Keynote for Games for Change 2013
The world of educational games is changing, and we cannot understand it without understanding the psychology of education.
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.
Innovative Pedagogies for ESD and GCED - UNESCOMEGA Generation
Presentation used in the debate “Innovative pedagogies for ESD and GCED: Is game-based learning the future?” organized by the UNSECO MGIEP during the UNESCO Week for Peace and Sustainable Development that took place in Ottawa, Canada.
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.
Innovative Pedagogies for ESD and GCED - UNESCOMEGA Generation
Presentation used in the debate “Innovative pedagogies for ESD and GCED: Is game-based learning the future?” organized by the UNSECO MGIEP during the UNESCO Week for Peace and Sustainable Development that took place in Ottawa, Canada.
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.
This presentation introduces the SAGA (Story and Game Academy) project. A program designed to enrich students' experiences through the exploration of games and the storytelling in games.
V Congreso Internacional de Educared - Games to make the futureJane McGonigal
Games can help us make a better future and change the real world -- by harnessing our collaboration superpowers and collective intelligence skills to solve real problems. A keynote by Jane McGonigal, Director of Game Research & Development, Institute for the Future
Born to Play Games - a talk by Jane McGonigal about human destiny circa 2020 ADJane McGonigal
How games bring out the best in us, act as a gateway to real-life goals, change who we think we really are, and protect us from real harm, and give us actual superpowers.... and how we will play world-changing games in the future as a result.
Games for Health: 2012 Keynote: A Crash Course in Getting SuperBetterJane McGonigal
Games can increase four kinds of resilience: Mental, Physical, Emotional, and Social. With increased resilience, we can bounce back faster from injury or illness, and experience greater well-being and life satisfaction.
Small Boxes and Big Fun: Starting a Board Game CollectionJohn Pappas
Small Boxes and Big Fun: Starting a Board Gaming Collection, presented by John Pappas
Board gaming is entering a golden age with wonderfully crafted games coming out daily by board game publishers large and small, as well as from individual designers. This leads to a large amount of diversity and choice in the board games space when trying to develop a circulating board game collection or choosing which games to include in a gaming group. This talk will discuss the basics of organizing a modern board game group (any ages) including tips on moderating, teaching, and promoting the group while providing a welcoming and safe space for new and emerging gamers. Additionally, the mechanics (the inner workings of the games), genres, and the themes of games will be reviewed and discussed. The talk will end in a presentation of a starter kit of inexpensive and fun board games which will get your library's collection started for less than $150. The cost of getting into the board gaming hobby does not have to be prohibitive if the right games are purchased and the proper partnerships fostered.
Slides from my breakaway sessions at the International Boys Schools Conference at Wynberg Boys on 14 March. What are games? Why do they work? What does gamification mean, and what is a "serious" game?
Answers to all these questions, plus links and comprehensive resources to get you started on using games in your own classroom.
We don't need no stinkin' badges: How to re-invent reality without gamificationJane McGonigal
(Slides from Jane McGonigal at the Game Developers Conference 2011, Serious Games Summit, Gamification Day)
If you hate the term gamification, you're not alone: Plenty of game developers think gamification sounds cynical and opportunistic -- a way to motivate gamers to do something they' ordinarily avoid. Worse, many early adopters of gamification are creating mere shells of a game: game feedback systems stripped of any satisfying activity, meaning, story, or heart. But there is another way. What we need now is a more holistic and whole-hearted approach to using game design to transform reality. This presentation is an introduction to gameful design: how to infuse real life and real work with the true spirit, or emotional and social qualities, of gameplay. You'll learn a four-part gameful strategy that focuses on how to create the lasting positive impacts that games are famously good at generating: more positive emotions, stronger social relationships, a bigger sense of purpose, and meaningful mastery. As game desig! ners, we can do better than gamification. We owe reality more than some stinkin' achievement badges, or points, or leaderboards.
Gamification: Can volunteer work be a fun experience?FollowSunday
Presented at the 2nd Volunteer4Greece (http://volunteer4greece.gr) workshop for Non-Profit Organisations with subject: "Project Management Tools & Practices: Manage your Team Effectively".
The workshop, which took place on June 25th 2013 at ALBA Graduate Business School, was attended by 100 representatives of more than 50 organisations, including PRAKSIS, MEDITERRANEAN SOS Network, Fair Trade Hellas, Metavallon and Doctors of the World.
In this paper from the Tampere Spring Seminar in Game Studies "Money and Games", I argue that game studies should systematically explore how economic condition afford and constrain game aesthetics.
This presentation introduces the SAGA (Story and Game Academy) project. A program designed to enrich students' experiences through the exploration of games and the storytelling in games.
V Congreso Internacional de Educared - Games to make the futureJane McGonigal
Games can help us make a better future and change the real world -- by harnessing our collaboration superpowers and collective intelligence skills to solve real problems. A keynote by Jane McGonigal, Director of Game Research & Development, Institute for the Future
Born to Play Games - a talk by Jane McGonigal about human destiny circa 2020 ADJane McGonigal
How games bring out the best in us, act as a gateway to real-life goals, change who we think we really are, and protect us from real harm, and give us actual superpowers.... and how we will play world-changing games in the future as a result.
Games for Health: 2012 Keynote: A Crash Course in Getting SuperBetterJane McGonigal
Games can increase four kinds of resilience: Mental, Physical, Emotional, and Social. With increased resilience, we can bounce back faster from injury or illness, and experience greater well-being and life satisfaction.
Small Boxes and Big Fun: Starting a Board Game CollectionJohn Pappas
Small Boxes and Big Fun: Starting a Board Gaming Collection, presented by John Pappas
Board gaming is entering a golden age with wonderfully crafted games coming out daily by board game publishers large and small, as well as from individual designers. This leads to a large amount of diversity and choice in the board games space when trying to develop a circulating board game collection or choosing which games to include in a gaming group. This talk will discuss the basics of organizing a modern board game group (any ages) including tips on moderating, teaching, and promoting the group while providing a welcoming and safe space for new and emerging gamers. Additionally, the mechanics (the inner workings of the games), genres, and the themes of games will be reviewed and discussed. The talk will end in a presentation of a starter kit of inexpensive and fun board games which will get your library's collection started for less than $150. The cost of getting into the board gaming hobby does not have to be prohibitive if the right games are purchased and the proper partnerships fostered.
Slides from my breakaway sessions at the International Boys Schools Conference at Wynberg Boys on 14 March. What are games? Why do they work? What does gamification mean, and what is a "serious" game?
Answers to all these questions, plus links and comprehensive resources to get you started on using games in your own classroom.
We don't need no stinkin' badges: How to re-invent reality without gamificationJane McGonigal
(Slides from Jane McGonigal at the Game Developers Conference 2011, Serious Games Summit, Gamification Day)
If you hate the term gamification, you're not alone: Plenty of game developers think gamification sounds cynical and opportunistic -- a way to motivate gamers to do something they' ordinarily avoid. Worse, many early adopters of gamification are creating mere shells of a game: game feedback systems stripped of any satisfying activity, meaning, story, or heart. But there is another way. What we need now is a more holistic and whole-hearted approach to using game design to transform reality. This presentation is an introduction to gameful design: how to infuse real life and real work with the true spirit, or emotional and social qualities, of gameplay. You'll learn a four-part gameful strategy that focuses on how to create the lasting positive impacts that games are famously good at generating: more positive emotions, stronger social relationships, a bigger sense of purpose, and meaningful mastery. As game desig! ners, we can do better than gamification. We owe reality more than some stinkin' achievement badges, or points, or leaderboards.
Gamification: Can volunteer work be a fun experience?FollowSunday
Presented at the 2nd Volunteer4Greece (http://volunteer4greece.gr) workshop for Non-Profit Organisations with subject: "Project Management Tools & Practices: Manage your Team Effectively".
The workshop, which took place on June 25th 2013 at ALBA Graduate Business School, was attended by 100 representatives of more than 50 organisations, including PRAKSIS, MEDITERRANEAN SOS Network, Fair Trade Hellas, Metavallon and Doctors of the World.
In this paper from the Tampere Spring Seminar in Game Studies "Money and Games", I argue that game studies should systematically explore how economic condition afford and constrain game aesthetics.
The Making of Lexica: A Truly Massive Tablet GameJesse Schell
Lexica is a massive tablet game (3.5 GB, 300 Staff Years of work) that is designed to get junior high kids excited about reading. In this talk, Jesse Schell gives an overview of it, and details the problems (and solutions) of dealing with such a large game app on iOS.
This is the talk from my DICE 2010 presentation. You can find a video of the talk here: http://g4tv.com/videos/44277/DICE-2010-Design-Outside-the-Box-Presentation/
This session will demonstrate the use of games for K-12 students in an online environment across a variety of subject areas. Participants will be presented with the theory behind educational games as well as demonstrations of how to use games in class to improve student performance. Teachers will become familiar with the use of single and multi-player games to reinforce basic skills as well as to support higher-order thinking and problem solving. Internet-based games will be presented along with ways to encourage collaboration, create emotional connections and enhance motivation. Common concerns about the use of games in the classroom will be addressed and discussed. Ever think you'd see your students spending hours voluntarily doing math drills or discussing economic theories? It can happen!
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
Design and Darkmatter, Connecting Storytelling with Business OutcomesTrip O'Dell
Service design is about all the invisible aspects of a brand or product experience, but designers are frequently tasked with only the superficial parts of a customer problem. How do we break out of a pixel-perfect box?
This talk focuses on the role of storytelling, and new ways to enroll stakeholders into that process as a way of helping them understand that the most important consideration in design is context, and how the most important design decisions are usually invisible and hard to detect.
Learning to Make Your Own Reality - IGDA Education Keynote 2009Jane McGonigal
What new kinds of games will we play in the future, and what key knowledge and skills will game developers need to invent them? Futurist and game designer Jane McGonigal argues that over the next decade, games will become a powerful interface for managing our real work, organizing society, and optimizing our real lives. Increasingly, she predicts, game developers will be charged with the task of making people happier, smarter, friendlier, greener, and healthier -- and hundreds of millions of new gamers will be playing together at home, at school, at work, and everywhere in between. The result? Game design and development expertise will become a sought-after talent in virtually every industry and field, from Fortune 500 companies to top government agencies. Indeed, the future is brighter for game developers than ever before. But making games that aim to improve our quality of life and to re-invent society as we know it will require a new set of design skills and content expertise beyond what we traditionally teach in game programs. In this keynote, you'll find out the top five design competencies (such as 'technology foresight' and the ability to generate and measure 'participation bandwidth') and the five most important subject areas (such as positive psychology and mass collaboration) for this new class of reality-changing game developers.
The key takeaway of this talk: We can live in any world we want but only if we teach the next generation of game developers what they need to know in order to imagine and make new and better realities.
The Art of Educational Game Design.pdfJesse Schell
A talk Jesse Schell gave at Play Make Learn 2022 about the framework for transformational games that will be featured in the upcoming book by Barbara Chamberlin and Jesse Schell.
12. A society of sheep means…
• a society easily
manipulated by advertising
• a society willing to accept
what is provided
• fewer entrepreneurs
13.
14.
15. 1. Anyone Can Design a Great Game
2. All of us Together are Better Designers than
any of us Alone
3. The More we all Share, the Smarter we all
Become