The document provides an overview of the Story and Game Academy (SAGA), which explores using video games to foster skills such as critical thinking, problem solving, communication, creativity, and innovation. It discusses how games can encourage thoughtful media consumption and building stories. SAGA also aims to break barriers by supporting any platform and providing outreach and professional development. It suggests re-thinking learning spaces and provides 12 tips for bringing video games into the classroom, such as starting with instructional goals in mind and collaborating with other professionals.
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.
The opening song to the 80's sitcom, Cheers, reminds us that we all need a space where we're welcomed, valued, and part of a community. Ray Oldenburg calls these Third Places. For many of our students today, Minecraft and other multiplayer online games, have become that third place. This year, I launched a 24/7 Minecraft server for our district's students. This presentation shares how it has become both a third place and a world that fosters powerful, informal learning!
What does it look like to gamify teacher professional development? In this session, which is also a game itself, participants will learn more about Lucas' latest project, EPIC Academy, a game-inspired, playable professional development program for district educators.
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.
The opening song to the 80's sitcom, Cheers, reminds us that we all need a space where we're welcomed, valued, and part of a community. Ray Oldenburg calls these Third Places. For many of our students today, Minecraft and other multiplayer online games, have become that third place. This year, I launched a 24/7 Minecraft server for our district's students. This presentation shares how it has become both a third place and a world that fosters powerful, informal learning!
What does it look like to gamify teacher professional development? In this session, which is also a game itself, participants will learn more about Lucas' latest project, EPIC Academy, a game-inspired, playable professional development program for district educators.
Serious Games - How to use the most powerful communication tool of the next g...Nico King
The first step to effective communication is getting people’s attention, but what comes next? Learn from examples in Advergaming, Staff Training, and Games For Change to find out why they are effective at translating ideas into first-person experiences, and how that can be applied to businesses today.
This slidedeck accompanies a presentation on using game theory and games to invigorate a classroom. Although designed for use in religious education, virtually all of the ideas are applicable to secular classroom use as well. Download the handout from http://bit.ly/game-on-handout. Find the template for the picture reveal game at http://bit.ly/LDS-game-on.
This presentation discusses the use of serious gaming as a practical learning tool, especially or the millennial generation. It informs viewers on what serious games look like and what characteristics successful serious games have. You can visit GSE Systems at gses.com and on Twitter @GSESystems
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
This talk shares insights identifying common qualities of games that may promote teen thriving with positive psychology practices. iThrive utilized a two-tiered approach to find these qualities and create a road map for developers to design for positive psychology practices. Experts at a series of think tanks, lead by McDonald, deconstructed the positive psychology concepts into guidelines for positive psychology constructs, both in terms of what systems and features might help and harm the promotion of these practices in players. A semester’s long study with design students, lead by Rusch, revealed that games with the strongest positive psychology components were those that had the most emotional impact, and few game features. Insights from both investigations will be shared, including exemplar games that align with a set of positive psychology practices; the common qualities those games share; and design tips for creating products that can support teen thriving.
Positive psychology practices promote positive youth development, but how can these practices be embedded in games? Drawing from insights collected from industry experts and game design students engaged in a semester-long study, we constructed a road map of the qualities of games that might lead to positive psychology habits.
This presentation, originally presented in Second Life to the NC Distance Learning Association, explores how video games and virtual worlds can be valuable tools for instruction and shares resources that teachers might use to incorporate gaming into their curriculum.
Engaging Kids in Learning: game based learning and gamification in education Pierre Le Lann
Talk at Digital Kids Edu about engaging kids in learning using various forms of games: open ended play, game based learning and gamification
By Pierre Le Lann Co General Manager and Co founder, Tribal Nova, a Houghton Mifflin Harcourt company
Gamification:the new key to success.How gamification is applied in education.Dorina.Izbisciuc
"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.
Serious Games - How to use the most powerful communication tool of the next g...Nico King
The first step to effective communication is getting people’s attention, but what comes next? Learn from examples in Advergaming, Staff Training, and Games For Change to find out why they are effective at translating ideas into first-person experiences, and how that can be applied to businesses today.
This slidedeck accompanies a presentation on using game theory and games to invigorate a classroom. Although designed for use in religious education, virtually all of the ideas are applicable to secular classroom use as well. Download the handout from http://bit.ly/game-on-handout. Find the template for the picture reveal game at http://bit.ly/LDS-game-on.
This presentation discusses the use of serious gaming as a practical learning tool, especially or the millennial generation. It informs viewers on what serious games look like and what characteristics successful serious games have. You can visit GSE Systems at gses.com and on Twitter @GSESystems
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
This talk shares insights identifying common qualities of games that may promote teen thriving with positive psychology practices. iThrive utilized a two-tiered approach to find these qualities and create a road map for developers to design for positive psychology practices. Experts at a series of think tanks, lead by McDonald, deconstructed the positive psychology concepts into guidelines for positive psychology constructs, both in terms of what systems and features might help and harm the promotion of these practices in players. A semester’s long study with design students, lead by Rusch, revealed that games with the strongest positive psychology components were those that had the most emotional impact, and few game features. Insights from both investigations will be shared, including exemplar games that align with a set of positive psychology practices; the common qualities those games share; and design tips for creating products that can support teen thriving.
Positive psychology practices promote positive youth development, but how can these practices be embedded in games? Drawing from insights collected from industry experts and game design students engaged in a semester-long study, we constructed a road map of the qualities of games that might lead to positive psychology habits.
This presentation, originally presented in Second Life to the NC Distance Learning Association, explores how video games and virtual worlds can be valuable tools for instruction and shares resources that teachers might use to incorporate gaming into their curriculum.
Engaging Kids in Learning: game based learning and gamification in education Pierre Le Lann
Talk at Digital Kids Edu about engaging kids in learning using various forms of games: open ended play, game based learning and gamification
By Pierre Le Lann Co General Manager and Co founder, Tribal Nova, a Houghton Mifflin Harcourt company
Gamification:the new key to success.How gamification is applied in education.Dorina.Izbisciuc
"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
Education Gamification by RUNSTEM co-founder Andrei LoginovskiyAndrei Loginovski
Trends in education technology, future of education and problems the current systems has. How RUNSTEM teaches kids STEM? Why do we use game design, coding games and gamification?
https://runstem.com.au
An aim of the Curriculum for Excellence is to develop successful learners. This seminar considers how to create a climate for successful learning and how to recognize children’s progress in this area. The seminar is based on a case study about the benefits of educational game design in a primary school classroom. Our case study demonstrates that children find making their own computer games extremely motivating. They clearly enjoyed meeting the challenge of mastering the technology to express their own ideas.
http://www.ltscotland.org.uk/slf/previousconferences/2007/seminars/usingcomputergamedesigntofostersuccessfullearners.asp
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"
We compare our experience of computer games; I present some of the arguments in favour and against their place within education, together with a few case studies of their use.
You develop a ‘classic’ computer game using Scratch, if possible within the context of your project.
How can we use games in the classroom? Don't use them because they're "cool with the kids" (that's a recipe for chocolate coated brocolli), instead used them because they're sophisticated, challenging digital simulations.
Gamified Professional Development - EPIC AcademyLucas Gillispie
What if we treated teacher professional development like a game, giving teachers autonomy to choose a pathway, learning what's important to them, in a quest-based, gamified way that includes levels, badging, and more?
Third Places are informal spaces in communities other than home or work/school where people meet. In this presentation for GAME Manitoba 2019, I share how I've seen these emerge in game spaces with my students.
Students to Heroes 2.0 - Gaming Association of Manitoba EducatorsLucas Gillispie
Here's everything I shared at the GAME event keynote. My journey as a gamer and educator, examples of how I and others have used popular games like World of Warcraft and Minecraft for learning, tips for getting a games and learning program going in your school.
Badging and microcredentials are all the rage in teacher professional development, however, if we're just sticking badges on a workshop, we're accomplishing nothing. In this presentation, Lucas Gillispie explains how his gamified PD program, EPIC Academy works and lessons learned.
What are the applications of Augmented and Virtual Realities in the classroom? How can teachers leverage these technologies to support engagement and learning with students?
Digital Learning in Surry County Schools - New Teacher OrientationLucas Gillispie
Presented to Beginning Teachers as part of district New Teacher Orientation. This presentation shares digital learning initiatives in Surry County Schools with newly hired teachers in the district. ]
Presentation shared with the Surry County Schools Furniture Committee regarding classroom design, effective spaces for learning, and functionality of the environment.
Presented at the Surry County Schools Parent Academy, this presentation shares with parents the spaces that our digital kids are exploring, what we should know about them, and how we can at least try to stay up-to-speed.
EPIC Teaching Academy is a new program, launching in the Spring semester, that provides district educators with an opportunity to explore a gamified approach to professional development. Built primarily in 3DGameLab, players will have a chance to earn badges certifying their mastery of a variety of topics! Educators can then share their earned badges with the world through platforms like Mozilla's Backpack.
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!
When the Internet Chooses You - Memes, Viral Videos, and Internet Subculture ...Lucas Gillispie
This presentation, delivered at the 2013 NCTIES Conference, is designed to introduce educators to the world of Internet Subculture, Memes, and Viral Videos.
This presentation, originally presented at Tech Forum Atlanta 2012, discusses the principles that make good games and good learning one and the same. It provides tips for starting a game-based program in your school, and it shares two of Lucas Gillispie's game and learning projects: WoWinSchool and MinecraftinSchool.
The iPod Touch is an incredible tool in the classroom in the hands of our digital learners. Game-based learning is an up-and-coming area of interest in education. What if those two met?
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
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.
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
10. Learning works best when
new challenges are
“pleasantly frustrating” in the
sense of being felt by learners
to be at the outer edge of, but
within their “regime of
competence.” That is, these
challenges feel hard, but
doable.
(Gee, 2007, p. 36).
11. Exploration Cross-Functional Teaming
Interaction
Systems Thinking
Production
Distributed Knowledge
Risk-Taking Challenge and Consolidation
Customization
Well-Ordered
Problems
“Just in Time”
Learning
Agency
Identity
Situated Meaning
Performance-Based Competence
12. SAGA...
Encouraging
Thoughtful Media
Consumption
14. “The opposite of work is not
play, it’s depression.”
Dr. Brian Sutton-Smith
Author: The Ambiguity of Play
15. “It is paradoxical that many
educators and parents still
differentiate between a time for
learning and a time for play without
seeing the vital connection
between them.”
Leo F. Buscaglia, USC
16. An all too common quote from kids viewing my
Minecraft in School - Student Work video:
“...But you shouldn't have fun during school. They might
get used to having fun everyday during school. This can
cause much less studying and which will result in low
grades. Low grades will decrease the chance of finding a
good job. The school needs to show them that life gets
harder every single day of their lives and not preparing
them by playing computer games during lecture time...”
17. Bring Back The Joys Of:
Curiosity
Play
Exploration
Experimentation
Creating
A survey was reported in 2006 in which over 400 human resources officers for companies across the US were surveyed and asked about the characteristics they’re seeking in new hires. teamwork, critical thinking, and communication as well as creativity and innovation were the traits most widely sought\n