Romero, M., Usart, M., Popescu, M., Boyle, E. (2012). Interdisciplinary and international adaptation and personalization of the MetaVals Serious Game, SGDA 2012, Bremen.
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organization becomes challenging, to say the least. Managers are tasked with promoting programs on shoestring budgets and little
education on the intricacies of marketing. This course will examine various concepts and strategies for developing an integrated
marketing communications plan ‐ that includes traditional and social media strategies ‐ within your organization.
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After taking this course, participants will be able to:
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• Provide examples of how social media can be used to support marketing and branding efforts; and
• Provide examples of how external communications can support marketing and branding efforts.
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Comment optimiser l'utilisation de votre portail Nomination ?
Découvrez 3 exemples d'usage pour :
- générer des leads
- créer de l'activité commerciale au quotidien
- identifier de nouveaux prospects grâce à vos anciens clients
Лучшие онлайн игры на BMOG.RU
g600 mmo gaming mouse black
смысл mmo rpg ишр
mmorpg фентези без регистрации
mmorpg словарь lfg
стимпанк mmorpg
игра по сети mmo вечеринка на острове
karos free mmorpg
портал онлайн игры mmorpg
мышь для mmorpg
топ 10 аниме mmorpg
ea sports mmo pc game
mmorpg для мак
посоветуйте бесплатную mmorpg
mac os mmorpg
canaan mmorpg youtube
mmorpg 2000 года
mmorpg для mac 2012
american army mmo
скачать mmorpg атлантика
обойти кукисы mmo top
трейлеры mmorpg 2012
играть в mmorpg онлайн бесплатно
hangame mmorpg
9 dragons mmorpg
mmorpg firewall
управление гильдией в mmorpg
goha mmorpg
хорошая mmorpg игра с клиентом
mmo авиа сим
игровые mmo новинки на рс
видеообзоры mmo rpg
ixys mmo 62-12io6
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rus mmorpg
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подскажите хорошую mmorpg
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список mmorpg нужно защищать
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браузерная 3д mmorpg
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korean online mmo games
украинская mmorpg
мини игры 2012 года mmorpg
разработки mmorpg будущего
Marketing Addiction Treatment, Prevention and Recovery ProgramsJennifer Iacovelli
From the 2015 New England Institute of Addiction Studies (NEIAS) Summer School:
Most addiction treatment, prevention and recovery programs do not have the luxury of big marketing budgets or even a designated
staff marketing person. Coupled with the stigma that comes along with substance use disorders, marketing and branding an
organization becomes challenging, to say the least. Managers are tasked with promoting programs on shoestring budgets and little
education on the intricacies of marketing. This course will examine various concepts and strategies for developing an integrated
marketing communications plan ‐ that includes traditional and social media strategies ‐ within your organization.
Learning Objectives:
After taking this course, participants will be able to:
• Understand the basics of branding an organization;
• Understand what an integrated marketing communications plan is;
• Provide examples of how social media can be used to support marketing and branding efforts; and
• Provide examples of how external communications can support marketing and branding efforts.
Developing escape rooms for entrepreneurship education Sultan Goksen
Entrepreneurship education (EE) aims to prepare students for the future labor market. In terms of teaching form, it has shifted from conventional towards experiential pedagogy. A form of experiential EE that has been commonly used is game-based learning (GBL). Research shows that GBL is positively related to (cognitive) learning. However, GBL is shown to be weakly related to student motivation. Therefore, a new development within GBL that shows promise to positively influence the student’s motivation is the use of non-digital gamification such as educational escape rooms (EER). Educational escape rooms are increasingly used for experiential education. Despite the applicability of EER to experiential EE, there is a paucity in applying EER to this discipline mainly due to a lack of instructions on how to develop EER as an innovative pedagogy for experiential EE. This research studies the design criteria of EER by using a research-through-design approach. We combine literatures of experiential learning, entrepreneurship competence, and gamification to explicate design criteria. We validated the EER in two test cycles with two diverse groups of students. We contribute to the literature of EE by showing that EER offers a new teaching approach that is both attractive and effective for students.
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esade business school, serious game, elearning, game based learning, efinance game, margarida romero
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Sridhar Rajagopalan, MD of Educational Initiatives shares why we cannot exclude Educational technology from our plans for the future. It is essential that the Indian educational system adapts to reap it's benefits. EdTech is a game changer in areas such as Large scale assessments, personalised learning and even in seemingly impossible areas like reading. Explore this PPT to find out how!
Sridhar Rajagopalan, MD of Educational Initiatives questions, how important it is for teachers to use educational technologies in the classroom.
How often do you or your students use various educational technologies in and outside the classroom? Learn why an overwhelming majority of teachers and administrators think it's "important" or "absolutely essential" to use the edtech tools. What value do these tools actually add?Explore this PPT to find out how!
Romero, M. (2011). Supporting Collaborative Game Based Learning knowledge construction through the use of Knowledge Group Awareness. NoE Games and Learning Alliance. Lecture at the GaLa 1st Alignment School. 20 June, Edinburgh.
esade business school, serious game, elearning, game based learning, efinance game, margarida romero
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Romero, usart, popescu, & boyle, 2012 interdisciplinarity and personalization
1. 3rd International Conference on Serious Games Development and Applications
1
An interdisciplinary, international adaption and
personalization of the MetaVals Serious Game
Romero, M., Usart, M., Popescu, M., Boyle, E. (2012). Interdisciplinary and
international adaptation and personalization of the MetaVals Serious Game,
SGDA 2012, Bremen.
2. In collaboration with and grateful to...
Games and Learning Alliance (GaLA)
STELLAR Games Enhanced Learning (GEL) Theme
ESADE Law & Business School
Direction of Educational Innovation and Academic Quality (DIPQA)
Presentation by Margarida ROMERO, Ph.D. ESADE. Spain.
Study developed with
Mireia USART, Ph.D.C. ESADE. Spain.
Maria POPESCU, Ph.D. Carol I National Defence University, Romania
Liz BOYLE, Ph.D. University of the West of Scotland, UK
3. How we can develop a
Serious Game
supporting interdisciplinarity, international
adaptation and personalization ?
Main goal
4. INDEX
1. Serious Game (SG) for collaborative learning
2. SG as a methodology requiring personalization
3. Personalization in Serious Game
4. Personalization in SG : the MetaVals case study
5. Adaptation and personalization of MetaVals in ESADE (Spain),
UWS (UK) & Carol I (Romania)
6. Prospective uses of MetaVals and research perspectives
4
5. Learning
Collaborative
GBL
Game Based
Learning (GBL)
CSCL GBL /
Collaborative SG
Computer
Supported
Collaborative
Learning (CSCL)
Collaborative
Learning
Computer
Supported GBL.
Serious Game (SG)
Computer
Supported
Learning
Collaborative Serious Game
Game Based Learning (GBL)
through Computer Supported
Collaborative Learning (CSCL)
Serious Game
Computer-
Supported Games
for Learning
Serious Games for
Collaborative Learning1.
6. SG as a methodology
requiring personalization2.
Language
Game Dynamics
•Individual / Multiplayer
•Game rules adaptation
•Interface features adaptation
Domain-specific learning
objectives & content
(Interdisciplinary
adaptation)
Graphic Design
Serious Games
as a methodology
requiring
personalization
7. SG requires a certain degree of personalization (de Freitas, & Jarvis, 2006).
Personalization in terms of
- difficulty level of the task, considering the prior knowledge and the Zone
of Proximal Development (ZDP, Vygotsky, 1978) as a potential capability of
learning in a certain moment
- adaptation to the learners’ preferences for promoting engagement.
- avatar personalization for promoting the creation of an effective
engagement (Anderson et al., 2009)
Personalization in
Serious Games3.
8. MetaVals is a classification game, based on a decision-making activity
initially developed for a domain-specific context: an introductory finance
course (Padrós, Romero, & Usart, 2011; Romero, Usart, & Almirall, 2011).
In 2012, the University of West of Scotland (UWS) promoted the use of the
game in the context of a psychology course.
The new MetaVals release allowed to personalize the knowledge items
proposed to the students (domain-independent) and the look and feel.
In order to facilitate the management of MetaVals game in different
contexts, an online management interface has been developed.
Personalization management of the different contexts, groups, users
and domain-specific knowledge settings.
Personalization in SG :
the MetaVals case study4.
9. Personalization in SG :
the MetaVals case study4.
MetaVals Management
•Users’ management
•Dyads’ management
•Game play management
•Knowledge items grid
management
•Knowledge questions
management
•Answer values
management
•Answer values dataset
management
10. Personalization in SG :
the MetaVals case study4.
MetaVals Management
• Language & Graphic Design
11. Personalization in SG :
the MetaVals case study4.
MetaVals playing modalities adaptation
Virtual Learner #2
Low level High level
Learner
#1
Low
level
Prior knowledge level
symmetry (Low
knowledge level)
Prior knowledge level
asymmetry (Low/High)
High
level
Prior knowledge level
asymmetry
(High/Low)
Prior knowledge level
symmetry (High
knowledge level)
Table 1. MetaVals modalities of the prior knowledge symmetries within
the learners in the dyad.
12. Personalization in SG :
the MetaVals case study4.
MetaVals playing modalities adaptation (II)
Table 2. Modalities of the MetaVals SG according to the
board/computer and real/virtual dyad.
Modality Paper / Computer Dyad Peer Recommended use
Onsite Paper Real
Computer Real
Virtual
Distance Computer Real
Virtual
13. Personalization in SG :
the MetaVals case study4.
MetaVals personalization through the different stages of the game
14. Personalization in SG :
the MetaVals case study4.
MetaVals personalization through the different stages of the game
15. Personalization in SG :
the MetaVals case study4.
MetaVals personalization through the different stages of the game
16. Personalization in SG :
the MetaVals case study4.
MetaVals personalization through the different stages of the game
17. Personalization in SG :
the MetaVals case study4.
MetaVals personalization through the different stages of the game
18. Use of MetaVals in ESADE
(Spain), UWS (UK), Carol I (RO)5.
Adaptation and personalization of MetaVals in Spain, UK & Romania
Adaptation /
Personalization
ESADE (Spain) UWS (UK) Carol I (RO)
Language Spanish & English English English
Content-domain Finance Psychology English as a Foreign
Language through
finance
Graphic Design ESADE Finance UWS personalisation ESADE Finance (by
default)
Students A total of 181 students
in 6 postgraduate
courses have used and
evaluated the
MetaVals game
(Padrós, Romero, &
Usart, 2011).
3rd year psychology
students. 4 learners
(M=31.75; SD=13.50),
self-reported previous
knowledge (M=3.50
(/10); SD=3.70).
Adult students. 5
learners (M=44.40;
SD=1.82). Under time
pressure settings, they
lost interest in
teacher’s guidance,
preoccupied with the
game time pressure.
19. Prospective uses of MetaVals
and research perspectives6.
The analysis of the results and their coherence in the different contexts will allow
improvements to the next MetaVals release, including a higher level of graphic design
personalization and the personalization of the number of items.
Adaptation /
Personalization
ESADE (Spain) UWS (UK) Carol I (RO)
Prospective research During the course
2012/2013 we expect
to collect 200 more
postgraduate students
in more than 5
different courses of
finance. Time
perspectives and
knowledge
convergence will be
analyzed.
A new data collection
involving 70 students
in their 3rd year of
psychology degree is
expected for October
2012.
The analysis of the
pilot study has lead to
presentations in ELSE
2012 and ICVL 2012.
Prospective research using MetaVals in Spain, UK & Romania
20. 20
Thank you for your attention
Romero, M., Usart, M., Popescu, M., Boyle, E. (2012). Interdisciplinary and
international adaptation and personalization of the MetaVals Serious Game,
SGDA 2012, Bremen.