Bryan L. Austin - Winning Back Your Workforce: Improving Learning Impact and ...SeriousGamesAssoc
A revolt is building in Corporate America!
L&D has been deploying elearning by the ton. There is insufficient time, resources and budget to deliver learning that is engaging.
Employees are voicing their displeasure.
This session will share case studies describing how L&D organizations are responding to win back their workforce.
Dr. L. Miguel Encarnação & Jim Bower- Numedeon, Inc. SeriousGamesAssoc
“Young Students Game-based Career Navigation”
Concern over the ability of schools to both prepare and inform children about future careers has been growing, considering that the career market is more dynamic and complex than ever before. ACT and Numedeon developed CareerQuest™, a virtual worlds-based career exploration gaming-experience for young students, to address this issue.
Pablo Suarez - Games To Help The Red Cross Help YouSeriousGamesAssoc
How can we accelerate the integration of climate science into humanitarian work for better disaster risk management? The Red Cross/Red Crescent Climate Centre has been working with partners through an innovative approach: participatory games, deployed from rural Ethiopia to the White House, to support learning and dialogue on how to deal with extreme weather events and climate change. Join us for an intensely interactive session where you will experience our playable system dynamic models that link information, decisions, and consequences.
J.D. Fletcher, Institute of Defense Analyses and Sigmond Tobias, SUNYSeriousGamesAssoc
"On Tour in the Garden of Empirical Analysis"
The authors report findings, both solid and speculative, after six years of an ongoing effort to collect, organize, and understand all available empirical research on the use of games to create environments in which people learn.
Bryan L. Austin - Winning Back Your Workforce: Improving Learning Impact and ...SeriousGamesAssoc
A revolt is building in Corporate America!
L&D has been deploying elearning by the ton. There is insufficient time, resources and budget to deliver learning that is engaging.
Employees are voicing their displeasure.
This session will share case studies describing how L&D organizations are responding to win back their workforce.
Dr. L. Miguel Encarnação & Jim Bower- Numedeon, Inc. SeriousGamesAssoc
“Young Students Game-based Career Navigation”
Concern over the ability of schools to both prepare and inform children about future careers has been growing, considering that the career market is more dynamic and complex than ever before. ACT and Numedeon developed CareerQuest™, a virtual worlds-based career exploration gaming-experience for young students, to address this issue.
Pablo Suarez - Games To Help The Red Cross Help YouSeriousGamesAssoc
How can we accelerate the integration of climate science into humanitarian work for better disaster risk management? The Red Cross/Red Crescent Climate Centre has been working with partners through an innovative approach: participatory games, deployed from rural Ethiopia to the White House, to support learning and dialogue on how to deal with extreme weather events and climate change. Join us for an intensely interactive session where you will experience our playable system dynamic models that link information, decisions, and consequences.
J.D. Fletcher, Institute of Defense Analyses and Sigmond Tobias, SUNYSeriousGamesAssoc
"On Tour in the Garden of Empirical Analysis"
The authors report findings, both solid and speculative, after six years of an ongoing effort to collect, organize, and understand all available empirical research on the use of games to create environments in which people learn.
David Ma Wei - How to Simulate a Complicated, Dynamic Business Process in Pro...SeriousGamesAssoc
A breakthrough method of design a business simulation for Sino-pharma executive. Sino-pharma is the No.1 distributor in China, and has very complicated business model due to geographic diversify. The supplier (Upstream) and terminal (downstream) are co-related and mixed. Face the business challenge of 20% organic growth and asset effectiveness. We find a way to help the executive to practice before the really deal with it.
“Dollars as Points: Marrying Real and In-Game Progress”
Serious game creators want good play to create measurable real-world benefit. Players want games to provide positive feedback for good play. Learn strategies to satisfy both of these requirements in a harmonious, efficient way, and how to identify warning signs that your game may be missing the mark.
This document appears to be a quiz on logical fallacies. It presents 17 scenarios or statements and asks the reader to identify the type of logical fallacy present in each one. The scenarios cover a range of topics but aim to showcase different fallacious reasoning patterns such as hasty generalizations, false analogies, appeals to authority, and equivocation.
Developing games for rehabilitation and the medical field requires input from a variety of sources and stakeholders. A game for rehabilitation can have multiple potential end users, all of whom can have different requirements for the game. Rehabilitation also occurs in a variety of settings all of which have different demands on the player and the game/system. It is a challenge to incorporate the needs of multiple end users and requirements of multiple treatment settings into a single game for rehabilitation. This talk will discuss the challenges of creating a rehabilitation game for multiple end users and the methods used to overcome the challenges. A prototype game for rehabilitation, Mystic Isle, will be used as an example to highlight specific methods, including the user centered design cycle, multiple iterations, and stakeholder engagement through user testing and focus groups.
Tyson Greer - The 2013-2018 Worldwide Game-based Learning and Simulation-base...SeriousGamesAssoc
This session will present key findings from Ambient Insight’s latest market research. This presentation provides an overview of the current global Game-based Learning industry including revenue forecasts, technology trends, innovations, business models, market catalysts and inhibitors, and buying behavior in specific segments. The demand for Game-based Learning is different in each buyer segment in specific countries in the world and the audience will learn about innovations that appeal to specific buyers. Special attention will be given to North America and Asia due to the substantial revenues being generated in those regions. Identifying the buyer can be a daunting task in the Game-based Learning market and this session will provide a breakout by buying segment for these two regions.
This document discusses ethical issues teachers may face when working with students who have autism spectrum disorder. It outlines the key characteristics of autism and principles of ethical behavior from the Council for Exceptional Children. Three scenarios are presented involving issues like using student data to inform instruction, sharing professional development knowledge, and following IEPs. Potential resolutions focus on collaboration, evidence-based practices, and ensuring students' needs are met.
David Ma Wei - How to Simulate a Complicated, Dynamic Business Process in Pro...SeriousGamesAssoc
A breakthrough method of design a business simulation for Sino-pharma executive. Sino-pharma is the No.1 distributor in China, and has very complicated business model due to geographic diversify. The supplier (Upstream) and terminal (downstream) are co-related and mixed. Face the business challenge of 20% organic growth and asset effectiveness. We find a way to help the executive to practice before the really deal with it.
“Dollars as Points: Marrying Real and In-Game Progress”
Serious game creators want good play to create measurable real-world benefit. Players want games to provide positive feedback for good play. Learn strategies to satisfy both of these requirements in a harmonious, efficient way, and how to identify warning signs that your game may be missing the mark.
This document appears to be a quiz on logical fallacies. It presents 17 scenarios or statements and asks the reader to identify the type of logical fallacy present in each one. The scenarios cover a range of topics but aim to showcase different fallacious reasoning patterns such as hasty generalizations, false analogies, appeals to authority, and equivocation.
Developing games for rehabilitation and the medical field requires input from a variety of sources and stakeholders. A game for rehabilitation can have multiple potential end users, all of whom can have different requirements for the game. Rehabilitation also occurs in a variety of settings all of which have different demands on the player and the game/system. It is a challenge to incorporate the needs of multiple end users and requirements of multiple treatment settings into a single game for rehabilitation. This talk will discuss the challenges of creating a rehabilitation game for multiple end users and the methods used to overcome the challenges. A prototype game for rehabilitation, Mystic Isle, will be used as an example to highlight specific methods, including the user centered design cycle, multiple iterations, and stakeholder engagement through user testing and focus groups.
Tyson Greer - The 2013-2018 Worldwide Game-based Learning and Simulation-base...SeriousGamesAssoc
This session will present key findings from Ambient Insight’s latest market research. This presentation provides an overview of the current global Game-based Learning industry including revenue forecasts, technology trends, innovations, business models, market catalysts and inhibitors, and buying behavior in specific segments. The demand for Game-based Learning is different in each buyer segment in specific countries in the world and the audience will learn about innovations that appeal to specific buyers. Special attention will be given to North America and Asia due to the substantial revenues being generated in those regions. Identifying the buyer can be a daunting task in the Game-based Learning market and this session will provide a breakout by buying segment for these two regions.
This document discusses ethical issues teachers may face when working with students who have autism spectrum disorder. It outlines the key characteristics of autism and principles of ethical behavior from the Council for Exceptional Children. Three scenarios are presented involving issues like using student data to inform instruction, sharing professional development knowledge, and following IEPs. Potential resolutions focus on collaboration, evidence-based practices, and ensuring students' needs are met.