PETLab is dedicated to the design and use of games as a form of public interest and engagement. To do this, we emphasize iterative design methodologies and the processes of collaborative design.
Genetically Engineered Crops: Experiences and Prospects (2016)Anatol Alizar
This document is a report by the Committee on Genetically Engineered Crops that examines the past experiences and future prospects of genetically engineered crops. The committee is convened by the National Academies of Sciences, Engineering, and Medicine and includes experts from universities, research institutions, and private industry. The report provides an independent evaluation of genetically engineered crops and their impacts.
The document discusses barriers to faculty adoption of open textbooks and strategies to overcome them. It notes that rising tuition and textbook costs place financial burdens on students, with many not purchasing required textbooks or taking fewer courses as a result. While some faculty have concerns that open textbooks may not be high-quality or require too much work to adopt, the document finds that most faculty are willing to consider open textbooks. It presents data showing positive faculty reviews of open textbooks and increasing usage of an open textbook library. The document concludes that continued outreach to address faculty questions and collect impact data can help increase adoption rates of open textbooks over time.
This document summarizes efforts to build extension capacity on issues related to animal agriculture and climate change. A national project team, led by researchers from various universities, is hosting events and developing educational materials. They are creating an online certification course and building partnerships to address this topic across different regions of the United States. The goal is to provide information on climate trends and impacts, adaptation strategies, carbon footprints and mitigation, and regulations to help stakeholders in this area. Input from audiences will help shape the project's content and delivery methods.
The document discusses the state of nutrition games today. It provides a history of nutrition games from the 1990s to present day, including various games developed for websites, consoles, smartphones and more. It also discusses who develops nutrition games, common game architectures, opportunities and barriers to further developing the genre. The goal of nutrition games is to promote behavioral change around nutrition through an engaging gaming format.
This document summarizes a 4-year research project investigating the impacts of exergames on obesity prevention. The project is led by researchers at New Mexico State University and involves multiple universities. The goals are to understand the physical, psychosocial, and family impacts of exergames and to integrate exergames appropriately into obesity prevention programs. The project team will conduct research on the physical effects and energy expenditure of exergames as well as their psychosocial and family impacts. They will develop guidelines for using exergames and create an online resource for integrating exergames into programs.
The document discusses the importance of STEM (Science, Technology, Engineering, and Math) education and careers. It notes that STEM knowledge is important for the modern economy and global competitiveness. It provides examples of STEM careers and industries, typical salaries, and strategies for promoting STEM education such as inquiry-based learning and highlighting role models.
NC State’s Strategic Vision states that our core value is to transform lives and improve the human condition through strategic research and scholarship. We’ll take a look at what NC State is contributing to society as a result of the research that’s carried out here. Then we’ll talk about how we’re benchmarking our progress and the research strategies we’re implementing to increase our impact. One of the ways we can measure our impact to date is by taking a look at third-party rankings. We’ll look at overall University rankings by US News and World Report and specific research rankings by The Center for Measuring University Performance. This gives us a snapshot of “Where We Are Today.” And then we’ll talk about where we want to go and how we're going to get there.
Genetically Engineered Crops: Experiences and Prospects (2016)Anatol Alizar
This document is a report by the Committee on Genetically Engineered Crops that examines the past experiences and future prospects of genetically engineered crops. The committee is convened by the National Academies of Sciences, Engineering, and Medicine and includes experts from universities, research institutions, and private industry. The report provides an independent evaluation of genetically engineered crops and their impacts.
The document discusses barriers to faculty adoption of open textbooks and strategies to overcome them. It notes that rising tuition and textbook costs place financial burdens on students, with many not purchasing required textbooks or taking fewer courses as a result. While some faculty have concerns that open textbooks may not be high-quality or require too much work to adopt, the document finds that most faculty are willing to consider open textbooks. It presents data showing positive faculty reviews of open textbooks and increasing usage of an open textbook library. The document concludes that continued outreach to address faculty questions and collect impact data can help increase adoption rates of open textbooks over time.
This document summarizes efforts to build extension capacity on issues related to animal agriculture and climate change. A national project team, led by researchers from various universities, is hosting events and developing educational materials. They are creating an online certification course and building partnerships to address this topic across different regions of the United States. The goal is to provide information on climate trends and impacts, adaptation strategies, carbon footprints and mitigation, and regulations to help stakeholders in this area. Input from audiences will help shape the project's content and delivery methods.
The document discusses the state of nutrition games today. It provides a history of nutrition games from the 1990s to present day, including various games developed for websites, consoles, smartphones and more. It also discusses who develops nutrition games, common game architectures, opportunities and barriers to further developing the genre. The goal of nutrition games is to promote behavioral change around nutrition through an engaging gaming format.
This document summarizes a 4-year research project investigating the impacts of exergames on obesity prevention. The project is led by researchers at New Mexico State University and involves multiple universities. The goals are to understand the physical, psychosocial, and family impacts of exergames and to integrate exergames appropriately into obesity prevention programs. The project team will conduct research on the physical effects and energy expenditure of exergames as well as their psychosocial and family impacts. They will develop guidelines for using exergames and create an online resource for integrating exergames into programs.
The document discusses the importance of STEM (Science, Technology, Engineering, and Math) education and careers. It notes that STEM knowledge is important for the modern economy and global competitiveness. It provides examples of STEM careers and industries, typical salaries, and strategies for promoting STEM education such as inquiry-based learning and highlighting role models.
NC State’s Strategic Vision states that our core value is to transform lives and improve the human condition through strategic research and scholarship. We’ll take a look at what NC State is contributing to society as a result of the research that’s carried out here. Then we’ll talk about how we’re benchmarking our progress and the research strategies we’re implementing to increase our impact. One of the ways we can measure our impact to date is by taking a look at third-party rankings. We’ll look at overall University rankings by US News and World Report and specific research rankings by The Center for Measuring University Performance. This gives us a snapshot of “Where We Are Today.” And then we’ll talk about where we want to go and how we're going to get there.
Level Up! Games & Gamification for Teaching and LearningMichael M Grant
This document discusses integrating games and gamification to support teaching and learning. It begins by distinguishing between gaming and gamification, with gaming focused on entertainment and gamification applying game design elements to non-game processes. Background research shows students who play games daily outperform those using social media daily in academics, and that games demonstrating debriefing and feedback have better results. The document then outlines various gaming and gamification options like alignment to content, commercial games, and augmented reality. It provides examples and discusses elements of good game and gamification design.
This presentation describes how to use the resources of the Sloan Work and Family Research Network to teach work and family classes. It highlights the resources that are most useful to the academic community.
The document discusses the state of science, technology, engineering, and math (STEM) education in the US compared to other countries. It notes that the US ranks low internationally in terms of STEM degrees earned and test scores. Several initiatives are highlighted that aim to improve STEM education in the US by making subjects more relevant, collaborative, and hands-on. The document advocates for increasing STEM opportunities and encouraging students to take challenging math and science courses.
Here are a few key things to keep in mind as you get started with AfterSchool KidzMath:
- Assess your site and children's needs to determine the best way to incorporate the games into your existing schedule and activities. Consider using them for math clubs, homework help, free choice time, etc.
- Communicate with teachers to understand what math concepts children need extra practice with. Use games that align with these concepts.
- Prepare families by sending the letter home explaining the program. Get their buy-in and support.
- Use tools like the Site Planning Tool, Leader's Checklist, and assessment questionnaire to evaluate your site, leadership skills, and children's progress over time.
- In
This document provides instructions and guidelines for students completing a science fair project. It explains that students should form teams of 1-3 people to choose a topic to investigate. They will need to submit a proposal, conduct background research citing sources, develop a question and hypothesis, and design and carry out an experiment. It also notes requirements for the final project board, presentation, and various deadlines. Suggested project ideas relate to testing commercial claims, replicating past classroom experiments, designing an invention, exploring personal interests or ways to help people.
This newsletter from the Foothill STEM Center announces upcoming workshops and events on topics like origami, financial aid, math contests, and food label reading. It also provides information about student clubs focused on science, engineering, computer science, chemistry, and supporting women in STEM. Opportunities for internships, conferences, and scholarships are listed, including a $2000 scholarship from an engineering company and the Grace Hopper Conference for women in computing.
The document discusses teaching data ethics in data science education. It provides context about the eScience Institute and a data science MOOC. It then presents a vignette on teaching data ethics using the example of an alcohol study conducted in Barrow, Alaska in 1979. The study had methodological and ethical issues in how it presented results to the community. The document concludes by discussing incorporating data ethics into all of the Institute's data science programs and initiatives like automated data curation and analyzing scientific literature visuals.
Chef Koochooloo is an NSF funded and endorsed educational platform that teaches kids math, science and global competency through an interactive application and enrichment program. This app can serve as a supplementary enrichment tool for the existing curricula at public and private schools, as well as homeschooling and home learning environments.
NC State's research expenditures have grown significantly in recent years, reaching $365M annually. The university aims to increase this to $467M by 2015 through cultivating a collaborative research culture, improving awareness of its research strengths, and attracting more funding opportunities. Key strategies include developing strategic research focus areas, collaboration tools, graduate training, and partnerships. Challenges include limited faculty time/support for research and aging research infrastructure, but continued growth of high-caliber faculty and funding success indicate NC State is well positioned to strengthen its research profile.
InstructionsPart Four of Applied Final Project,Playing with Ge.docxpauline234567
Instructions
Part Four of Applied Final Project,Playing with Gender: Understanding Our Gendered Selves:
"Understanding My Playing-with-Gender Act" (20% of course grade; due end of Week 7) Five (5) pages (1200-1500 words)
All parts of this project should be formatted in APA style (follow for both essay and citation styles):https://libguides.umgc.edu/c.php?g=1003870
Purpose: Act Analysis
In this part of the assignment, you will perform, describe, and analyze your act. After you perform your act, compose a 5-page (1200-1500 words) task specifying your experiences. The first section (one-third to one-half of your paper) should describe your act and your responses to it, and the second section should analyze your act in terms of the scholarship on gender:
Section One (minimum 500 words):
1. Describe your act:
2. What did you do?
3. Where did you do it?
4. How did you prepare for it?
5. What responses did you get while performing your act?
6. How did you feel while performing your act?
7. What would you do differently if you had to perform this same act again? Would you perform the act in the same location and at same time? Would you change your appearance during the act? Would you do anything else differently?
8. Please refer directly to the required reading on Participant Observation (Mack et al., 2005) in this section of the paper (Mack et al., 2005) (
PLEASE see attached for document):
Mack et al. (2005). "Module Two: Participant Observation," from
Qualitative Research Methods: A Data Collector's Field Guide, Family Health International. Read Module 2, pages 13-27. Retrieved from
https://www.fhi360.org/sites/default/files/media/documents/Qualitative%20Research%20Methods%20-%20A%20Data%20Collector's%20Field%20Guide.pdf
Section Two: (minimum 700 words):
(Please see attached for document listing the sources)
Referring directly to at least three academic sources for support (these may be pulled from the sources you identified and discussed in your Annotated Bibliography for Part 3
and/or the readings for this class), consider the potential impact of your act. Here are some questions to consider (you do not have to answer all of these questions; they are provided to help you to think about ways your act may have impact on society):
· Can you explain the range of reactions to your act? Did those reactions reflect any of the sociological scholarship found in the course readings or in your research? Did any of the reactions challenge that research?
· How do you think class, race, age, and sexuality came into play during the conception and performance of the act?
· Was performing this act an act of feminism? Why? and, if so, what type(s) of feminism?
· Was your act an act of activism? That is, could it help to create social change? If so, how?
Please see attached for Project 1, 2 & 3 for information and assistance.
Qualitative
Research
Methods:
A DATA CO L L E.
Presentación de la conferencia de Daniel Denecke, Director of Best Practices of Council of Graduate Schools, en el Seminario: "La movilidad de investigadores entre EEUU y Europa", organizado por la Cátedra UNESCO de Gestión y Política Universitaria
1) The document discusses HopeLab's work using video games to improve health outcomes for chronic illnesses like cancer.
2) It describes HopeLab's cancer-fighting video game Re-Mission, which improved patients' cancer knowledge, self-efficacy, and medication adherence through gameplay.
3) HopeLab is conducting further research on Re-Mission to understand how gameplay impacts emotions, motivation, and real-life behaviors through studies analyzing player brain activity and game mechanics.
This presentation focused on scientists' goals for communication and made a point of differentiating behavioral goals from nearer-term communication objectives (i.e., beliefs, feelings, frames that result from different communication choices. The data used came from two surveys of scientists; one done in the United States and one done in Canada.
Discoveries and Game Design Principles from Our Grantees' Research, Lieberman...Debra Lieberman
The document summarizes research from 21 grantees studying health games. It describes the types of games studied (including exergames and self-care games), platforms used, and goals of the research (including assessing outcomes, testing theories, and identifying design principles). Key findings include that competitive play improved cognitive functioning more than cooperative play; games providing autonomy and competence support increased enjoyment and motivation; and a robot providing social support was more motivating for exercise. Future plans are to publish and disseminate the research findings to inform health game design.
This document provides a summary of events and accomplishments in the Department of Biostatistics in 2018. It recognizes faculty and students who received awards, promotions, and were elected to leadership positions. New hires and initiatives are highlighted, including the launch of a new Precision Health research initiative. Social events that brought the department together, such as retreats and holiday celebrations, are also summarized. The document conveys an active year of growth and achievement for the Department of Biostatistics.
Race to the Top Presentation on Integrated UnitsArch Grieve
This document summarizes an annual conference for the Dayton Regional STEM School. It provides information about the school's mission, philosophy, approach, student demographics, and test scores. The school's mission is to prepare students for the global economy while nurturing enthusiasm for discovery. The school's philosophy focuses on developing persistence, inquiry, communication, creativity, and collaboration in students. The school engages students in authentic, real-world problems and assesses them in various ways. It also emphasizes meaningful relationships with various partners. The document outlines the school's approach to team-based planning and integrated project development in nine steps. It provides examples of projects integrating various subjects around essential questions.
The article discusses how animal enrichment is increasingly influencing the planning and design of laboratory animal facilities. There is growing interest in enrichment from regulatory bodies and guidance documents. Facility designs are moving beyond basic toys and foraging materials to incorporate elements like playrooms, natural light, outdoor views, open group housing, and animal runs to better mimic animals' natural environments. This holistic approach champions enrichment housing solutions. Recent facility tours and a new drug safety assessment building project show the importance facilities are placing on designs that support animal enrichment.
This document discusses an educational startup called Chef Koochooloo that teaches STEAM (Science, Technology, Engineering, Arts, and Mathematics) concepts through cooking lessons. It aims to address issues like childhood obesity, poor academic performance, and depression. The startup has piloted its cooking and curriculum app across schools in the Bay Area. It received funding from the National Science Foundation to expand. Data showed its lessons improved test scores in math, reading, science and language arts. Schools, parents, and students praised the program. It presents a business model and growth strategy to expand globally and capture a share of the large education market.
Katie Pawloski, Professor
Dr. Pasquale Iemma, Adjunct Lecturer
Kellany Cadogan Noland, DrPH(c), MSN, RN
Marie L. Lumbart, MSN, ARNP-C, FNP, CCRN | all Utica College – ABSN Program
Wendy Moore | Orbis Education
TEAM PRESENTATION: Creating a Low Cost Obstetric Clinical Immersion Simulation for Medical and Nursing Students
This presentation is designed to provide application level exposure to essential perinatal concepts that are often not available through traditional clinical exposure. The session features two phases of activities used in student training.
Phase One:
Focused contextualized skill stations utilizing leading-edge simulation skills using state-of-the-art computerized manikins (Human Patient Simulators, or HPS) and patient actors, also known as standardized patients (SP).
Phase Two:
Students are exposed to a multistage unfolding patient care simulation that required application of the phase one skills within the evolving scenario.
More Related Content
Similar to Running and Managing a Games Studio at a University
Level Up! Games & Gamification for Teaching and LearningMichael M Grant
This document discusses integrating games and gamification to support teaching and learning. It begins by distinguishing between gaming and gamification, with gaming focused on entertainment and gamification applying game design elements to non-game processes. Background research shows students who play games daily outperform those using social media daily in academics, and that games demonstrating debriefing and feedback have better results. The document then outlines various gaming and gamification options like alignment to content, commercial games, and augmented reality. It provides examples and discusses elements of good game and gamification design.
This presentation describes how to use the resources of the Sloan Work and Family Research Network to teach work and family classes. It highlights the resources that are most useful to the academic community.
The document discusses the state of science, technology, engineering, and math (STEM) education in the US compared to other countries. It notes that the US ranks low internationally in terms of STEM degrees earned and test scores. Several initiatives are highlighted that aim to improve STEM education in the US by making subjects more relevant, collaborative, and hands-on. The document advocates for increasing STEM opportunities and encouraging students to take challenging math and science courses.
Here are a few key things to keep in mind as you get started with AfterSchool KidzMath:
- Assess your site and children's needs to determine the best way to incorporate the games into your existing schedule and activities. Consider using them for math clubs, homework help, free choice time, etc.
- Communicate with teachers to understand what math concepts children need extra practice with. Use games that align with these concepts.
- Prepare families by sending the letter home explaining the program. Get their buy-in and support.
- Use tools like the Site Planning Tool, Leader's Checklist, and assessment questionnaire to evaluate your site, leadership skills, and children's progress over time.
- In
This document provides instructions and guidelines for students completing a science fair project. It explains that students should form teams of 1-3 people to choose a topic to investigate. They will need to submit a proposal, conduct background research citing sources, develop a question and hypothesis, and design and carry out an experiment. It also notes requirements for the final project board, presentation, and various deadlines. Suggested project ideas relate to testing commercial claims, replicating past classroom experiments, designing an invention, exploring personal interests or ways to help people.
This newsletter from the Foothill STEM Center announces upcoming workshops and events on topics like origami, financial aid, math contests, and food label reading. It also provides information about student clubs focused on science, engineering, computer science, chemistry, and supporting women in STEM. Opportunities for internships, conferences, and scholarships are listed, including a $2000 scholarship from an engineering company and the Grace Hopper Conference for women in computing.
The document discusses teaching data ethics in data science education. It provides context about the eScience Institute and a data science MOOC. It then presents a vignette on teaching data ethics using the example of an alcohol study conducted in Barrow, Alaska in 1979. The study had methodological and ethical issues in how it presented results to the community. The document concludes by discussing incorporating data ethics into all of the Institute's data science programs and initiatives like automated data curation and analyzing scientific literature visuals.
Chef Koochooloo is an NSF funded and endorsed educational platform that teaches kids math, science and global competency through an interactive application and enrichment program. This app can serve as a supplementary enrichment tool for the existing curricula at public and private schools, as well as homeschooling and home learning environments.
NC State's research expenditures have grown significantly in recent years, reaching $365M annually. The university aims to increase this to $467M by 2015 through cultivating a collaborative research culture, improving awareness of its research strengths, and attracting more funding opportunities. Key strategies include developing strategic research focus areas, collaboration tools, graduate training, and partnerships. Challenges include limited faculty time/support for research and aging research infrastructure, but continued growth of high-caliber faculty and funding success indicate NC State is well positioned to strengthen its research profile.
InstructionsPart Four of Applied Final Project,Playing with Ge.docxpauline234567
Instructions
Part Four of Applied Final Project,Playing with Gender: Understanding Our Gendered Selves:
"Understanding My Playing-with-Gender Act" (20% of course grade; due end of Week 7) Five (5) pages (1200-1500 words)
All parts of this project should be formatted in APA style (follow for both essay and citation styles):https://libguides.umgc.edu/c.php?g=1003870
Purpose: Act Analysis
In this part of the assignment, you will perform, describe, and analyze your act. After you perform your act, compose a 5-page (1200-1500 words) task specifying your experiences. The first section (one-third to one-half of your paper) should describe your act and your responses to it, and the second section should analyze your act in terms of the scholarship on gender:
Section One (minimum 500 words):
1. Describe your act:
2. What did you do?
3. Where did you do it?
4. How did you prepare for it?
5. What responses did you get while performing your act?
6. How did you feel while performing your act?
7. What would you do differently if you had to perform this same act again? Would you perform the act in the same location and at same time? Would you change your appearance during the act? Would you do anything else differently?
8. Please refer directly to the required reading on Participant Observation (Mack et al., 2005) in this section of the paper (Mack et al., 2005) (
PLEASE see attached for document):
Mack et al. (2005). "Module Two: Participant Observation," from
Qualitative Research Methods: A Data Collector's Field Guide, Family Health International. Read Module 2, pages 13-27. Retrieved from
https://www.fhi360.org/sites/default/files/media/documents/Qualitative%20Research%20Methods%20-%20A%20Data%20Collector's%20Field%20Guide.pdf
Section Two: (minimum 700 words):
(Please see attached for document listing the sources)
Referring directly to at least three academic sources for support (these may be pulled from the sources you identified and discussed in your Annotated Bibliography for Part 3
and/or the readings for this class), consider the potential impact of your act. Here are some questions to consider (you do not have to answer all of these questions; they are provided to help you to think about ways your act may have impact on society):
· Can you explain the range of reactions to your act? Did those reactions reflect any of the sociological scholarship found in the course readings or in your research? Did any of the reactions challenge that research?
· How do you think class, race, age, and sexuality came into play during the conception and performance of the act?
· Was performing this act an act of feminism? Why? and, if so, what type(s) of feminism?
· Was your act an act of activism? That is, could it help to create social change? If so, how?
Please see attached for Project 1, 2 & 3 for information and assistance.
Qualitative
Research
Methods:
A DATA CO L L E.
Presentación de la conferencia de Daniel Denecke, Director of Best Practices of Council of Graduate Schools, en el Seminario: "La movilidad de investigadores entre EEUU y Europa", organizado por la Cátedra UNESCO de Gestión y Política Universitaria
1) The document discusses HopeLab's work using video games to improve health outcomes for chronic illnesses like cancer.
2) It describes HopeLab's cancer-fighting video game Re-Mission, which improved patients' cancer knowledge, self-efficacy, and medication adherence through gameplay.
3) HopeLab is conducting further research on Re-Mission to understand how gameplay impacts emotions, motivation, and real-life behaviors through studies analyzing player brain activity and game mechanics.
This presentation focused on scientists' goals for communication and made a point of differentiating behavioral goals from nearer-term communication objectives (i.e., beliefs, feelings, frames that result from different communication choices. The data used came from two surveys of scientists; one done in the United States and one done in Canada.
Discoveries and Game Design Principles from Our Grantees' Research, Lieberman...Debra Lieberman
The document summarizes research from 21 grantees studying health games. It describes the types of games studied (including exergames and self-care games), platforms used, and goals of the research (including assessing outcomes, testing theories, and identifying design principles). Key findings include that competitive play improved cognitive functioning more than cooperative play; games providing autonomy and competence support increased enjoyment and motivation; and a robot providing social support was more motivating for exercise. Future plans are to publish and disseminate the research findings to inform health game design.
This document provides a summary of events and accomplishments in the Department of Biostatistics in 2018. It recognizes faculty and students who received awards, promotions, and were elected to leadership positions. New hires and initiatives are highlighted, including the launch of a new Precision Health research initiative. Social events that brought the department together, such as retreats and holiday celebrations, are also summarized. The document conveys an active year of growth and achievement for the Department of Biostatistics.
Race to the Top Presentation on Integrated UnitsArch Grieve
This document summarizes an annual conference for the Dayton Regional STEM School. It provides information about the school's mission, philosophy, approach, student demographics, and test scores. The school's mission is to prepare students for the global economy while nurturing enthusiasm for discovery. The school's philosophy focuses on developing persistence, inquiry, communication, creativity, and collaboration in students. The school engages students in authentic, real-world problems and assesses them in various ways. It also emphasizes meaningful relationships with various partners. The document outlines the school's approach to team-based planning and integrated project development in nine steps. It provides examples of projects integrating various subjects around essential questions.
The article discusses how animal enrichment is increasingly influencing the planning and design of laboratory animal facilities. There is growing interest in enrichment from regulatory bodies and guidance documents. Facility designs are moving beyond basic toys and foraging materials to incorporate elements like playrooms, natural light, outdoor views, open group housing, and animal runs to better mimic animals' natural environments. This holistic approach champions enrichment housing solutions. Recent facility tours and a new drug safety assessment building project show the importance facilities are placing on designs that support animal enrichment.
This document discusses an educational startup called Chef Koochooloo that teaches STEAM (Science, Technology, Engineering, Arts, and Mathematics) concepts through cooking lessons. It aims to address issues like childhood obesity, poor academic performance, and depression. The startup has piloted its cooking and curriculum app across schools in the Bay Area. It received funding from the National Science Foundation to expand. Data showed its lessons improved test scores in math, reading, science and language arts. Schools, parents, and students praised the program. It presents a business model and growth strategy to expand globally and capture a share of the large education market.
Similar to Running and Managing a Games Studio at a University (20)
Katie Pawloski, Professor
Dr. Pasquale Iemma, Adjunct Lecturer
Kellany Cadogan Noland, DrPH(c), MSN, RN
Marie L. Lumbart, MSN, ARNP-C, FNP, CCRN | all Utica College – ABSN Program
Wendy Moore | Orbis Education
TEAM PRESENTATION: Creating a Low Cost Obstetric Clinical Immersion Simulation for Medical and Nursing Students
This presentation is designed to provide application level exposure to essential perinatal concepts that are often not available through traditional clinical exposure. The session features two phases of activities used in student training.
Phase One:
Focused contextualized skill stations utilizing leading-edge simulation skills using state-of-the-art computerized manikins (Human Patient Simulators, or HPS) and patient actors, also known as standardized patients (SP).
Phase Two:
Students are exposed to a multistage unfolding patient care simulation that required application of the phase one skills within the evolving scenario.
Finding Partners in Applied Research – A Case Study on Industry/Academic Coll...SeriousGamesAssoc
Erik Sand, Director of Strategic Relationships
Dr. Thomas Carbone, Technical Director
at UCF’s Florida Interactive Entertainment Academy (FIEA)
Mike Eakins, Creative Lead | Mixed Emerging Technology Integration Lab (METIL) at UCF Institute for Simulation & Training
Finding Partners in Applied Research – A Case Study on Industry/Academic Collaboration
Sometimes financial, physical and content constraints on graduate programs force university researchers to be creative. This presentation talks about how FIEA faculty designed a class called GameLab to help expose students to Serious Games while simultaneously fostering lasting research and development partners outside traditional entertainment industry partners.
We will talk about how the development life cycle of a simple handheld game that teaches cleaning protocols for hospital janitors in the VA hospital network helped develop a template for how FIEA now finds and interacts with industry partners. It is a case study to show how a project can move from relationship to MVP to full-on build and deployment of a robust application in the context FIEA’s student centric curriculum. UCF’s Institute for Simulation and Training then finished the final product for delivery to the VA.
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Designing Immersive Experiences that Create Empathy, Reveal Biases, Alter Min...SeriousGamesAssoc
In this talk we discuss insights from designing and studying immersive experiences aimed at improving early literacy outcomes through personalized learning, spanning virtual, augmented and mixed realities as well as non-immersive applications. Our serious games provide research evidence into how these varied media can enable adults (teachers, school leaders, families, and caregivers) to implement personalized literacy learning at the organizational and individual level.
We will present lessons gained from designing experiences across immersive media such as 360 video, virtual environments with agents, mixed reality systems with human-in-the-loop characters (ex: Mursion https://mursion.com/), and augmented reality. We will also discuss approaches and takeaways for creating experiences intended to build empathy towards the unfamiliar (ex: our work on parents using VR to experience the world as young children with reading disabilities), experiences for detecting unconscious biases (ex: teachers educating a stimulated classroom of students in ways that may trigger innate biases), and experiences to contextually modify parental mindsets (ex: parents using augmented reality to alter their strategies for children’s literacy).
Overall, we will present general lessons from building simulated authentic situations in which teachers and parents learn to overcome challenges in early literacy development. We will pause our talk/lecture occasionally for questions that enable brief small group interactions.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
This document summarizes a presentation about designing memorable games. The presentation discusses how human memory works, including that memories are based on experiences and situations rather than being like video recordings. It also reviews research findings on memory such as how forgetting takes more brain power than remembering. To be effective, games need to increase replay value, build on interactive elements, provide memorable experiences, and maintain consistency to be remembered. The presentation concludes by emphasizing the importance of designing games in ways that strengthen memory formation.
Preparing Soldiers for the Future: The Army's New Synthetic Training EnvironmentSeriousGamesAssoc
Keynote
Maj. Gen. Maria Gervais, Director, Synthetic Training Environment Cross Functional Team
Preparing Soldiers for the Future: The Army's New Synthetic Training Environment
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Catherine Croft, Co-Founder, Chief Executive Officer | Catlilli Games
Learning Through Play: STEM Games in the Classroom
Attendees will understand how STEM games can be used in K-12 classroom settings. They will learn about an overview of games on the market, from elementary school through high school. They will then learn how to design simple games that can be used to convey a key STEM concept within one class period. By the end of the workshop attendees will have collaborated to produce paper prototypes of such games.
We hope to host these files as free online print-and-play games for teachers, as a service to the community.
I will lead attendees in a game design workshop for STEM games in K-12 education. After providing an overview of such games, we will play a sample of existing games on the market from a variety of companies. Then each table will brainstorm ideas based on age, subject matter, and game mechanics. They will produce paper prototypes by the end of the workshop, which they will present to the other members. Hopefully, if it’s possible, we/SPC could host these files as free online print-and-play games for teachers as a service to the community.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Wei Fan Chen, Executive Producer / Founder | Fourdesire, China
Playable Design
I’m the founder of Fourdesire. I created games include keeping people to stay hydrated (via Plant Nanny), motivating them to walk more and stay healthy (via Walkr), and helping them to keep track of the knowledge behind these healthful activities.
Our titles Plant Nanny, Walkr and Fortune City have been used by tens of millions of users globally and were covered by Washington Post, Business Insider, IGN, Polygon etc.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Gregg Toppo, Author / Journalist and President | Education Writers Association
Playful Learning Without Games
What can educators do to understand games and make school a more rigorous, vital and enjoyable place? Building on decades of research, this session looks at the seven essential nutrients that games provide:
Failure
Feedback
Fairness
Flow
Fantasy
Freedom
Fellowship
Understanding these “seven F’s” can help teachers make their classrooms more successful places, even if they don’t like video games or are uncomfortable bringing them into the classroom. We’ll explore the possibilities and come up with doable, practical solutions.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Jenn McNamara, Vice President | BreakAway Games
Client-Centered Serious Game Design
Serious game developers must consider client needs and constraints. To most, it is obvious that the end users’ desired training, behavior change, assessment, or experience outcomes shape the focus of the game. But the client organization’s funding, IT infrastructure, data needs, and personnel impact design as much, if not more, than end users’ needs.
This session will share experiences where these factors significantly impacted game design and make recommendations for identifying and addressing these needs early in the design process.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
A Promise to Future Generations: Making Learning FunSeriousGamesAssoc
This document discusses intrinsic and extrinsic motivation in learning. It references studies from 1971, 1973, and 2001 on how extrinsic rewards can undermine intrinsic motivation to learn. It notes that not enough time is spent considering why children want to learn and too much time is spent trying to force learning. The document suggests thinking about the principles of play to better motivate learning.
This document outlines the schedule and process for a workshop on creating educational games. The workshop will guide participants through forming teams based on curriculum, conceptualizing a game concept around chosen curriculum concepts, prototyping the game through iterative playtesting and rule refinement, and reviewing the process and outcomes. The goal is for participants to gain experience applying a proven process for developing a game concept into a prototype to teach curriculum in an engaging way.
Andrew Gassen, CEO | Pivotal Software
0 for 3: Edtech Startup Lessons Learned
I’ve been a part of 3 different education technology companies, all focused on the K-12 market. Each of these companies failed, but each for different reasons and in spectacularly different ways. This talk is a bit of a public post-mortem that focuses on 3 key lessons from each company, including a brief discussion on how we might have done things a different way if I knew then what I know now.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
OODA OODA! How Rapid Iteration Can Help Level Up Your Gaming BusinessSeriousGamesAssoc
Mitch Weisburgh, Partner | Academic Business Advisors and
Scott Brewster, Co-Founder & CTO | Triad Interactive Media / Hats & Ladders
DOUBLE SESSION: OODA OODA! How Rapid Iteration Can Help Level Up Your Gaming Business
We are all involved in lots of complicated and complex situations. We deal with students and learning. We write, adapt, and use games for learning. We may be running businesses.
One thing that all of these have in common is that we can’t just come up with a plan, execute and expect things to just work smoothly. Unexpected things happen, it’s often impossible to anticipate all possible situations, people react in unanticipated ways, there is often information we just don’t or can’t know in advance, the people we are working with have hidden agendas. Allies, antagonists, and resources shift and change. And so on.
So, what are we supposed to do?
We are going to explore a framework for managing solutions during periods of dynamic change. The OODA Loop Framework was developed by air force colonel John Boyd based on precepts developed by Sun Tzu, Napoleon, Heisenberg, Kyng, Einstein, Gödel, and others, and has been used by military, political, and business leaders around the world. You’ll learn to prepare for the unexpected, observe and react to actions and results, and pull together and manage a team despite adversity.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
The ux of serious games how to impact a wider audienceSeriousGamesAssoc
Birdie Champ, BS, M.Ed., Ed.S, Owner, Chief Product Officer | UXDiversity and Thorne Palmer, BA, M.Ed
The UX of Serious Games: How to Impact a Wider Audience
What elements are you measuring when determining the value of your serious game?
There are many critical touchpoints a player (user) experiences that occur before, during, and after playing a game, from initial interest to post-game evangelism. Some serious game designs inadvertently block some users from ever playing. Some design elements can cause players to rage quit where others thrive. In this session we will explore three topics:
First, we will explore a complete user’s experience (UX) of a serious game.
Second, we will look closer at the users of serious games and break them into personas based on social, emotional, and cognitive differences in how they learn and how they play.
Third, we will explore how to merge instructional design with game design with activities that bridge the varied experiences different users can have when engaging with similar challenges. By breaking down the UX into touch points, breaking down users into personas, and mitigating gaps in the varied qualities of user experiences, you will likely improve your game analysis, game quality, and broaden your customer segments.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Alphabet Soup Cans: Avoiding Bad Tropes of Educational GamesSeriousGamesAssoc
Stuart Criley presents on avoiding "bad tropes" in educational games. He discusses games that include puzzles that do not fit thematically, such as sorting soup cans to progress in a haunted house game. Criley urges developers to have a deep understanding of the topic and include authentic problems to engage students, rather than unrealistic scenarios like doing math in space. Developers must ensure educational games are worth the classroom time spent on them.
Building Heroes: Using Roleplaying Game Design for Classroom Management, Read...SeriousGamesAssoc
You have a loyal companion to help you.
Barter: You can negotiate prices and deals well.
Bilingual: You speak two languages fluently.
Citizen: You have citizenship papers for a safe settlement.
Contacts: You know people who can provide information.
Educated: You received some schooling before the war.
Medic: You have basic medical skills and a small kit.
Scavenger: You know where to find supplies in the wastes.
Survivalist: You are well adapted to living in the wastelands.
Tradecraft: You know tricks for sneaking, hiding and spying.
*Animal handler:
Augmented Reality: Revolutionary or Disruptor of Training and AssessmentSeriousGamesAssoc
Dennis Glenn, MFA, Adjunct Professor| DePaul University Graduate School for New Learning / President | Dennis Glenn LLC
Augmented Reality: Revolutionary or Disruptor of Training and Assessment
Augmented reality (AR) has the potential to revolutionize training and assessment. This technology innovation superimposes computer-generated sensory input such as sound, video, graphics or GPS data onto a live or indirect view of a physical, real-world environment. The increasing need to scale education-based interactive learning to larger audiences thus mitigating the larger development costs, is where AR has a few potential revolutionary and disruption attributes that must be considered.
Learning Objectives:
Assessment needs to be done rigorously and methodologically, and AR technologies can provide multiple avenues to achieve this goal. Recall of knowledge is no longer a viable method to provide accurate validation of mastery. In order to assess competency, we need to understand what the learner needs to know and be able to do and then demonstrate their ability to perform these tasks. We will offer multiple solutions to this disruptor.
Privacy and security of the data con be compromised using AR technologies. A few of the risks to be discussed are identity theft, invasion of privacy, and unequal access, thus increasing the inequality divide. We will lead a discussion of the avenues to reduce these risks.
On the positive side we offer a number of effective solutions that lead to the demonstration of mastery. Using AR technology to disseminate education is a way to teach thousands of users across the globe while eliminating barriers to access, reducing costs, and ensuring consistency in quality and delivery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Return on Investment (ROI) for Virtual Environments and GamingSeriousGamesAssoc
Carole Bagley, President, Consultant, Team Lead | The Technology Group, Inc & Distinguished Service Professor | University of St. Thomas (UST)
Return on Investment (ROI) for Virtual Environments and Gaming
How effective are virtual and gaming environments? Do they have an impact on the user’s learning, on their job or organization and/or do they have an impact on their daily life?
The presentation will include a brief discussion of Kirkpatrick’s ROI levels 1-5 and how it is useful in the creation and evaluation of virtual gaming environments. Several virtual environments and games (Health Benefits, Pharmacy and Dentistry games for the Healthcare industry and a Tobacco prevention game for Middle school students) will be discussed and demonstrated and will describe how the evaluation results have impacted the effectiveness of the product and the user.
Participants who have conducted ROI evaluations will be asked to share their product evaluation results and how it impacted the users. Participants who are interested in conducting an ROI evaluation will be asked to provide for discussion product descriptions and what results/proof they are looking for in conducting an evaluation.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Enhancing New Employee Orientation with a Digital Scavenger HuntSeriousGamesAssoc
Karen Burns, Asst. Coordinator of Faculty Development | The University of Alabama
Enhancing New Employee Orientation with a Digital Scavenger Hunt
Pervasive games are a burgeoning genre in which the affordances of mobile devices are used to extend the boundaries of digital games into the real world. This game genre leverages the GPS, photo, video, and texting capabilities of smart phone devices in order to create games that require location-dependent and context-sensitive interactions between the physical and virtual environments. One particular form of pervasive games is a digital scavenger hunt.
This presentation will focus on the findings of a study in which a digital scavenger hunt was integrated into new employee orientation. The goal of the study is to determine if a digital scavenger hunt can be an effective means of enhancing the typical employee orientation by reinforcing information provided during the face-to-face sessions, introducing new information, reducing the stress new employees typically feel, and fostering employee competence. While this study is ongoing, data collection and analysis will be completed by May 2019.
This session will report on the findings of this study and include a discussion of the successes and challenges of the study. Additionally, discussion will center on potential applications of a digital scavenger hunt being used as a means of learning through discovery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
Running and Managing a Games Studio at a University
1. Running and Managing a
at a
S t u d i o
Games
Barbara Chamberlin
Learning Games Lab
learninggameslab.org
@bchamber
University
Bob Hone
American University
american.edu/gamelab
@augamelab
David Gagnon
University of Wisconsin -Madison
fielddaylab.wisc.edu
@djgagnon
John Sharp
Parsons
petlab.parsons.edu
@jofsharp
15. Released July 3rd, 2017
Over 300K games played in July
July’17 – May’18:
• 846K games played
• 7.96 million articles played
Election Edition – October 1st
New sets of articles every Monday
until election (6 sets)
24. Innovative Media Research and Extension
non-profit, professional development studio
L a b
Learning
Dr. Barbara Chamberlin • bchamber@nmsu.edu • @bchamber
Games
not
academic
program
research-
based
outreach
professionals,
not-students
not just games
8-12 projects
grant-funded
25. mathsnacks.org
Math Snacks materials were developed with support from the National Science Foundation (0918794).Any opinions, findings, and conclusions or
recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation. Some
materials were originally prototyped or discussed as part of a cooperative agreement from the U.S. Department of Education (U295A050004).
26.
27.
28. scienceofagriculture.org
This project is supported by Agriculture and Food Research Initiative Competitive Grants no. 2010-38422-21211 and 2014-38422-2208 from the USDA
National Institute of Food and Agriculture and by the President’s Fund at New Mexico State University.
30. This material is based upon work supported by the National Institute of Food and Agriculture, U.S. Department of Agriculture, under Agreement No.
2007-51110-03813.Any opinions, findings, conclusions, or recommendations expressed in this publication are those of the author(s) and do not necessarily
reflect the view of the U.S. Department of Agriculture.