable game board using dice and pawns. The game is being developed in different formats, starting with a physical board game played on a designed game table, as well as a digital online version. It aims to start conversations around achieving a sustainable and socially-responsible society.
A document discusses how a game designer was nominated for a Nobel Peace Prize by 2023 for their work using games for social good. It notes that in just 10 weeks, their game enrolled over 19,000 students from more than 130 countries, with the potential to change the world in a positive way through gameful learning and design.
This document is an introduction to a book about journeying toward spiritual wholeness. It discusses the concept of journeying in faith traditions like pilgrimages in medieval Christianity. It notes that Celtic Christians saw life as a journey to find Christ. The document invites readers to embrace God's vision of restoring creation to wholeness by consciously living each moment journeying toward God and God's purposes for restoration. It suggests that Lenten soul searching is often superficial and challenges readers to deeper reflection and change.
The Golden Gamers: A 65+ Library Gaming GroupJohn Pappas
"The Golden Gamers" Equitable and Inclusive Gaming Events for the Elderly presented by John Pappas
Tabletop board gaming is a creative, multi-generational, social and fun activity. While there is a broad swatch of recreational activities for the 65+ crowd, generally gaming is left out. Conversations with the Senior Activities Board of the Upper Darby Libraries confirmed this with traditional video games providing an engaging experience but accessibility tends to be a challenge due to physical determinants (carpal tunnel, poor eyesight, arthritis) and experiential (with a large learning curve required for many video games). Tabletop board games provide an experience that is interactive, social, cognitive and engaging. With concerns over Alzheimer's and social isolation, this is an important subject for many seniors. The Primos Library instituted a series of programs "Tabletop Gaming at the Library" (intergenerational, weekly), The Game Designer's Guild (monthly, intergenerational) and the "Golden Gamers" (65+, Monthly-Weekly dependant upon interest) each providing a gaming experience for burgeoning and experienced gamers of any age.
In this talk, Pappas will discuss the initial planning, marketing, collection development and community engagement elements of the series as well as successes and challenges. A large portion of the talk will be on game selection for this age group including issues such as the level of social interaction inherent in the game, types of games, levels of complexity and iconography.
What do children learn when playing video games? How are games for children d...jamonjanight
Children can learn problem solving and dialogue skills from playing video games, especially educational games that integrate tutoring elements and game mechanics. Research on the game Zombie Division found that children had more fun and learned more from an intrinsic rewards version of the game compared to an extrinsic or control version. Educational games have the potential to teach skills beyond just academics, including diligence, emotional regulation, teamwork, and humility.
The document discusses creating alternate realities through ubiquitous games that improve quality of life. It suggests that future technologies will focus on increasing happiness and that game designers can hack reality by designing games that provide pleasure, engagement, and meaning for players. The document outlines different types of happiness and calls on readers to use their skills and resources to innovate happiness technologies.
V Congreso Internacional de Educared - Games to make the futureJane McGonigal
Games can help us make a better future and change the real world -- by harnessing our collaboration superpowers and collective intelligence skills to solve real problems. A keynote by Jane McGonigal, Director of Game Research & Development, Institute for the Future
by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
Born to Play Games - a talk by Jane McGonigal about human destiny circa 2020 ADJane McGonigal
How games bring out the best in us, act as a gateway to real-life goals, change who we think we really are, and protect us from real harm, and give us actual superpowers.... and how we will play world-changing games in the future as a result.
The document proposes a gamified mobile app called "Dashing Dragons" that encourages physical activity in children. The app would tell a story about finding stolen jewels as dragons. Children select a dragon and find virtual jewels hidden in real-world parks by completing physical tasks. Finding all jewels in a level earns healthy rewards or school points. Graphics and promotional materials were developed for the app's launch. Suggestions to expand it include adding more locations, minute-based goals, and social challenges.
This document discusses several topics related to game design and charity games. It mentions specific games like Cityville and Wildlife Refuge developed by Zynga and Sony Online Entertainment. It also references talks given by professionals in the field on designing games for different demographics and using games to make a better world. Several philosophy books and papers on game design theory are cited. Websites for nonprofit organizations and news articles are provided as additional resources.
This presentation was created for the 2015 Indiana Library Federation District Two Conference. It gives an overview why board games are educational, types of board games, using board games for library programming, and circulating board games in library collections.
Tales from the Aloran insurance Salesman: Bridging the Gap Between Learning G...Jordan Pailthorpe
A presentation on the game Risk Horizon and its design influences, specifically the element of mystery and discovery and how learning games should embrace this philosophy. Game created by the Emerson Engagement Lab.
Games for Health: 2012 Keynote: A Crash Course in Getting SuperBetterJane McGonigal
Games can increase four kinds of resilience: Mental, Physical, Emotional, and Social. With increased resilience, we can bounce back faster from injury or illness, and experience greater well-being and life satisfaction.
The document summarizes a TED talk about how games reward the brain and ways that gaming principles can be applied elsewhere. It discusses how games use rewards, feedback, and uncertainty to keep players engaged. It argues that the same psychological lessons from gaming could be used to motivate people to spend more time solving real-world problems if the real world was more like an online game.
The document describes a game called "Teenosaurus" created by teenagers to educate younger players about dinosaurs in an engaging way. The game aims to expand common knowledge about dinosaurs, a group of animals that became extinct 66 million years ago, through an interactive format. It was created using programming languages like C++ and drawing tools to develop characters, animations and backgrounds. The target audience is children and the story follows a boy who travels back in time and learns facts about different dinosaurs while completing levels of the game.
This document describes an interactive installation project called "Tudung Botol Multi Touch Screen Table" that aims to promote traditional Malaysian games. It involves an interactive multi-touch screen table where users can play an old traditional game called "Tudung Botol" using hand gestures. A survey showed most people agree that traditional games are becoming extinct due to less exposure and popularity of modern games. The project aims to help prevent traditional games from being forgotten by younger generations by bringing an old game into a new interactive media format.
YOUNITY is an art and design project that uses a board game to teach social values and responsibility. The game represents the connection between individuality ("You") and unity with greater society. Players work together to achieve self-realization by collecting talents linked to core values, moving around the customizable game board using dice and pawns. The game is being developed in different formats, starting with a physical board game played on a designed game table, as well as a digital online version. It aims to start conversations around achieving a sustainable and socially-responsible society.
A document discusses how a game designer was nominated for a Nobel Peace Prize by 2023 for their work using games for social good. It notes that in just 10 weeks, their game enrolled over 19,000 students from more than 130 countries, with the potential to change the world in a positive way through gameful learning and design.
This document is an introduction to a book about journeying toward spiritual wholeness. It discusses the concept of journeying in faith traditions like pilgrimages in medieval Christianity. It notes that Celtic Christians saw life as a journey to find Christ. The document invites readers to embrace God's vision of restoring creation to wholeness by consciously living each moment journeying toward God and God's purposes for restoration. It suggests that Lenten soul searching is often superficial and challenges readers to deeper reflection and change.
Flex presentation for Paris Android User group PAUGMichael Chaize
The document discusses using Flex and Adobe Flash technologies to build mobile applications. It outlines how Flex is a free and open-source SDK for building rich internet applications (RIAs) and provides components, data binding, and other features. It also discusses how the Flex SDK provides APIs for building mobile apps that can access device features like multitouch, geolocation, cameras, and more. Developers can extend the Flex SDK further using ActionScript Native Extensions to access native device APIs. Examples are provided of several mobile apps built with Flex.
This document suggests alternative ways to fast during Lent beyond just food or activities, such as fasting from anger, judging others, discouragement, complaining, resentment, overspending, and instead spending extra time in prayer and showing family more love. It encourages the reader to try these alternative fasts and share the suggestions with others.
The document summarizes the results of a social capital "death match" between retail brands and individuals on Twitter. In three rounds, it examines their average audience sizes, influence, and authenticity. Brands had larger average audiences but individuals were deemed more influential and authentic by social metrics. The individuals won the competition 2 rounds to 1.
The document discusses the Spanish Civil War from 1936-1975 and important sites related to General Francisco Franco's rule. It mentions El Valle de los Caídos, Franco's tomb, the Alcázar of Toledo, and General Luis Moscardó who defended the Alcázar from a 70-day siege in 1936. It provides statistics on weapons fired at and casualties within the Alcázar during the siege, as well as Moscardó's tomb.
This document discusses multimedia concepts, hardware and software, development processes, and current and future developments. It defines multimedia and discusses its uses in various fields and elements. It also covers the hardware, editing software, authoring tools, and web editors needed for multimedia. The document examines user interface principles, development teams, and the phases of multimedia development. Finally, it explores immersive multimedia and its applications in education, business, and entertainment.
1) This document discusses how to brew coffee at home and provides a simple ROI model to analyze the costs and benefits.
2) It estimates that the initial year investment for home coffee brewing equipment would be around $68.50 per month but could save around $776 per year compared to daily coffee shop purchases.
3) In addition to financial savings, brewing coffee at home provides intangible benefits like socializing, being environmentally friendly, and increased work-life balance.
The document summarizes the seven new wonders of the world as voted in 2007. They are: 1) the Taj Mahal in India, 2) the Roman Colosseum in Italy, 3) the Pyramid of Chichen Itza in Mexico, 4) Machu Picchu in Peru, 5) Christ the Redeemer statue in Brazil, 6) Petra in Jordan, and 7) the Great Wall of China. A private foundation conducted the global poll to determine the new seven wonders of the world.
The document provides a recipe for maple cookies. It lists the ingredients needed which include butter, brown sugar, vanilla extract, egg, maple syrup, flour, baking soda, salt and walnuts. The instructions explain how to cream the butter and sugar, then mix in the other wet ingredients. Dry ingredients should be sifted together and added to the wet mixture. Dough is chilled before dropping spoonfuls onto a baking sheet. Cookies bake for 10-12 minutes and cool on a wire rack.
The document discusses different leadership styles including transactional leadership, charismatic leadership, and transformational leadership. Transactional leadership focuses on contingent rewards and management by exception. Charismatic leadership emphasizes shared vision and values that attract followers. Transformational leadership has four components: inspirational motivation, intellectual stimulation, idealized influence, and individualized consideration. It also discusses potential limits on a leader's impact such as low power, factors beyond their control, and substitutes for leadership.
The document discusses six principles of visual graphic design for instructional materials:
1. Contrast - Use sufficient contrast between elements so they are easily distinguished.
2. Alignment - Arrange elements in a parallel, organized manner.
3. Simplicity - Keep the message simple with only necessary text and graphics to avoid distraction.
4. Proximity - Leave appropriate space between elements to suggest relationships.
5. Emphasis - Have one main focal element to draw attention.
6. Repetition - Use repetition sparingly and only if needed for consistency.
Leichtgewichtige Architekturen mit Spring, JPA, Maven und GroovyThorsten Kamann
Gute Software sollte sich an der entsprechenden Fachdomäne orientieren und nicht an der zugrundeliegenden Technologie. Um dies zu erreichen, wird allerdings eine Basis benötigt, die technisch ausgereift ist ohne Einschränkungen für die Entwicklung. Eine solche Basis kann mit dem Springframework geschaffen werden. Die Kombination von Spring, Annotations, Java Persistence (JPA) und Unit-Testing erlaubt eine flexible und modulare Architektur und könnte eine mögliche technische Basis für ein solches Softwaresystem sein.
Dieser Vortrag stellt einen Lösungsansatz anhand eines einfachen Beispiels vor. Die Aufbereitung der Inhalte orientiert sich dabei an einem typischen test-zentrierten Entwicklungsprozess. Folgende Themen werden angesprochen:
* Einleitung Spring und JPA, Maven, Groovy
* Projektstruktur
* Entwicklung der API (der Schnittstellen)
* Test-getriebene Entwicklung der Implementierung
* Spring-unterstützte Integrationstests
Ausblick:
* Spring 2.5 - mehr Annotations; Verwaltung von Entities mit Spring
* Webschicht - Anbindung einer Webanwendung mit Java Server Faces (JSF)
* Spring-Webservices - Contract-First Webservices mit Spring-WS 1.0
This document discusses how various fruits and vegetables resemble different parts of the human body and how recent research has found they benefit those corresponding organs or systems. It provides examples like carrots resembling and benefiting the eyes, tomatoes resembling and benefiting the heart, and walnuts resembling and benefiting the brain. It encourages sharing the information to keep "the candle of love, hope and friendship" alive by passing it on to others.
Madrid Alfresco Day 2015 - John Pomeroy - Why Alfresco in today’s Digital Ent...John Newton
John Pomeroy discusses why Alfresco is well-suited for today's digital enterprises. Legacy ECM systems are expensive to customize and maintain, do not enable easy external collaboration, and are cumbersome for users. Today's requirements include easy access from any device, intuitive search, and secure external collaboration. Alfresco provides a modern ECM platform that is simple for users to access content from familiar applications and devices. It allows powerful content management and workflows for productivity as well as secure collaboration inside and outside an organization. Alfresco also offers flexibility through its hybrid deployment options and is built with open standards for integration and extensibility.
1. The document discusses the differences between digital immigrants, who are teachers that grew up without digital technologies, and digital natives, who are students that have grown up with digital technologies.
2. It argues that teachers cannot provide students with 21st century skills because most teachers are digital immigrants who do not fully understand or use new technologies.
3. The document proposes empowering students by giving them tools like cell phones and game-based learning programs to help them develop 21st century skills and stay engaged in learning.
The document provides an overview of digital games and gamers, including who plays games, why they play, where and how they play, and examples of using games for learning and health purposes. Some key points are that the average gamer is 34 years old, social gaming is popular, and games are being used successfully in subjects like history, science, and health education.
As part of Institute of Customer Experience, we are constantly on the look out for opportunities that give us an insight into the future of things. We wanted to explore the concept of “beginner’s mind” which is said to be an attitude of openness, eagerness and lack of preconceptions and realized that it was the mind of a child that we wanted a peek into.
We ideated and devised a unique way of getting children to give us their insights about what they think will happen in the future. The result was a board game called “The Trip to the Future” which we used to conduct “playshops”. This method got us very exciting responses. We would love to take you through the journey.
The document discusses the educational value of traditional games compared to modern video games and technologies. It argues that traditional games encourage socialization, creativity, imagination, and physical development more than many video games. Traditional games help children learn skills like cooperation, competition, and following rules. While modern technologies are prevalent, the document advocates finding a balance between tradition and modernity in children's play.
A guest presentation given to students at the University of Cape Town introducing games and learning, serious games, and how these relate to the South African context.
Playing for change, playshop resources, Dr Jenny Fisher and Chrissi NerantziChrissi Nerantzi
1) The document describes a 90-minute playshop being held by Dr. Jenny Fisher and Chrissi Nerantzi on playing for change.
2) The playshop will involve participants experiencing three playstations focused on making, animating, and designing playful learning activities.
3) The facilitators believe that play is integral to learning at any age and can foster cooperation, trust, empathy and creativity. Playful learning approaches like making, animating and games will be explored.
This presentation, originally presented in Second Life to the NC Distance Learning Association, explores how video games and virtual worlds can be valuable tools for instruction and shares resources that teachers might use to incorporate gaming into their curriculum.
Keynote - The Magic Circle of Playful and Gameful Co-CreationSylvester Arnab
This document discusses motivation and nudging in gameful and playful co-creation. It explores how games can drive collective action and social innovation through creative and playful learning spaces that merge physical and digital experiences. Examples of game inspirations are provided, such as card games, escape rooms and role-playing games. The document advocates for keeping the game creation process simple by tapping into personal play experiences and remixing elements that already exist.
Games and crowdsourcing can be used for adult education in libraries in several ways:
1) Games like Foldit and EteRNA allow players to contribute to scientific research while playing, offering opportunities for library programming.
2) The Ann Arbor District Library runs a successful summer game that encourages community engagement and exploration of library collections and services.
3) Crowdsourcing projects involving tasks like correcting texts or transcribing ship logs harness people's interest while providing data for research.
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.
1. The document discusses pervasive games, which blur the lines between games and real life by deploying digital content into everyday spaces and activities.
2. Examples are provided of successful alternate reality games (ARGs) like The Beast and I Love Bees that engaged thousands of players by hiding puzzles across websites and real world locations.
3. Both grassroots and commercial ARGs are discussed, noting the importance of community collaboration, dynamic storytelling, and managing player expectations.
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.
Trip report: Games and Learning Conferences 2008Steve Vosloo
I presented at the 2008 Games, Learning and Society and ED-MEDIA conferences. In this presentation are broad themes related to digital game-based learning ...
Innovative Pedagogies for ESD and GCED - UNESCOMEGA Generation
Presentation used in the debate “Innovative pedagogies for ESD and GCED: Is game-based learning the future?” organized by the UNSECO MGIEP during the UNESCO Week for Peace and Sustainable Development that took place in Ottawa, Canada.
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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At 28, Brianna Coppage left her teaching career to become an OnlyFans content creator. This bold move into digital entrepreneurship allowed her to harness her creativity and build a new identity. Brianna's experience highlights the intersection of technology and personal branding in today's economy.
Barbie Movie Review - The Astras.pdffffftheastras43
Barbie Movie Review has gotten brilliant surveys for its fun and creative story. Coordinated by Greta Gerwig, it stars Margot Robbie as Barbie and Ryan Gosling as Insight. Critics adore its perky humor, dynamic visuals, and intelligent take on the notorious doll's world. It's lauded for being engaging for both kids and grown-ups. The Astras profoundly prescribes observing the Barbie Review for a delightful and colorful cinematic involvement.https://theastras.com/hca-member-gradebooks/hca-gradebook-barbie/
Christian Louboutin: Innovating with Red Solesget joys
Christian Louboutin is celebrated for his innovative approach to footwear design, marked by his trademark red soles. This in-depth look at his life and career explores the origins of his creativity, the milestones in his journey, and the impact of his work on the fashion industry. Learn how Louboutin's bold vision and dedication to excellence have made his brand synonymous with luxury and style.
The Evolution of the Leonardo DiCaprio Haircut: A Journey Through Style and C...greendigital
Leonardo DiCaprio, a name synonymous with Hollywood stardom and acting excellence. has captivated audiences for decades with his talent and charisma. But, the Leonardo DiCaprio haircut is one aspect of his public persona that has garnered attention. From his early days as a teenage heartthrob to his current status as a seasoned actor and environmental activist. DiCaprio's hairstyles have evolved. reflecting both his personal growth and the changing trends in fashion. This article delves into the many phases of the Leonardo DiCaprio haircut. exploring its significance and impact on pop culture.
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The way we consume television has evolved dramatically over the past decade. Internet Protocol Television (IPTV) has emerged as a popular alternative to traditional cable and satellite TV, offering a wide range of channels and on-demand content via the internet. In Ireland, IPTV is rapidly gaining traction, with Xtreame HDTV being one of the prominent providers in the market. This comprehensive guide will delve into everything you need to know about IPTV Ireland, focusing on Xtreame HDTV, its features, benefits, and how it is revolutionizing TV viewing for Irish audiences.
Leonardo DiCaprio House: A Journey Through His Extravagant Real Estate Portfoliogreendigital
Introduction
Leonardo DiCaprio, A name synonymous with Hollywood excellence. is not only known for his stellar acting career but also for his impressive real estate investments. The "Leonardo DiCaprio house" is a topic that piques the interest of many. as the Oscar-winning actor has amassed a diverse portfolio of luxurious properties. DiCaprio's homes reflect his varied tastes and commitment to sustainability. from retreats to historic mansions. This article will delve into the fascinating world of Leonardo DiCaprio's real estate. Exploring the details of his most notable residences. and the unique aspects that make them stand out.
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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.
Sustainable Features
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
Top IPTV UK Providers of A Comprehensive Review.pdfXtreame HDTV
The television landscape in the UK has evolved significantly with the rise of Internet Protocol Television (IPTV). IPTV offers a modern alternative to traditional cable and satellite TV, allowing viewers to stream live TV, on-demand videos, and other multimedia content directly to their devices over the internet. This review provides an in-depth look at the top IPTV UK providers, their features, pricing, and what sets them apart.
The Unbelievable Tale of Dwayne Johnson Kidnapping: A Riveting Sagagreendigital
Introduction
The notion of Dwayne Johnson kidnapping seems straight out of a Hollywood thriller. Dwayne "The Rock" Johnson, known for his larger-than-life persona, immense popularity. and action-packed filmography, is the last person anyone would envision being a victim of kidnapping. Yet, the bizarre and riveting tale of such an incident, filled with twists and turns. has captured the imagination of many. In this article, we delve into the intricate details of this astonishing event. exploring every aspect, from the dramatic rescue operation to the aftermath and the lessons learned.
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The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
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.
Johnson's filmography includes blockbuster hits such as "The Fast and the Furious" series, "Jumanji," "Moana," and "San Andreas." His charismatic personality, impressive physique. and action-star status have made him a beloved figure worldwide. Thus, the news of his kidnapping would send shockwaves across the globe.
Setting the Scene: The Day of the Kidnapping
The incident of Dwayne Johnson's kidnapping began on an ordinary day. Johnson was filming his latest high-octane action film set to break box office records. The location was a remote yet scenic area. chosen for its rugged terrain and breathtaking vistas. perfect for the film's climactic scenes.
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.
The Abduction: Unfolding the Dwayne Johnson Kidnapping
The Moment of Capture
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.
The Immediate Aftermath
The immediate aftermath of the Dwayne Johnson kidnappin
From Swing Music to Big Band Fame_ 5 Iconic Artists.pptx
Presentation Ketnet Kick Gaming Community Creativity
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3. Middle Childhood The Big C’s Competitors Creators Collaborators Collectors Hughes, Piaget, Corsaro PLAY
4. PLAY Play is universal and essential for learning
5. Play and community It is during play that children are making friends and social networks
6. Playgrounds in the network society Playgrounds are changing. Children play offline and online. Internet and games are infiltrating in the lives of children.Children are digital natives.
21. Games+community => creativity Games gives possibilities to tell stories in an interactive way, often supported by a community. (game + netwerk) Interdisciplinary (new insights) Community (network of knowledge) Critical judgements / based on existing ideas In a game you can start over again and again Playing and taking risques Games are striving for controle. A game is a balance between skills and challenges. = FLOW Controle Games can be motivating / a way for exploration and simulation/ a medium of the young people Right Medium game Creativiteit
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24. Questions? Contacts: Tim Van Lier, +32 (0)2 6291835, Tim.Van. [email_address] .ac.be IBBT Research Group SMIT - Vrije Universiteit Brussel (VUB) Pleinlaan 2, 1050 Brussels (Belgium) Thank you for listening!
Editor's Notes
When iwas a little boy, i used to be in a kind of club of friends and together we liked to play games, in these games, tv-shows that we liked, where acted out. It was a great feeling to relive the adventures of the characters and even to invent new stories and chararters. We even made our own props. (when i hear it now, we were kinda geeks) Anyway i believe at that point i was, for the very first time, i was particupating in a community. Maybee this sounds familiar to some of you? Aty least i hope i am not the only one who used to play this kind of geeky games.