Claudia-Santi Fernandes, Associate Research Scientist | play2PREVENT Lab, Yale Center for Health & Learning Games | Schell Games and John Joy, Advanced Producer | Schell Games
Practice What You Preach: Strategies for a Positive Environment
Funded by the Chan Zuckerberg Initiative, the play2PREVENT Lab, Schell Games, and the Yale Center for Emotional Intelligence teamed up to develop a tool to measure school climate that was also a game empowering teens to take action and improve their school climate. Relatable stories throughout this digital experience allowed teens to navigate dilemmas in one’s school climate as well as strategize ways to address and make it better. Research shows that a positive school climate has a huge impact on the ability for a student to learn and achieve success. As our teams built out this digital experience, it was equally important for us to practice the many strategies within our process.
Can we take the same strategies and concepts to foster a positive working environment that acknowledges our differences and challenges, but sets the lens on bringing out the best in our own unique dynamic? In essence, can we practice what we preach?
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
Where Good Ideas Come From - Dev Play 2016Gabriel Stancu
Dev Play Talk by Amber's Gabriel Stancu on the Ideation Process behind concepting for game development. The slides describe the ideation process as built and developed by Amber Studio Romania.
Where Good Ideas Come From - Dev Play 2016Gabriel Stancu
Dev Play Talk by Amber's Gabriel Stancu on the Ideation Process behind concepting for game development. The slides describe the ideation process as built and developed by Amber Studio Romania.
MSU Science Communication Student Group TalkJohn C. Besley
This was January 2018 brief talk focused on some key ideas that new(ish) science communicators may wish to consider as they get started on developing their own plan for public engagement/communication.
An in-service presentation for marketing and fund development professionals covering the importance of story telling, the reason for its effectiveness, storytelling tips & sins to avoid, and three common copywriting formulae to consider (Star-Story-Solution, WASH & ACCA).
Teams can sometimes make us dumber. But these 3 simple teachings from the science of collective intelligence will help you boost your team's performance.
---
Hello, my name's Camille and I steal insights from cognitive scientists around me, to help you avoid common traps in decision making.
Everyone of us wants to become smarter individually, but there's only so much we can do alone.
However, there is HUGE room for improvement when it comes to groups and how they collaborate.
Some fascinating research has been conducted into group IQ by MIT researchers Thomas Malone and Anita Williams Woolley.
Read their original publication here: https://hbr.org/2011/06/defend-your-research-what-makes-a-team-smarter-more-women
Agiles Mindset trainieren: heute RESPECTAnita Frey
On the way towards a learning organisation an Agile Mindset is key. There are umpteen examples of people implementing the Agile practices and artefacts, but are failing to get the intended positive results. This is a classic problem of ‘doing Agile’ as opposed to aiming to ‘be Agile’. The key to getting the optimal benefits is having the Agile Mindset.
Lets train our Agile Mindset with mindfulness exercises, supported by key facts and findings from science. Mindfulness trains your brain as effective as a cognitive therapy, but the good thing is: you don't need a therapist and you can do it anywhere.
Augmenting Behavioral Health Provider Training in Second LifeSeriousGamesAssoc
Kevin Holloway, Director, Training and Education |Center for Deployment Psychology (CDP) / Uniformed Services University for the Health Sciences (USUHS)
Augmenting Behavioral Health Provider Training in Second Life
Distributed learning refers to learning not limited by time or geographic location. In regard to training in Evidence Based Psychotherapies (EBPs), this allows behavioral health providers flexibility to build their knowledge and skills when their schedule permits and without travel. Further, structured reinforcement of learned material subsequent to an EBP workshop has been demonstrated to improve both self-reported learning and implementation of skills (Bennett-Levy & Padesky, 2014).
We will review the use of an asynchronous distributed learning model, specifically immersive virtual world experiences as an extension of multiday workshop training in Prolonged Exposure, Cognitive Processing Therapy, or Cognitive Behavioral Therapy for Insomnia. CDP developed two interactive environments for providers to explore at their own pace: CDP’s PTSD Learning Center and the Snoozeum. Both interactive learning environments are available in Second Life.
After integrating a tour of the virtual world experiences into workshops, civilian providers working with military-connected patients across diverse U.S. locations shared qualitative feedback that these learning environments are highly engaging and useful for reinforcing skills learned in training workshops. We will conduct a live demonstration of these virtual environments to provide firsthand experience to attendees, then discuss benefits, challenges and feasibility of this asynchronous, innovative method of enhanced training.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Playful Learning : how to turn any IP into a successful educational app or gameMartha Henson
Slides from the Playful Learning workshop on creating good educational games from existing IP at the Children's Media Conference 2014. By Martha Henson and Kirsten Campbell-Howes of #LEGup and edugameshub.com.
More details http://www.thechildrensmediaconference.com/sessions/wednesday-workshop-playful-learning. Write up http://www.thechildrensmediaconference.com/blog/2014/07/03/wednesday-workshop-playful-learning-report/.
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.
MSU Science Communication Student Group TalkJohn C. Besley
This was January 2018 brief talk focused on some key ideas that new(ish) science communicators may wish to consider as they get started on developing their own plan for public engagement/communication.
An in-service presentation for marketing and fund development professionals covering the importance of story telling, the reason for its effectiveness, storytelling tips & sins to avoid, and three common copywriting formulae to consider (Star-Story-Solution, WASH & ACCA).
Teams can sometimes make us dumber. But these 3 simple teachings from the science of collective intelligence will help you boost your team's performance.
---
Hello, my name's Camille and I steal insights from cognitive scientists around me, to help you avoid common traps in decision making.
Everyone of us wants to become smarter individually, but there's only so much we can do alone.
However, there is HUGE room for improvement when it comes to groups and how they collaborate.
Some fascinating research has been conducted into group IQ by MIT researchers Thomas Malone and Anita Williams Woolley.
Read their original publication here: https://hbr.org/2011/06/defend-your-research-what-makes-a-team-smarter-more-women
Agiles Mindset trainieren: heute RESPECTAnita Frey
On the way towards a learning organisation an Agile Mindset is key. There are umpteen examples of people implementing the Agile practices and artefacts, but are failing to get the intended positive results. This is a classic problem of ‘doing Agile’ as opposed to aiming to ‘be Agile’. The key to getting the optimal benefits is having the Agile Mindset.
Lets train our Agile Mindset with mindfulness exercises, supported by key facts and findings from science. Mindfulness trains your brain as effective as a cognitive therapy, but the good thing is: you don't need a therapist and you can do it anywhere.
Augmenting Behavioral Health Provider Training in Second LifeSeriousGamesAssoc
Kevin Holloway, Director, Training and Education |Center for Deployment Psychology (CDP) / Uniformed Services University for the Health Sciences (USUHS)
Augmenting Behavioral Health Provider Training in Second Life
Distributed learning refers to learning not limited by time or geographic location. In regard to training in Evidence Based Psychotherapies (EBPs), this allows behavioral health providers flexibility to build their knowledge and skills when their schedule permits and without travel. Further, structured reinforcement of learned material subsequent to an EBP workshop has been demonstrated to improve both self-reported learning and implementation of skills (Bennett-Levy & Padesky, 2014).
We will review the use of an asynchronous distributed learning model, specifically immersive virtual world experiences as an extension of multiday workshop training in Prolonged Exposure, Cognitive Processing Therapy, or Cognitive Behavioral Therapy for Insomnia. CDP developed two interactive environments for providers to explore at their own pace: CDP’s PTSD Learning Center and the Snoozeum. Both interactive learning environments are available in Second Life.
After integrating a tour of the virtual world experiences into workshops, civilian providers working with military-connected patients across diverse U.S. locations shared qualitative feedback that these learning environments are highly engaging and useful for reinforcing skills learned in training workshops. We will conduct a live demonstration of these virtual environments to provide firsthand experience to attendees, then discuss benefits, challenges and feasibility of this asynchronous, innovative method of enhanced training.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Playful Learning : how to turn any IP into a successful educational app or gameMartha Henson
Slides from the Playful Learning workshop on creating good educational games from existing IP at the Children's Media Conference 2014. By Martha Henson and Kirsten Campbell-Howes of #LEGup and edugameshub.com.
More details http://www.thechildrensmediaconference.com/sessions/wednesday-workshop-playful-learning. Write up http://www.thechildrensmediaconference.com/blog/2014/07/03/wednesday-workshop-playful-learning-report/.
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.
Presentation to the Northwest chapter of the IAP2 in Bend, OR. An overview of social media. With many thanks - and credits - to the original presentation by Seth Goldstein, Socialmedia.com.
An update of the work of the U.S. Social Media Advisory Committee at Boehringer Ingelheim Pharmaceuticals, Inc. This was presented at the Social Media for Pharma. conference in Philadelphia, May 23rd 2012
The information in these slides was presented on Monday June 24, 2019 during ISTE's 2019 EdTech Conference in Philadelphia, Pennsylvania by Gretchen Sting, K12 Contributor for The Source for Learning, Inc. Digital Storytelling 101 gives you everything you need to create a digital storytelling project for your class. An outline of steps, differentiation ideas and assessment techniques get you started. A list of resources and tools provides everything you need.
Volunteers & Social Media: Boost Communication and Build Community501 Commons
Presented at the 2012 Volunteer Administrator Network conference, this presentation covers ways volunteer coordinators and managers can boost their communication efforts and help build community through the use of social media.
ESOMAR Workshop on Gamification: Creating a win-win-winInSites on Stage
ESOMAR Workshop on Gamification: Creating a win-win-win (by Annelies Verhaeghe and Tom De Ruyck of InSites Consulting), presented at the ESOMAR 3D Conference in Amsterdam (NL) on Sunday November 4, 2012.
Design thinking is a problem solving process geared for ambiguous situations. There are four principles of design thinking: empathize, visualize, co-create and iterate. This presentation gives tips and techniques for empathizing includes how to interview and how to analyze research data.
Slides from the Building a Social Media Plan workshop in Calgary & Edmonton, Alberta (November 2009).
Social media can be an incredible tool for your organization, providing you with direct communication channels, access to audience insight, and the ability to reach people all over the world.
But as the proliferation of social media platforms grow, participating can often be overwhelming and confusing. Join us as we take you through how to kick-start your organization's social media action plan.
Let Your Creativity Run Wild for Parent UniversityShawn C. Petty
(OSTICON 2015 Presentation by Willa Rosen, ESC 13) ~ This session helps schools, teachers, and ACE program staff use principles “borrowed” from business and advertising to meet the needs of families. Participants will learn to use a mix of data-driven strategies with high-energy brainstorming to create family education topics that will pack your classrooms and engage parents.
Imagine a methodology that boosts your meetings towards an innovative process for enhancing innovation and business performance. LEGO® SERIOUS PLAY® is developed based on research which shows that hands-on, minds-on learning produces a deeper, more meaningful understanding of the world and its possibilities. It deepens the reflection process and supports an effective dialogue – for everyone in the organization.
Social Media and Inbound Marketing has transformed the marketing landscape. In parallel the cost of producing and distributing quality video has dropped dramatically. This webinar will cover how marketers can take advantage of these trends to use Social Video to drive results. How do you balance Magic and Logic to tell stories that will inspire your customers to act?
Topics Covered:
- Overview of Social Video - what is it, when should you use it
- Creating a Social Video strategy in Paid, Earned and Owned Media Landscape
- How to build in inherent virality into your videos so they get shared
- The power of storytelling
- Insider look into HootSuite's Social Video strategy
- Real world examples of strategies that work
(Social Media + Video) - Cat Videos = Awesome
Social Media and Inbound Marketing has transformed the marketing landscape. In paralel the cost of producing and distributing quality video has dropped dramatically. This webinar will cover how marketers can take advantage of these trends to use Social Video to drive results. How do you balance Magic and Logic to tell stories that will inspire your customers to act?
Topics Covered:
- Overview of Social Video - what is it, when should you use it
- Creating a Social Video strategy in Paid, Earned and Owned Media Landscape
- How to build in inherent virality into your videos so they get shared
- The power of storytelling
- Insider look into HootSuite's Social Video strategy
- Real world examples of strategies that work
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
Alicia Sanchez, Games Czar | Defense Acquisition University
Designing Memorable Games
This session will inform on the use of human affordances and storytelling to make games more memorable. How human’s store and recall information is critical to ensuring that the information in serious games is consumed, remembered and transferrable. By leveraging our understanding of how memory creation and recall works; the ability to design games that will be authentic and relevant can be enhanced.
Stories and lessons learned are the central focal points of this presentation.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
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
James Portnow, Creative Director | Rainmaker Games
A Promise to Future Generations: Making Learning Fun
In this talk attendees will learn easily applicable techniques for taking their already existing curricula and making it more engaging.
Over the last 100 years, in creating films, television and games, we’ve poured billions of dollars into understanding what keeps a human being engaged. It’s time we use that for something more than killing the hours between work and sleep.
In this talk, veteran game designer and writer of the You Tube show Extra Credits, James Portnow, will talk about the lessons we can learn from games to make learning something everyone wants to do. This won’t be about how to make edutainment or how to build games for the classroom, but rather about the broader techniques, like pacing and interest curves, that entertainment industry utilizes, which can be applied to any topic and any classroom.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Christopher Crowell, Founder | Crowell Interactive Inc
Make a Game WORKSHOP
Class size Limited. Requires Sign-up at Registration
In this workshop Chris will take self-formed teams of educators through his proven process of making a game from a curriculum concept of their choice. As the teams collaboratively create a new game prototype, lively discussion during each development stage will inform decisions about resources, game design and player experience, providing an understanding of the framework. As an outcome, educators will have experiential learning about creating an experiential learning experience, it’s like some kind of “Experience-ception”! They also come away with an ‘ugly paper prototype’ that they can take back to their classrooms for further development.
Outcomes:
Ugly playable game prototype that can be taken back to classroom for further development.
Understanding of, and experience with, a proven process of developing a concept into a game.
Confidence to personally develop, or lead students in developing, educational games that are engaging and effective.
Knowledge that games are not only fun to play, they are fun to create!
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
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, COO and Dr. Jasminka Criley, CEO | Indelible Learning, Inc.
Alphabet Soup Cans: Avoiding Bad Tropes of Educational Games
Classroom games often struggle to make student tedium somehow less wearisome, with often comical results. Dropping math problems into the middle of a galactic space battle is just one egregious example. But the problem runs deeper than simple dissonance between game play and narrative: a bored student will tolerate even a very bad computer game, only because the alternative (listening to the teacher) is worse. Likewise, teachers may be tempted to outsource mundane instructional tasks to computers. Within this environment of perverse incentives, what is an ethical game developer to do?
Rather than merely replacing activities that are already being done in the classroom, serious games are at their best when they transmit learning experiences that would be too expensive, impractical, or even dangerous to conduct in school by other means.
One approach is to place learners in the roles of professionals and give them real-world scenarios that are easy to begin, but hard to win. In this session, learn how to partner with content experts to create compelling games that draw upon multiple disciplines, requiring critical thinking in teams to succeed. Finally, see how an Electoral College strategy game moved from prototype to successful deployment in the classroom.
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
Building Heroes: Using Roleplaying Game Design for Classroom Management, Read...SeriousGamesAssoc
Kade Wells | Teaching with Dungeons and Dragons
Building Heroes: Using Roleplaying Game Design for Classroom Management, Reading Intervention, Interactive Fiction and Socio-emotional Growth
Attendees will go through a mini-mock adventure that goes over the basics of bringing a classroom RPG to life. Using the D&D 5e basics, attendees will create a basic character and have to work together in groups to complete the objectives laid out before them. The objectives will focus on classroom implementation strategies, monster battles, and ways to fold lesson plans into the adventures.
Once the adventure is finished, attendees have the opportunity to see examples of our work and others for classroom RPGs, and they can ask questions while beginning to formulate plans for their own adventure if wanted.
For takeaways, we’ll have company-agnostic materials that teachers can either use or adapt. Some of the materials will include general curricular approaches, example adventures, materials for communicating with administrators and other stakeholders, and non-playable characters that they can use for example. We will put together a resource guide, and teachers will be able to communicate with us down the road if they need help or want to brainstorm.
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
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
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
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?
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
4. What is School Climate?
• The quality and character
of school life
• How everyone
experiences school
• The personality of one’s
school
5. Prior research links school climate to improvements in:
• Academic achievement
• Attendance
• Self-esteem
Background
6. Purpose
• To develop a videogame
intervention that teaches
teens skills with the goal of
empowering them to
improve their school
climate
• To embed this game into a
school climate assessment
tool for the purpose of
data collection
7. Process
Built by TEENS for TEENS!
Design Phase:
• Focus groups
Development Phase:
• Playtesting sessions
Evaluation Phase (in progress):
• Pilot game
8. The task at hand...
The Game Development Process
9. The question at hand...
• be as clear and transparent as
possible,
• encourage completion,
• and provide meaningful feedback?
The Core Game Mechanic
What gameplay mechanic could we utilize that would:
11. • With our tight schedule, we couldn’t
float multiple gameplay mechanics.
• And, we were all in on the swipe for
the survey.
• Could swiping work for an
interactive story game and tool?!
Developer: Nerial | Publisher: Devolver Digital
Release Date (Steam): August 11, 2016
All in on the swipe
12. Story Game
Short narratives that:
• Model the process of
restructuring negative
automatic thoughts
• Provide prompts for
reflection, thinking, and
planning
• Encourage a call to action
14. Think It Through:
An adapted thought record
• FEEL IT
• NAME IT
• SYNC IT
• KNOW IT
• FLIP IT
• MASTER IT
Link emotion and thought
Develop a more balanced
thought with evidence
Create meaning from thought
15. Know It: Meaning-Making
• FEEL IT
• NAME IT
• SYNC IT
• KNOW IT
• FLIP IT
• MASTER IT
• SHARE IT
3 BASIC MOTIVES THAT GUIDE MEANING-MAKING
IN A WISE1 INTERVENTION:
1. The need to understand
2. The need for self-integrity
3. The need to belong
1Walton & Wilson, 2018
DEFINITION OF WISE1 INTERVENTIONS:
• Brief theory- and research-based
activities that help people change how
they interpret themselves, others, or
social situations
21. Social Media
1. Select your story
2. Exposition
3. Feel It
4. Name It
5. Sync It
6. Know It*
22. Social Media
1. Select your story
2. Exposition
3. Feel It
4. Name It
5. Sync It
6. Know It
7. Flip It*
23. Social Media
1. Select your story
2. Exposition
3. Feel It
4. Name It
5. Sync It
6. Know It
7. Flip It
8. Master It*
24. Social Media
1. Select your story
2. Exposition
3. Feel It
4. Name It
5. Sync It
6. Know It
7. Flip It
8. Master It
9. Connect It*
25. Social Media
1. Select your story
2. Exposition
3. Feel It
4. Name It
5. Sync It
6. Know It
7. Flip It
8. Master It
9. Connect It
10.Now What?
26. Social Media
1. Select your story
2. Exposition
3. Feel It
4. Name It
5. Sync It
6. Know It
7. Flip It
8. Master It
9. Connect It
10.Now What?
11.Share It*
27. Social Media
1. Select your story
2. Exposition
3. Feel It
4. Name It
5. Sync It
6. Know It
7. Flip It
8. Master It
9. Connect It
10.Now What?
11.Share It*
28. 1. Describe an example where you experienced a negative
automatic thought
2. Apply Think It Through to your thought
Using the document provided:
Activity: Think It Through
30. Application of Think It Through
The teams felt anxious because they were
worried about failure to meet deadlines.
The teams were worried that they would not
live up to their commitments.
The teams will deliver because the teams are
thoughtful, communicative, and honest through
regular interactions that provided evidence.
31. Conclusion
Skill development through:
• Restructuring thoughts
• Modeling the process
Goal:
• To empower teens to take action
and improve school climate
Next steps:
• To pilot the game in partner high
schools
32. Development: Formative Research
• Descriptive statistics
• Demographic information
• Gameplay experience
• Pre-/post-survey analysis
• Beliefs
• Knowledge
33. • Lynn E. Fiellin, MD
• Kimberly Hieftje, PhD
• Tyra Pendergrass, MEM
• Alvin Tran, ScD, MPH
• Sneha Kannoth, MPH
• p2P interns: Maddy Yaggi
+ Ishani Mehta
• Ben Sawyer, DigitalMill
● Matt Kucic
● Josh Brannon
● Brooke Morrill, PhD
● Marc A. Brackett, PhD
● Jessica Hoffman, PhD
● Julie McGarry, MA and YCEI team
● Josh Hendryx
● Mike V
● Mike Lee
Thank you