In this presentation, you'll connect play with learning, explore the instructional side of video games, get 11 tips for integrating video games into your classroom, and explore a few examples of games you can use in the classroom.
This presentation introduces the SAGA (Story and Game Academy) project. A program designed to enrich students' experiences through the exploration of games and the storytelling in games.
Slides from my breakaway sessions at the International Boys Schools Conference at Wynberg Boys on 14 March. What are games? Why do they work? What does gamification mean, and what is a "serious" game?
Answers to all these questions, plus links and comprehensive resources to get you started on using games in your own classroom.
In this presentation, you'll connect play with learning, explore the instructional side of video games, get 11 tips for integrating video games into your classroom, and explore a few examples of games you can use in the classroom.
This presentation introduces the SAGA (Story and Game Academy) project. A program designed to enrich students' experiences through the exploration of games and the storytelling in games.
Slides from my breakaway sessions at the International Boys Schools Conference at Wynberg Boys on 14 March. What are games? Why do they work? What does gamification mean, and what is a "serious" game?
Answers to all these questions, plus links and comprehensive resources to get you started on using games in your own classroom.
GAMESTORMING WIKIPEDIA: AN EXPERIMENT IN PLAYFUL ONBOARDING
This is the story of how we built a game to learn how to edit Wikipedia in under an hour with the attitude that if it's not fun people won't play it and if it doesn't leverage intrinsic motivations it won't work.
This is a power point presentation that was presented at a community college Teaching and Learning with Technology conference. Since gamification of classes is the "new thing" this really showed how to do it "on the cheap"
It's Gonna Be The Future Soon: Science Fiction, Video Games, and the Future ...Lucas Gillispie
What if science fiction were a reality? What if the way we interact in games were the way we interacted in real life? Soon, these things will be a reality and they'll impact learning! It's going to be exciting!
Four months into the project, here's an updated version of the Learning With The Lich King presentation that focuses on the WoWinSchool Project (http://wowinschool.pbworks.com). Take a look at what we're learning!
Lucas Gillispie's presentation on his experiences playing MMORPG's like World of Warcraft with students over the years and an introduction to the WoWinSchool Project, a project that will use World of Warcraft in an after-school program with students.
GAMESTORMING WIKIPEDIA: AN EXPERIMENT IN PLAYFUL ONBOARDING
This is the story of how we built a game to learn how to edit Wikipedia in under an hour with the attitude that if it's not fun people won't play it and if it doesn't leverage intrinsic motivations it won't work.
This is a power point presentation that was presented at a community college Teaching and Learning with Technology conference. Since gamification of classes is the "new thing" this really showed how to do it "on the cheap"
It's Gonna Be The Future Soon: Science Fiction, Video Games, and the Future ...Lucas Gillispie
What if science fiction were a reality? What if the way we interact in games were the way we interacted in real life? Soon, these things will be a reality and they'll impact learning! It's going to be exciting!
Four months into the project, here's an updated version of the Learning With The Lich King presentation that focuses on the WoWinSchool Project (http://wowinschool.pbworks.com). Take a look at what we're learning!
Lucas Gillispie's presentation on his experiences playing MMORPG's like World of Warcraft with students over the years and an introduction to the WoWinSchool Project, a project that will use World of Warcraft in an after-school program with students.
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.
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
In this information booklet you find details about educational tools:
gamification,
upcycling,
educational board games,
tools for competences,
creative methods,
beautiful ideas to practice,
from the bin to the exhibition.
Slides from talk at Interacting Minds Center, AU on Playful Education: http://interactingminds.au.dk/events/single-events/artikel/imc-seminar-talk-by-yishay-mor-and-rikke-toft-noergaard/
GameChangers' Remix Play- Flash game developed by Sylvester Arnab for helping participants to get into the creative and co-creative mindset based around the remixing and modding of existing game inspirations into new solutions. This approach is CC by NC 4.0.
Feel free to repurpose and add more cards to your sessions- please share on social media and mention us. Would love to see new iterations of the cards!
http://gamify.org.uk
#GChangers @disrupt_learn
Beaconing - General presentation and main achievements so farSylvester Arnab
Overview slides for the review meeting, 15th Sept 2017
The review was a success and thanks to all the reviewers, project officer and project consortium. A shout out to all our stakeholders!
All contents - copyrighted 2017
C4Rs - Crowd Sensing, Gamification and Our roadsSylvester Arnab
H2020 C4Rs.eu project presentation at the Transport Research seminar we organised as part of the project's dissemination and also to bring colleagues and the city council together.
A short lunchtime #DisruptiveBytes seminar at the Disruptive Media Learning Lab, UK alongside the Rage and Magellan projects.
Watch video here: https://twitter.com/disrupt_learn/status/868062120386207744
Transdisciplinary game based intervention designSylvester Arnab
A quick introduction to the game-intervention design approach based on:
Arnab, S. and Clarke, S. (2017), Towards a trans-disciplinary methodology for a game-based intervention development process.. British Journal of Educational Technology, 48: 279–312. doi:10.1111/bjet.12377
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
How to Split Bills in the Odoo 17 POS ModuleCeline George
Bills have a main role in point of sale procedure. It will help to track sales, handling payments and giving receipts to customers. Bill splitting also has an important role in POS. For example, If some friends come together for dinner and if they want to divide the bill then it is possible by POS bill splitting. This slide will show how to split bills in odoo 17 POS.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
4. “ It is in playing, and only in playing,
that the individual child or adult is able
to be creative and to use the whole
personality,
and it is only in being creative that
the individual discovers the self. “
D.W. Winnicott, British paediatrician, 1896-1971
The Power of Play
5.
6.
7. Using play and games for teaching and learning?
(Amy Jo Kim, MFW15)
💡“It was more memorable when I
was learning through playing”
8. 💡 “The whole process taught me that
it takes many wrong ideas
to create a right one”
12. Holistic and Trans-disciplinary
Arnab, S. and Clarke, S. (2017), Towards a trans-disciplinary methodology for a game-based intervention
development process. British Journal of Educational Technology, 48: 279–312. doi:10.1111/bjet.12377
13.
14. (Amy Jo Kim, MFW15)
Keeping it simple- tapping into personal play and games experience
“…a great idea can stem
from something that
already exists…”
16. Inspirations: Card games, story dice, experience design…
“Individuality is important for Collective Creativity”
https://www.youtube.com/watch?v=sHc0VdL-etM&t=3s
21. Flash cards: It’s your turn
(3) MISSION: Create a new game in 2
minutes (music will be playing)
(4) When you have created a game,
put your hand up at any time.
(5) The first 2 to describe their games
will win a prize
(1) Get in a team of 2-4 (with
others around you)
(2) Two cards will appear on
the screen
Card 1: Game inspirations
Card 2: Topic
Tweet your game #RemixPlay2 and claim your prize after the keynote!
28. From Confusion to Curiosity to Light
Bulb moments
“I don't know what I have
done for this module”
“At the start of this module,
I was very confused as to what
we will be doing…”
“I'm unsure about what
the end goal is…”
29. 💡 Serious Fun
“I have learnt that learning can be fun!
Who would have thought?”
“Either by gameplay or design,
they carry the potential to send important
message in a fun and enjoyable way”
“it was more memorable when
I was learning through playing”
30. 💡 Empathy
”The empathy at the core of it will be another
useful skill to have in not only the line of work I
want to achieve, but in everyday life and social
situations.”
“Knowing you can create something
to help others is very rewarding”
“… appreciation of different
mindsets and skillsets”
“…being imaginative and empathetic would greatly help the hole I
am missing from my course…”
31. 💡 Purpose and Meaning
“…I have learnt a lot about creating something with purpose
beyond initial function, developing an experience rather
than a product“
“Knowing you can create something to help others is very rewarding”
“I wanted to see my creation spread my message
reach through other people through an engaging
platform, and hopefully leave a mark inside them”
“…games can be adapted so others could
learn, be more ethical, or change a real
world issue to be solved…”
32. 💡 Creative Process
“The whole process taught me that it takes
many wrong ideas to create a right one”
“I learned that I can do more than just
design products, I can also design
processes”
“…a creative mindset can be just as
valuable in a project as lines of code…”
“Doing engineering causes one to become more reliant on maths than creativity. Because of
this, designing new learning experiences, where the focus is being imaginative and
empathetic would greatly help the hole I am missing from my course.”
33. 💡 Games is a form of art
“After completing the module, I am certain a creative mindset can be just
as valuable in a project as lines of code…”
“I see games and these playful creations as a form of
interactive art, which by its nature is a form of self-
expression”
“To sum up, this module has thought me that games
can be used just like art to represent feelings,
experiences and problems”
34. Teamwork
“The whole process has improved my
teamwork skills, marketing skills and
environmental consciousness”
“Overall, the experience honed my teamwork
and marketing skills, appreciation of different
mindsets and skillsets.”
“…the value of not being afraid/shy to share ideas…”
“…I got to work with many people outside my course…”
35. (Amy Jo Kim, MFW15)
Keep it simple- tapping into personal play and game experience
Serious Fun
Empathy
Purpose and Meaning
Arts and Creativity
Creative Process
Teamwork
What if education is a non-linear adventure game where you can make decisions on your own path, fight battles, power up and level up in missions and quests?
What if education is a non-linear adventure game where you can make decisions on your own path, fight battles, power up and level up in missions and quests?
The crossings between gamification and pervasive gaming
1) physical experience; 2)mental challenge; 3) social experience; 4) immersion.