A presentation on the early-stage informed development of Project:Filter, a game about the ecological and environmental impact of water quality caused by human behaviour.
The Astronaut Psychology Dashboard (APD) is a design concept for a software application to monitor the physical and mental health of astronauts (and astronaut teams) on long-duration space missions.
It is meant to provide feedback, monitoring, and exercises
to improve each metric concerned. The Astronaut Psychology Dashboard is an attempt to answer the question “What tool would help create the ultimate team?” It distills the best research in team psychology into a single interface, and makes that interface fun and easy to use.
Big Game Theory Hunting: The Peculiarities of Human Behavior in the InfoSec GameKelly Shortridge
HD: swagitda.com/speaking/us-17-Shortridge-Big-Game-Theory-Hunting.pdf
We all groan when we hear it's "time for some game theory," but traditional game theory – modelling conflict and cooperation between rational decision-makers – still pervades how we think of defensive strategy as an industry. This primitive analysis is a disservice to defenders, who are facing humans (and who are, in fact, humans themselves), but are modelling their own actions and opponent's actions based on the assumption of machine-like behavior.
In this session, I will examine traditional game theory and propose why behavioral game theory should take its place in the philosophy of defense. Next, I'll review the first principles of game theory, through the lens of behavioral game theory, which empirically measures how humans actually behave in games, rather than assumes they will behave coldly rational.
I'll explain the "rules" of the information security game and how traditional game theory is poorly suited to those conditions, along with the various behavioral models and why they are a superior fit. I'll then explore the two primarily methods that play into how humans make decisions in games – "thinking" and "learning" and what empirical data from behavioral game theory studies suggests on how to improve thinking and learning, extrapolating to applications for infosec defenders.
Finally, I'll present new insights from my own research, examining how defenders and attackers play the infosec game specifically, and bridging from theory to practice, to see how the lessons from behavioral game theory can be tangibly incorporated into defenders' strategic decision making processes. I'll conclude the session by outlining the practical steps for improving threat modelling, countering offensive moves, and deciding which products to use, so that defenders can start gaining the high ground in the infosec game.
The Astronaut Psychology Dashboard (APD) is a design concept for a software application to monitor the physical and mental health of astronauts (and astronaut teams) on long-duration space missions.
It is meant to provide feedback, monitoring, and exercises
to improve each metric concerned. The Astronaut Psychology Dashboard is an attempt to answer the question “What tool would help create the ultimate team?” It distills the best research in team psychology into a single interface, and makes that interface fun and easy to use.
Big Game Theory Hunting: The Peculiarities of Human Behavior in the InfoSec GameKelly Shortridge
HD: swagitda.com/speaking/us-17-Shortridge-Big-Game-Theory-Hunting.pdf
We all groan when we hear it's "time for some game theory," but traditional game theory – modelling conflict and cooperation between rational decision-makers – still pervades how we think of defensive strategy as an industry. This primitive analysis is a disservice to defenders, who are facing humans (and who are, in fact, humans themselves), but are modelling their own actions and opponent's actions based on the assumption of machine-like behavior.
In this session, I will examine traditional game theory and propose why behavioral game theory should take its place in the philosophy of defense. Next, I'll review the first principles of game theory, through the lens of behavioral game theory, which empirically measures how humans actually behave in games, rather than assumes they will behave coldly rational.
I'll explain the "rules" of the information security game and how traditional game theory is poorly suited to those conditions, along with the various behavioral models and why they are a superior fit. I'll then explore the two primarily methods that play into how humans make decisions in games – "thinking" and "learning" and what empirical data from behavioral game theory studies suggests on how to improve thinking and learning, extrapolating to applications for infosec defenders.
Finally, I'll present new insights from my own research, examining how defenders and attackers play the infosec game specifically, and bridging from theory to practice, to see how the lessons from behavioral game theory can be tangibly incorporated into defenders' strategic decision making processes. I'll conclude the session by outlining the practical steps for improving threat modelling, countering offensive moves, and deciding which products to use, so that defenders can start gaining the high ground in the infosec game.
On the relation between learning, teaching, science and games. Presentation for the course on simulation in medical pedagogy at Paris Descartes university.
TH301 - Start Thinking Like a Game Designer: An Interactive Learning ExperienceKarl Kapp
In games, players immediately take action, make meaningful decisions, and volunteer to spend more and more time finding treasures or defeating villains. Meanwhile, many corporate e-learning experiences are less than engaging. What instructional designers need to do is steal ideas, techniques, and methodologies from game designers and incorporate those ideas into our instructional design. This session will provide a model that can be followed by instructional designers as well as research-based recommendations for helping instructional designers think more like game designers. The result will be interactive and engaging instruction. This will be an intermediate-level session, and some knowledge of instructional design will be helpful. Also, bring your smartphone and devices, as you will be interacting with the content and voting on answer choices while this interactive adventure unfolds.
A video game that teaches biology and chemistry, cell biology and nanotechnology... Immune Defense is a real time strategy game. Designed to engage 16 year old students, Immune Defense is fun for ages 10 through 110. Designed upon data about what makes people confident with molecular biology, Immune Defense is also designed to be engaging to a broad audience (casual/midcore game style). Added to this talk are 4 slides of learning objectives and how they are presented in the game.
Learning to Make Your Own Reality - IGDA Education Keynote 2009Jane McGonigal
What new kinds of games will we play in the future, and what key knowledge and skills will game developers need to invent them? Futurist and game designer Jane McGonigal argues that over the next decade, games will become a powerful interface for managing our real work, organizing society, and optimizing our real lives. Increasingly, she predicts, game developers will be charged with the task of making people happier, smarter, friendlier, greener, and healthier -- and hundreds of millions of new gamers will be playing together at home, at school, at work, and everywhere in between. The result? Game design and development expertise will become a sought-after talent in virtually every industry and field, from Fortune 500 companies to top government agencies. Indeed, the future is brighter for game developers than ever before. But making games that aim to improve our quality of life and to re-invent society as we know it will require a new set of design skills and content expertise beyond what we traditionally teach in game programs. In this keynote, you'll find out the top five design competencies (such as 'technology foresight' and the ability to generate and measure 'participation bandwidth') and the five most important subject areas (such as positive psychology and mass collaboration) for this new class of reality-changing game developers.
The key takeaway of this talk: We can live in any world we want but only if we teach the next generation of game developers what they need to know in order to imagine and make new and better realities.
Resources for teachers: teaching game making and using games in classrooms. More resources and links at:
http://michelleaubrecht.net/eTech_Resources.html
Introducing Crescat - Event Management Software for Venues, Festivals and Eve...Crescat
Crescat is industry-trusted event management software, built by event professionals for event professionals. Founded in 2017, we have three key products tailored for the live event industry.
Crescat Event for concert promoters and event agencies. Crescat Venue for music venues, conference centers, wedding venues, concert halls and more. And Crescat Festival for festivals, conferences and complex events.
With a wide range of popular features such as event scheduling, shift management, volunteer and crew coordination, artist booking and much more, Crescat is designed for customisation and ease-of-use.
Over 125,000 events have been planned in Crescat and with hundreds of customers of all shapes and sizes, from boutique event agencies through to international concert promoters, Crescat is rigged for success. What's more, we highly value feedback from our users and we are constantly improving our software with updates, new features and improvements.
If you plan events, run a venue or produce festivals and you're looking for ways to make your life easier, then we have a solution for you. Try our software for free or schedule a no-obligation demo with one of our product specialists today at crescat.io
On the relation between learning, teaching, science and games. Presentation for the course on simulation in medical pedagogy at Paris Descartes university.
TH301 - Start Thinking Like a Game Designer: An Interactive Learning ExperienceKarl Kapp
In games, players immediately take action, make meaningful decisions, and volunteer to spend more and more time finding treasures or defeating villains. Meanwhile, many corporate e-learning experiences are less than engaging. What instructional designers need to do is steal ideas, techniques, and methodologies from game designers and incorporate those ideas into our instructional design. This session will provide a model that can be followed by instructional designers as well as research-based recommendations for helping instructional designers think more like game designers. The result will be interactive and engaging instruction. This will be an intermediate-level session, and some knowledge of instructional design will be helpful. Also, bring your smartphone and devices, as you will be interacting with the content and voting on answer choices while this interactive adventure unfolds.
A video game that teaches biology and chemistry, cell biology and nanotechnology... Immune Defense is a real time strategy game. Designed to engage 16 year old students, Immune Defense is fun for ages 10 through 110. Designed upon data about what makes people confident with molecular biology, Immune Defense is also designed to be engaging to a broad audience (casual/midcore game style). Added to this talk are 4 slides of learning objectives and how they are presented in the game.
Learning to Make Your Own Reality - IGDA Education Keynote 2009Jane McGonigal
What new kinds of games will we play in the future, and what key knowledge and skills will game developers need to invent them? Futurist and game designer Jane McGonigal argues that over the next decade, games will become a powerful interface for managing our real work, organizing society, and optimizing our real lives. Increasingly, she predicts, game developers will be charged with the task of making people happier, smarter, friendlier, greener, and healthier -- and hundreds of millions of new gamers will be playing together at home, at school, at work, and everywhere in between. The result? Game design and development expertise will become a sought-after talent in virtually every industry and field, from Fortune 500 companies to top government agencies. Indeed, the future is brighter for game developers than ever before. But making games that aim to improve our quality of life and to re-invent society as we know it will require a new set of design skills and content expertise beyond what we traditionally teach in game programs. In this keynote, you'll find out the top five design competencies (such as 'technology foresight' and the ability to generate and measure 'participation bandwidth') and the five most important subject areas (such as positive psychology and mass collaboration) for this new class of reality-changing game developers.
The key takeaway of this talk: We can live in any world we want but only if we teach the next generation of game developers what they need to know in order to imagine and make new and better realities.
Resources for teachers: teaching game making and using games in classrooms. More resources and links at:
http://michelleaubrecht.net/eTech_Resources.html
Introducing Crescat - Event Management Software for Venues, Festivals and Eve...Crescat
Crescat is industry-trusted event management software, built by event professionals for event professionals. Founded in 2017, we have three key products tailored for the live event industry.
Crescat Event for concert promoters and event agencies. Crescat Venue for music venues, conference centers, wedding venues, concert halls and more. And Crescat Festival for festivals, conferences and complex events.
With a wide range of popular features such as event scheduling, shift management, volunteer and crew coordination, artist booking and much more, Crescat is designed for customisation and ease-of-use.
Over 125,000 events have been planned in Crescat and with hundreds of customers of all shapes and sizes, from boutique event agencies through to international concert promoters, Crescat is rigged for success. What's more, we highly value feedback from our users and we are constantly improving our software with updates, new features and improvements.
If you plan events, run a venue or produce festivals and you're looking for ways to make your life easier, then we have a solution for you. Try our software for free or schedule a no-obligation demo with one of our product specialists today at crescat.io
Graspan: A Big Data System for Big Code AnalysisAftab Hussain
We built a disk-based parallel graph system, Graspan, that uses a novel edge-pair centric computation model to compute dynamic transitive closures on very large program graphs.
We implement context-sensitive pointer/alias and dataflow analyses on Graspan. An evaluation of these analyses on large codebases such as Linux shows that their Graspan implementations scale to millions of lines of code and are much simpler than their original implementations.
These analyses were used to augment the existing checkers; these augmented checkers found 132 new NULL pointer bugs and 1308 unnecessary NULL tests in Linux 4.4.0-rc5, PostgreSQL 8.3.9, and Apache httpd 2.2.18.
- Accepted in ASPLOS ‘17, Xi’an, China.
- Featured in the tutorial, Systemized Program Analyses: A Big Data Perspective on Static Analysis Scalability, ASPLOS ‘17.
- Invited for presentation at SoCal PLS ‘16.
- Invited for poster presentation at PLDI SRC ‘16.
Launch Your Streaming Platforms in MinutesRoshan Dwivedi
The claim of launching a streaming platform in minutes might be a bit of an exaggeration, but there are services that can significantly streamline the process. Here's a breakdown:
Pros of Speedy Streaming Platform Launch Services:
No coding required: These services often use drag-and-drop interfaces or pre-built templates, eliminating the need for programming knowledge.
Faster setup: Compared to building from scratch, these platforms can get you up and running much quicker.
All-in-one solutions: Many services offer features like content management systems (CMS), video players, and monetization tools, reducing the need for multiple integrations.
Things to Consider:
Limited customization: These platforms may offer less flexibility in design and functionality compared to custom-built solutions.
Scalability: As your audience grows, you might need to upgrade to a more robust platform or encounter limitations with the "quick launch" option.
Features: Carefully evaluate which features are included and if they meet your specific needs (e.g., live streaming, subscription options).
Examples of Services for Launching Streaming Platforms:
Muvi [muvi com]
Uscreen [usencreen tv]
Alternatives to Consider:
Existing Streaming platforms: Platforms like YouTube or Twitch might be suitable for basic streaming needs, though monetization options might be limited.
Custom Development: While more time-consuming, custom development offers the most control and flexibility for your platform.
Overall, launching a streaming platform in minutes might not be entirely realistic, but these services can significantly speed up the process compared to building from scratch. Carefully consider your needs and budget when choosing the best option for you.
Custom Healthcare Software for Managing Chronic Conditions and Remote Patient...Mind IT Systems
Healthcare providers often struggle with the complexities of chronic conditions and remote patient monitoring, as each patient requires personalized care and ongoing monitoring. Off-the-shelf solutions may not meet these diverse needs, leading to inefficiencies and gaps in care. It’s here, custom healthcare software offers a tailored solution, ensuring improved care and effectiveness.
E-commerce Application Development Company.pdfHornet Dynamics
Your business can reach new heights with our assistance as we design solutions that are specifically appropriate for your goals and vision. Our eCommerce application solutions can digitally coordinate all retail operations processes to meet the demands of the marketplace while maintaining business continuity.
AI Pilot Review: The World’s First Virtual Assistant Marketing SuiteGoogle
AI Pilot Review: The World’s First Virtual Assistant Marketing Suite
👉👉 Click Here To Get More Info 👇👇
https://sumonreview.com/ai-pilot-review/
AI Pilot Review: Key Features
✅Deploy AI expert bots in Any Niche With Just A Click
✅With one keyword, generate complete funnels, websites, landing pages, and more.
✅More than 85 AI features are included in the AI pilot.
✅No setup or configuration; use your voice (like Siri) to do whatever you want.
✅You Can Use AI Pilot To Create your version of AI Pilot And Charge People For It…
✅ZERO Manual Work With AI Pilot. Never write, Design, Or Code Again.
✅ZERO Limits On Features Or Usages
✅Use Our AI-powered Traffic To Get Hundreds Of Customers
✅No Complicated Setup: Get Up And Running In 2 Minutes
✅99.99% Up-Time Guaranteed
✅30 Days Money-Back Guarantee
✅ZERO Upfront Cost
See My Other Reviews Article:
(1) TubeTrivia AI Review: https://sumonreview.com/tubetrivia-ai-review
(2) SocioWave Review: https://sumonreview.com/sociowave-review
(3) AI Partner & Profit Review: https://sumonreview.com/ai-partner-profit-review
(4) AI Ebook Suite Review: https://sumonreview.com/ai-ebook-suite-review
Enterprise Resource Planning System includes various modules that reduce any business's workload. Additionally, it organizes the workflows, which drives towards enhancing productivity. Here are a detailed explanation of the ERP modules. Going through the points will help you understand how the software is changing the work dynamics.
To know more details here: https://blogs.nyggs.com/nyggs/enterprise-resource-planning-erp-system-modules/
Quarkus Hidden and Forbidden ExtensionsMax Andersen
Quarkus has a vast extension ecosystem and is known for its subsonic and subatomic feature set. Some of these features are not as well known, and some extensions are less talked about, but that does not make them less interesting - quite the opposite.
Come join this talk to see some tips and tricks for using Quarkus and some of the lesser known features, extensions and development techniques.
Code reviews are vital for ensuring good code quality. They serve as one of our last lines of defense against bugs and subpar code reaching production.
Yet, they often turn into annoying tasks riddled with frustration, hostility, unclear feedback and lack of standards. How can we improve this crucial process?
In this session we will cover:
- The Art of Effective Code Reviews
- Streamlining the Review Process
- Elevating Reviews with Automated Tools
By the end of this presentation, you'll have the knowledge on how to organize and improve your code review proces
Software Engineering, Software Consulting, Tech Lead, Spring Boot, Spring Cloud, Spring Core, Spring JDBC, Spring Transaction, Spring MVC, OpenShift Cloud Platform, Kafka, REST, SOAP, LLD & HLD.
May Marketo Masterclass, London MUG May 22 2024.pdfAdele Miller
Can't make Adobe Summit in Vegas? No sweat because the EMEA Marketo Engage Champions are coming to London to share their Summit sessions, insights and more!
This is a MUG with a twist you don't want to miss.
Do you want Software for your Business? Visit Deuglo
Deuglo has top Software Developers in India. They are experts in software development and help design and create custom Software solutions.
Deuglo follows seven steps methods for delivering their services to their customers. They called it the Software development life cycle process (SDLC).
Requirement — Collecting the Requirements is the first Phase in the SSLC process.
Feasibility Study — after completing the requirement process they move to the design phase.
Design — in this phase, they start designing the software.
Coding — when designing is completed, the developers start coding for the software.
Testing — in this phase when the coding of the software is done the testing team will start testing.
Installation — after completion of testing, the application opens to the live server and launches!
Maintenance — after completing the software development, customers start using the software.
OpenMetadata Community Meeting - 5th June 2024OpenMetadata
The OpenMetadata Community Meeting was held on June 5th, 2024. In this meeting, we discussed about the data quality capabilities that are integrated with the Incident Manager, providing a complete solution to handle your data observability needs. Watch the end-to-end demo of the data quality features.
* How to run your own data quality framework
* What is the performance impact of running data quality frameworks
* How to run the test cases in your own ETL pipelines
* How the Incident Manager is integrated
* Get notified with alerts when test cases fail
Watch the meeting recording here - https://www.youtube.com/watch?v=UbNOje0kf6E
Artificia Intellicence and XPath Extension FunctionsOctavian Nadolu
The purpose of this presentation is to provide an overview of how you can use AI from XSLT, XQuery, Schematron, or XML Refactoring operations, the potential benefits of using AI, and some of the challenges we face.
4. Create a game that…
… is suitable for young adolescents and a school environment
… addresses cause-and-effect of micropollution, and challenges associated with this
… incorporates elements of empowerment and narrative
4
6. SCIENCE DAY AT
KELVINGROVE
SMARTSTEMS WORKSHOP
SERIOUS GAME
DEVELOPMENT WORKSHOP
Reflection Reflection Reflection
What elements of Sewer Sweeper, Polluted and Project:Filter
encourages early signs of behaviour change?
KNOWLEDGE
ACQUISITION
LINGUISTIC
COMPETENCE
THEORIES
METHODS
EXPERIMENTS
6
HYPOTHESIS
7. SMARTSTEMS WORKSHOP
Play + Co-Design
Three 45-minute workshops
Female schoolchildren (aged 9-10)
Play noPILLS games, then design own health-based games
Knowledge and context derived from experiences in play
7
8. SCIENCE DAY AT
KELVINGROVE
Play (in Situated Environment)
Two-day science exhibition
Children and families
(predominantly young)
Polluted, Sewer Sweeper and
Project:Filter demonstrated
Filter simulation set up
alongside the games
8
9. SERIOUS GAME
DEVELOPMENT
WORKSHOP
Co-Design + Co-Creation
Two 90-minute workshop
50 schoolchildren
(10-11 years old)
Ball-catching tutorial (learn
fundamentals of Scratch)
Adapt game to relate to noPILLS
9
Good afternoon. My name’s Andrew Reid, I’m a PhD student at Glasgow Caledonian University and my interest is in so-called “serious games” as a method for public intervention.
Today, I want to talk about how game design and experimentation work together and inform each other. I’ll be briefly discussing a research project called noPILLS, which I’m basing my work upon, before discussing the game I’m developing and a few pre-studies that have informed its development.
I’ve been looking to address this topic of applying serious games to raise awareness and cause behavioural change.
Essentially, I’m looking to uncover ways in which to design and develop games intended as a public intervention method, and how we can measure things like awareness and behaviour through games.
This model is something I’m playing around with at the moment, which considers elements of the game experience that are both designable and informed.
When I say “designable”, I refer to things that can be controlled by the developer, like mechanics.
What I mean by “informed” is those parts that cannot be controlled, and generally refer to the player’s sense of “self” which affects their experience of the game.
Developers can attempt to create an intended experience, but I would argue that experiences are individualistic because of the player’s disposition, their beliefs and so on. I thought it was important to consider this at first, and I think there’s something relating to haptic experience there, where perception of content rather than the content itself informs action; that’s something I’d like to look at later on.
These words (awareness, behaviour, and engagement) are very loaded and vague terms, even within their own domains.
It’s been quite tricky to talk about games as a method of intervention without at least trying to define these terms, and highlight what and how I want to achieve certain things.
I would consider this an end goal to my PhD, to define what these terms mean to us as developers, and so I’d love to discuss this with you.
As I mentioned, my work is based on noPILLS, a pan-European research project that highlighted the challenges and severity of micropollution.
The games on the screen are two examples made from the noPILLS Jam which Glasgow Caledonian University hosted in 2014:
Sewer Sweeper is a rail shooter that has players shooting pollutants within water pipes;
And Polluted is the adventure of a fish that must hide from its aggressive peers in order to escape the polluted waters.
These games have been really useful to show off to the public and gauge what it is they like about each game, but it hasn’t really helped me in understanding the holistic process design and development of serious games for public intervention.
This has prompted me to develop my own game, drawing upon these examples for inspiration.
What I’ve come up with is Project:Filter.
It is designed for schoolchildren at the Formal Operational learning stage (from Piaget’s learning theory), so around 12-13 years old.
Players control a small drone that has been tasked with collecting micropollutants from pipes within the filtering system.
Project:Filter highlights the causes of micropollution, and the knock-on effects from associated challenges through small anecdotes that players unlock.
Filters spawn periodically to help the player clean the waters, but over time these filters become less frequent and micropollutants spawn more often, adding a scaled element of challenge similar to that of Tetris. This is also intended to give the player a sense of empowerment, as they become less reliant on the filters.
The game ends if players lose all their lives, or the filter loses all of its health.
The game is intended to be a launching pad for discussion about water pollution, and I’m hoping to work with schools to incorporate this into a wider curriculum project.
I have a little book here that I would ask you kindly to leave any comments you have on Project:Filter – because, unfortunately, I have a memory like a sieve…
I mentioned at the start of this presentation that I’m interested in how experiment design informs serious game development.
This is the model that I’m looking to follow. I took a lot of inspiration from Mary Flanagan’s Critical Play framework, which has had a major influence over my work.
To generalise it, it’s a fairly straightforward framework that cycles between ‘Develop’ and ‘Test’, there’s nothing overly-complex. But it’s been useful to follow and to focus efforts in one area at a time.
I’ve conduct three pre-studies using the games from noPILLS and my own.
What I wanted to uncover was whether each of the three games could encourage precursory exhibitions of behaviour change. I’ve identified two stages of behavioural traits to test: Knowledge Acquisition and Linguistic Competence.
Basically, I wanted to find out if players learned enough about water health from the games to then be able to design and develop games of their own in the same context.
I conducted three pre-studies that looked as specific parts of the overall experiment.
This was essentially a trial run to test the logistics of the experiments and make changes before running this as a full experiment.
The first pre-study was a design workshop as part of our SmartSTEMs day at Glasgow Caledonian University, where female schoolchildren were invited to participate in STEM-related subjects.
There were three short workshops throughout the day: the schoolchildren played each of the three games, then were put into small groups and challenged with designing a water health game.
The games that were designed were expected to show knowledge taken from the games, as well as the ability to take this knowledge and apply it to a specific context, in this case game design.
My rationale from this is that game development engaged the schoolchildren in understanding the complexities of a fairly-challenging topic, and we can see as a result the variety of their designs.
Most commonly, games went along the lines of very popular games among the groups, such as Subway Surfers, with the context of water pollution embedded within the design, which was a successful outcome in my opinion.
The second pre-study was a public demonstration at the Glasgow Science Festival at Kelvingrove Art Gallery.
This was a two-day event that highlighted play within a situated environment.
It allowed me to test how well each of the games would do within a public environment such as a museum, particularly as digital curation and interaction has become a rapidly-developing area for public galleries and museums.
The audience was predominantly young children, and I’d say that Sewer Sweeper and Project:Filter was too hard for most of them.
But Polluted did really well, mostly because they could follow the story along with it.
What made this more interesting was the filter demonstration set up with it.
The children moved round the tables anti-clockwise, so by the time they got to the games they already had a demonstration of why filtering is important, and what micropollution is.
So when it came to playing the games, the children and parents were pointing out these things to each other, relating their in-game experience to the live demonstration.
It helped the players to comprehend the issues and challenges associated with the topic of water health.
The third and final pre-study involved Scratch development.
Two workshops were run with 50 schoolchildren aged 10-11 learning how to make games.
Pupils were put into pairs and had assistance from various student helpers.
The workshop was set up to follow the ball-catching tutorial as part of the resources with Scratch.
Afterwards, they were challenged to change the look of the game and add new features to relate the game to water health.
It was relatively successful, but not too many games were made with water health in mind, these being two of very few.
As this was the first time these pupils had used Scratch before, they were more eager to learn how to do different things with the block-code, rather than think about the “serious” aspect of making a serious game.
I think the workshop would be better-supported when it’s run with other aspects of the experiment, which is the next stage of my research – to bring each of the workshops together into a full-day experiment.
This research is still ongoing, and I’m always relatively anxious to find out what others think, but I’m always open and eager to any feedback and comments.
I wanted to shamelessly plug my blog for this stuff too – Games For Studies – which I’m using to highlight key development stages of Project:Filter.
My email is there, Twitter is there, I have business cards, we can use smoke signals if you so desire – I’m very keen to connect with as many of you as possible.
Thank you!