Webinar presented for WebJunction with John Pappas about board games in libraries - we discussed social interaction, game types, game mechanics, game groups, and gave our top five picks. The archive can be found here: http://www.webjunction.org/events/webjunction/golden-age-of-gaming.html
The Golden Age of Gaming: Board Games for GrownupsJohn Pappas
Board games have social, creative, and educational potential. Schools are using games and game mechanisms as enrichment activities with application to the Common Core. It's time that libraries got "on board" as well! Following on the successful "Board in the Library" series published on WebJunction, this webinar will provide practical advice on how to choose the right games for your community, how to set up your own circulating board game collection—including a quick inexpensive starting collection—and how to plan board gaming events. Learn more about modern board games—their rules, mechanics, classifications and themes. Game on!
Presented by: John Pappas, Library Manager at Bucks County Library System; Marti Fuerst, Librarian at Large, Omaha, Nebraska.
How Not To Completely Suck At Mario Kartguestf595af
The document provides tips for improving at Mario Kart, including choosing a well-balanced kart and character like Yoshi, always grabbing power ups, using a bike, looking for tire marks on the track, and practicing different controllers without leading too far ahead in races or attempting the difficult Rainbow Road course. The overall advice is to select equipment wisely, collect power ups, follow tire marks, and improve skills through practice.
Reflections on leadership - a geography subject leader perspectiveDavid Rogers
The document discusses strategies for leading improvement in learning, including focusing on communication within a team, engagement, modeling best practices, identifying potential barriers, monitoring progress, and maintaining a positive outlook. It provides example photos from Flickr to illustrate concepts and suggests considering how various tools can help improve learning.
A series of stories woven together to start a conversation with high school students about living our lives on & offline (on The Fourth Screen) more thoughtfully.
This talk focuses primarily on the ideas of Empathy & Empowerment.
A presentation on digital storytelling fot Alec Corous's ECI 831 course covering 50+Web 2.0 Ways to Tell a Story, Five Card Flickr Stories, Pechaflickr, and the StoryBox.
Ben Owens is a game developer who is passionate about creating fun and complete video game experiences. However, he has noticed that many games are released before being fully completed, compromising their quality and players' enjoyment. Owens has experience programming in C++ and C# and has created both 2D and 3D games. His goal is to gain experience in the field after graduating from Full Sail University and eventually become a successful independent developer.
The geography program at Priory aims to:
1) Stimulate curiosity about places in the world.
2) Help students understand the complexities of the world.
3) Inspire students and show them how they can affect change.
4) Provide students with skills to succeed in the future, regardless of their career choices.
The Golden Age of Gaming: Board Games for GrownupsJohn Pappas
Board games have social, creative, and educational potential. Schools are using games and game mechanisms as enrichment activities with application to the Common Core. It's time that libraries got "on board" as well! Following on the successful "Board in the Library" series published on WebJunction, this webinar will provide practical advice on how to choose the right games for your community, how to set up your own circulating board game collection—including a quick inexpensive starting collection—and how to plan board gaming events. Learn more about modern board games—their rules, mechanics, classifications and themes. Game on!
Presented by: John Pappas, Library Manager at Bucks County Library System; Marti Fuerst, Librarian at Large, Omaha, Nebraska.
How Not To Completely Suck At Mario Kartguestf595af
The document provides tips for improving at Mario Kart, including choosing a well-balanced kart and character like Yoshi, always grabbing power ups, using a bike, looking for tire marks on the track, and practicing different controllers without leading too far ahead in races or attempting the difficult Rainbow Road course. The overall advice is to select equipment wisely, collect power ups, follow tire marks, and improve skills through practice.
Reflections on leadership - a geography subject leader perspectiveDavid Rogers
The document discusses strategies for leading improvement in learning, including focusing on communication within a team, engagement, modeling best practices, identifying potential barriers, monitoring progress, and maintaining a positive outlook. It provides example photos from Flickr to illustrate concepts and suggests considering how various tools can help improve learning.
A series of stories woven together to start a conversation with high school students about living our lives on & offline (on The Fourth Screen) more thoughtfully.
This talk focuses primarily on the ideas of Empathy & Empowerment.
A presentation on digital storytelling fot Alec Corous's ECI 831 course covering 50+Web 2.0 Ways to Tell a Story, Five Card Flickr Stories, Pechaflickr, and the StoryBox.
Ben Owens is a game developer who is passionate about creating fun and complete video game experiences. However, he has noticed that many games are released before being fully completed, compromising their quality and players' enjoyment. Owens has experience programming in C++ and C# and has created both 2D and 3D games. His goal is to gain experience in the field after graduating from Full Sail University and eventually become a successful independent developer.
The geography program at Priory aims to:
1) Stimulate curiosity about places in the world.
2) Help students understand the complexities of the world.
3) Inspire students and show them how they can affect change.
4) Provide students with skills to succeed in the future, regardless of their career choices.
This document provides information about two websites - Education World and dimdim. Education World is described as "The Educator's Best Friend" and is a resource for teachers. Dimdim is an online meeting and collaboration tool that allows up to 20 users to share documents, screens, and chat in an online "room." It is free to use and can record and embed meetings. Additional paid features are also available. The document also lists attribution information and links for several Flickr photos.
This document contains a list of links to images of settings from various genres including games, films, TV, comics, and animation. The settings depicted in the images are from science fiction franchises like Star Trek, Halo, Doctor Who, and Futurama and include spaceship interiors, space stations, and other futuristic environments.
For details, see killerconsultant.com/talk
Slides for a half hour tour through three segments where little improvements can make a big impact on your life as consultant:
1) Evading Entropy (GTD, inbox zero, etc.)
2) Staying Sane (Gear to take on the road, staying focused, fitness in the hotel, realizing 5-4-3, winding down)
3) Hidden Happiness (measures against Monday morning bitterness, connecting with people and having a laugh once in a while)
This document provides information about Claude CJ Johnson and his career as a sound engineer. Over the course of multiple paragraphs, it outlines Johnson's 40+ years of experience in music production, live sound engineering for concerts, events and sports, and training in sound engineering, production and music theory. It also lists some of the artists and organizations he has worked with. The document emphasizes finding work you enjoy and having passion for your career.
In the summer of 2009, I built a web-based IRC client as a hobby project. It was a surprising success and over the past two years my passion for chat has become Convore, a small startup funded by Y Combinator. This talk will cover the joys of creating your own company and how to avoid the pitfalls.
The document discusses using games and play as a way to engage with local communities and places. It references concepts like re-placing space through play, physical feedback loops, amplifying diversity, invisible cities, and leaving space for the unexpected. The overall message is that play can be a way for people to actively participate in their local area.
Tammy shares details about her life experiences, education, skills and interests. She has a background in the military, accounting and has worked in various roles for a church. Tammy enjoys playing video games, taking photos and editing them on her computer. She is creative and has leadership abilities.
The document discusses how to incorporate user experience (UX) design principles into agile development processes. It recommends conducting quick user interviews to understand user needs, creating low-fidelity prototypes to test early with users, and iterating the prototypes based on user feedback to refine the design. Conducting rapid and frequent user testing is important to iteratively improve the design and ensure it meets user needs. Adopting an agile mindset of frequent collaboration, iteration and user feedback is key for meaningful UX work.
The document discusses designing cross-channel experiences. It recommends designing for the holistic customer experience across channels rather than any single channel. It provides 5 principles for cross-channel design including convenience, consistency, and experiences that span time. It also offers 5 methods like thinking in terms of customer services and 5 tools including documenting experiences and experience mapping. The document advocates letting customers' experiences guide design rather than technology or design disciplines.
Don't Be a Digital Dinosaur: Design for the Space Between - Infocamp 2010 Ple...Samantha Starmer
The document discusses the need for experience designers to design holistic experiences that span both digital and physical channels, as well as multiple platforms. It notes that traditional boundaries are blurring as technology becomes ubiquitous and information can be accessed anywhere. The author advocates designing for the "space between" interactions by focusing on consistency of information and user journeys across channels to create a seamless overall experience. Experience design must look beyond individual websites or apps to consider all points of customer contact.
The Future of Design is Not Just the Web - Web Visions Workshop 2011Samantha Starmer
The document discusses designing cross-channel experiences. It begins by explaining that customers experience brands across multiple touchpoints and channels, both digital and physical. The key is to design experiences that are convenient, connected, consistent, contextual, and span across time.
The document then provides five principles and five methods for cross-channel design. The principles are to make experiences convenient, connected, consistent, contextual, and spanning across time. The methods are to think in terms of services, share design work across teams, start by observing customer behaviors, be comfortable with ambiguity, and focus on customer needs rather than specific solutions.
Finally, the document discusses various discovery and solution activities for cross-channel design, such as stakeholder interviews
The document summarizes a presentation on cross-channel design given by Jess McMullin and Samantha Starmer. The presentation covered what cross-channel design is, why organizations should care about it, how to sell the need for it within an organization, using a case study and field research experience to discover touchpoints across channels, and various tools and methods for designing cross-channel solutions such as journey mapping, touchpoint matrices, and paper prototyping.
The document discusses the concept of authoritative data and maps. It examines what makes data authoritative, focusing on characteristics like being a reliable source, complete, and correctly attributed. It also looks at the Ordnance Survey as the national mapping agency for Great Britain and its role as the definitive mapping source. The document considers whether crowdsourced maps from OpenStreetMap could also become an authoritative source, noting challenges around quality assurance and gaps in coverage. It concludes that while the crowd may not be fully authoritative, crowdsourced maps can still be useful despite not meeting the highest standards of authority.
The document discusses designing holistic experiences that span both digital and physical channels. It recommends designing for the "space between" interactions by considering the full customer journey. Five principles are outlined for cross-channel design: convenient, connected, consistent, contextual, and cross-time. Five methods and tools are also presented: thinking in terms of services; sharing design work; starting with observations; embracing discomfort; and focusing on customer needs over specific solutions. The overall message is that customers experience brands through all touchpoints, so design must consider the integrated experience.
21st Century Catechists: Sharing the Faith in a Digital World - With the ever evolving technology world, how do I integrate technology into Catechetics or Parish Ministry with a limited budget?
Un juego de mesa es un juego que se juega generalmente sobre una mesa y es jugado por una o más personas sentadas alrededor. Puede requerir razonamiento, coordinación, destreza manual, memoria u otras habilidades y puede estar basado en el azar o no. Los juegos de mesa no suelen involucrar actividad física aunque algunos pueden requerir levantarse de la mesa. Las piezas de juego más antiguas encontradas datan de hace unos 5.000 años.
Este documento trata sobre los juegos de mesa en el siglo XXI. Explica que los juegos de mesa son actividades lúdicas sujetas a reglas para resolver objetivos. Ofrecen ventajas como bajo costo, interacción social y estimulación intelectual. Existen diversos tipos como estrategia, negociación y combate. Aunque en España su mercado no está tan desarrollado como en Europa, están surgiendo webs especializadas para vender juegos difíciles de encontrar. El mercado en inglés y alemán domina las webs
This document provides information about two websites - Education World and dimdim. Education World is described as "The Educator's Best Friend" and is a resource for teachers. Dimdim is an online meeting and collaboration tool that allows up to 20 users to share documents, screens, and chat in an online "room." It is free to use and can record and embed meetings. Additional paid features are also available. The document also lists attribution information and links for several Flickr photos.
This document contains a list of links to images of settings from various genres including games, films, TV, comics, and animation. The settings depicted in the images are from science fiction franchises like Star Trek, Halo, Doctor Who, and Futurama and include spaceship interiors, space stations, and other futuristic environments.
For details, see killerconsultant.com/talk
Slides for a half hour tour through three segments where little improvements can make a big impact on your life as consultant:
1) Evading Entropy (GTD, inbox zero, etc.)
2) Staying Sane (Gear to take on the road, staying focused, fitness in the hotel, realizing 5-4-3, winding down)
3) Hidden Happiness (measures against Monday morning bitterness, connecting with people and having a laugh once in a while)
This document provides information about Claude CJ Johnson and his career as a sound engineer. Over the course of multiple paragraphs, it outlines Johnson's 40+ years of experience in music production, live sound engineering for concerts, events and sports, and training in sound engineering, production and music theory. It also lists some of the artists and organizations he has worked with. The document emphasizes finding work you enjoy and having passion for your career.
In the summer of 2009, I built a web-based IRC client as a hobby project. It was a surprising success and over the past two years my passion for chat has become Convore, a small startup funded by Y Combinator. This talk will cover the joys of creating your own company and how to avoid the pitfalls.
The document discusses using games and play as a way to engage with local communities and places. It references concepts like re-placing space through play, physical feedback loops, amplifying diversity, invisible cities, and leaving space for the unexpected. The overall message is that play can be a way for people to actively participate in their local area.
Tammy shares details about her life experiences, education, skills and interests. She has a background in the military, accounting and has worked in various roles for a church. Tammy enjoys playing video games, taking photos and editing them on her computer. She is creative and has leadership abilities.
The document discusses how to incorporate user experience (UX) design principles into agile development processes. It recommends conducting quick user interviews to understand user needs, creating low-fidelity prototypes to test early with users, and iterating the prototypes based on user feedback to refine the design. Conducting rapid and frequent user testing is important to iteratively improve the design and ensure it meets user needs. Adopting an agile mindset of frequent collaboration, iteration and user feedback is key for meaningful UX work.
The document discusses designing cross-channel experiences. It recommends designing for the holistic customer experience across channels rather than any single channel. It provides 5 principles for cross-channel design including convenience, consistency, and experiences that span time. It also offers 5 methods like thinking in terms of customer services and 5 tools including documenting experiences and experience mapping. The document advocates letting customers' experiences guide design rather than technology or design disciplines.
Don't Be a Digital Dinosaur: Design for the Space Between - Infocamp 2010 Ple...Samantha Starmer
The document discusses the need for experience designers to design holistic experiences that span both digital and physical channels, as well as multiple platforms. It notes that traditional boundaries are blurring as technology becomes ubiquitous and information can be accessed anywhere. The author advocates designing for the "space between" interactions by focusing on consistency of information and user journeys across channels to create a seamless overall experience. Experience design must look beyond individual websites or apps to consider all points of customer contact.
The Future of Design is Not Just the Web - Web Visions Workshop 2011Samantha Starmer
The document discusses designing cross-channel experiences. It begins by explaining that customers experience brands across multiple touchpoints and channels, both digital and physical. The key is to design experiences that are convenient, connected, consistent, contextual, and span across time.
The document then provides five principles and five methods for cross-channel design. The principles are to make experiences convenient, connected, consistent, contextual, and spanning across time. The methods are to think in terms of services, share design work across teams, start by observing customer behaviors, be comfortable with ambiguity, and focus on customer needs rather than specific solutions.
Finally, the document discusses various discovery and solution activities for cross-channel design, such as stakeholder interviews
The document summarizes a presentation on cross-channel design given by Jess McMullin and Samantha Starmer. The presentation covered what cross-channel design is, why organizations should care about it, how to sell the need for it within an organization, using a case study and field research experience to discover touchpoints across channels, and various tools and methods for designing cross-channel solutions such as journey mapping, touchpoint matrices, and paper prototyping.
The document discusses the concept of authoritative data and maps. It examines what makes data authoritative, focusing on characteristics like being a reliable source, complete, and correctly attributed. It also looks at the Ordnance Survey as the national mapping agency for Great Britain and its role as the definitive mapping source. The document considers whether crowdsourced maps from OpenStreetMap could also become an authoritative source, noting challenges around quality assurance and gaps in coverage. It concludes that while the crowd may not be fully authoritative, crowdsourced maps can still be useful despite not meeting the highest standards of authority.
The document discusses designing holistic experiences that span both digital and physical channels. It recommends designing for the "space between" interactions by considering the full customer journey. Five principles are outlined for cross-channel design: convenient, connected, consistent, contextual, and cross-time. Five methods and tools are also presented: thinking in terms of services; sharing design work; starting with observations; embracing discomfort; and focusing on customer needs over specific solutions. The overall message is that customers experience brands through all touchpoints, so design must consider the integrated experience.
21st Century Catechists: Sharing the Faith in a Digital World - With the ever evolving technology world, how do I integrate technology into Catechetics or Parish Ministry with a limited budget?
Un juego de mesa es un juego que se juega generalmente sobre una mesa y es jugado por una o más personas sentadas alrededor. Puede requerir razonamiento, coordinación, destreza manual, memoria u otras habilidades y puede estar basado en el azar o no. Los juegos de mesa no suelen involucrar actividad física aunque algunos pueden requerir levantarse de la mesa. Las piezas de juego más antiguas encontradas datan de hace unos 5.000 años.
Este documento trata sobre los juegos de mesa en el siglo XXI. Explica que los juegos de mesa son actividades lúdicas sujetas a reglas para resolver objetivos. Ofrecen ventajas como bajo costo, interacción social y estimulación intelectual. Existen diversos tipos como estrategia, negociación y combate. Aunque en España su mercado no está tan desarrollado como en Europa, están surgiendo webs especializadas para vender juegos difíciles de encontrar. El mercado en inglés y alemán domina las webs
Los juegos de mesa están pensados para entretenernos en nuestros ratos de ocio. Cumplen su función tan bien, que aún resisten la dura competencia de las consolas y sus juegos sociales.
El documento presenta descripciones de varios juegos de mesa tradicionales, incluyendo cubilete, damas chinas, lotería, maratón, oca, serpientes y escaleras, y turista. Cubilete se usa para lanzar dados en juegos, damas chinas se juega en un tablero de estrella de David, lotería involucra billetes y sorteos, maratón implica contestar preguntas para avanzar, oca se juega en un tablero en espiral, y serpientes y escaleras incluye serp
Este documento describe diferentes tipos de juegos de mesa como los de dados y cartas, mencionando ejemplos como el Monopoly, UNO y Tragabolas. Explica que el juego de UNO incluye cartas numeradas del 0 al 9 en cuatro colores, así como cartas especiales como +4 y prohibido. Detalla que en UNO los jugadores deben echar una carta del mismo color o número que la principal, o usar una carta especial, y que quien se quede con una sola carta debe decir "uno" para terminar su turno.
Brian Gambles is Director of the Library of Birmingham and Chief Executive of the LoB Development Trust.
Brian's presentation provided an introduction to the Library of Birmingham, it's facilities, collections and services
The document outlines plans for the new Library of Birmingham, which aims to be a world-class public library and knowledge hub. It will open in June 2013 after being constructed between 2009-2013. The library seeks to be integrated with learning and culture in Birmingham through resources, technologies, and programs that connect residents to information and each other. It aims to promote knowledge, learning, community, and economic development for the city.
Library of Birmingham Case Study PresentationDaden Limited
The Library of Birmingham was a £188.8m project to build an iconic new Central Library of Birmingham. In 2010, Daden developed an immersive model - working from architects plans - for use by Library staff to plan the use of the new building and to engage with the community. Daden delivered the immersive build in Dec 2010 and then opened to the public to explore in April 2011, 2 years before the real build was complete.
The following will be discussed in this presentation;
Library of Birmingham Flews
Cost/budget
Planning Process and time
Weather and legal issues
Design and layout
Case Study (Birmingham Central Library VS Library of Birmingham)
Modern Board Games and the 21st Century LearnerBeth Gallaway
Board games can support curriculum in schools by providing variety, challenges, and opportunities for creative problem solving and overcoming failure. The document discusses how board games align with learning standards and provides tips on choosing games, working with budgets, and examples of model library gaming programs. Resources for finding free and inexpensive games as well as national gaming initiatives are also referenced.
The Seattle Public Library was designed by Rem Koolhaas and LMN Architects. It features an 11-level glass structure located in Seattle, Washington. The library's most distinctive feature is the book "spiral" - a continuous sloped surface with shelves that allows patrons easy access to materials. The interior is divided into zones including a parking area, public reading rooms, cafe, and main library space. The building's flexible and open design was meant to accommodate future expansions and innovations in information access.
The Peckham Library in London was designed by Alsop Architects to revitalize the economically depressed area of Southwark and challenge stereotypes of libraries. The pre-patinated copper facade deters crime while allowing interior spaces filled with natural light. Pods and columns divide the interior into intimate reading nooks. Sustainability was prioritized through maximizing natural light, ventilation, and using low-maintenance materials. The striking and welcoming design has boosted the neighborhood's reputation.
The investor presentation we used to raise 2 million dollarsMikael Cho
The investor presentation we used to raise 2 million dollars for ooomf.com (now pickcrew.com)
View the online version here: https://pickcrew.com/investors/
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise boosts blood flow and levels of neurotransmitters and endorphins which elevate and stabilize mood.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against developing mental illness and improve symptoms for those who already have a condition.
The slide deck we used to raise half a million dollarsBuffer
This is the pitchdeck we used to raise half a million dollars from Angel investors. More here:
http://onstartups.com/tabid/3339/bid/98034/The-Pitch-Deck-We-Used-To-Raise-500-000-For-Our-Startup.aspx
The document summarizes the history and growth of SEOmoz, an SEO software company founded in 2001 by Rand Fishkin and his mother Gillian. It details how SEOmoz grew from a small consultancy into a profitable software company with over 10,000 subscribers. The document outlines SEOmoz's plans to raise $20-25 million in funding to expand its product suite, team, and marketing in order to serve a wider audience and become the leading software for organic marketers. The goal is for SEOmoz to become Seattle's next billion dollar company.
This document discusses the long history of board games, beginning with the ancient Egyptian game of Senet from 3100 BCE. It notes an early American racing game from 1822 called Travellers' Tour Through the United States. The document also references the wargaming hobby and family board games. It examines different physical components of games like tiles, dice, and boards. Finally, it explores variants of games across cultures and categories of games like race, space, and chase games.
The document discusses the possibility of a "Dark Ages 2.0" where digital information from today is lost similar to how much information was lost during the original Dark Ages. It notes that most digital photos from this era will likely only survive if they were printed, as digital storage mediums like hard drives and online services are not reliable long term preservation methods.
This document contains a series of messages from Bethany Smith promoting her work creating textures for video games. She discusses creating unique and high resolution textures, engaging communities, and immersing gamers in new lands through stylized textures. Bethany wants gamers to feel success and find passion through their work, sharing her contact information and thanking people for their time.
Service Issues Around Gaming in LibrariesJenny Levine
The document discusses issues related to offering gaming programs and services in libraries. It provides guidance on defining gaming, identifying appropriate audience and game types, addressing logistical concerns like space, staffing, and noise, and evaluating the success of gaming programs. Recommendations are included for marketing gaming activities and integrating them beyond just open gaming hours.
The document discusses the future of television and storytelling. It suggests television could move beyond one-way broadcasting to become more interactive and personalized. New technologies like sensors and implicit data could allow stories to adapt based on variables in the environment and individual viewers. This type of "perceptive media" could make media feel more like a personal theater experience in the living room. It also discusses how the balance of power has shifted as scale and new ways of distributing content have changed the game for both creators and audiences.
The document discusses the potential for perceptive media that combines the best of broadcasting and the internet. It explores using contextual variables like location to generate customized narratives and explores how media could become more interactive and adaptive based on implicit user actions and attention. The goal is to create engaging immersive stories that break out of traditional linear formats. Early feedback suggests audiences found the quirky local references and unusual nature intriguing enough to engage with longer than typical media.
This document lists various ways that content from Second Life could potentially be reused or represented in 2D formats, including as digital wallpaper, an analog book, magazine, newspaper, comic, clip art, credit card, namecard, sticker, flyer, ticket, poster, directional board, t-shirt, outside signage, and a 2D cube. It provides examples of each type of 2D format through links to Flickr photos and requests contact via email for more information.
The document discusses the future of perception and interaction with technology through concepts like augmented and diminished reality, broadcasting experiences to others, and controlling technology through natural interfaces like gestures and voice. It highlights emerging technologies like sensors, big data, the internet of things, and APIs that will shape future experiences. The document advocates for building upon these trends to create perceptive media that can change reality through highly contextual, personalized, and interactive narratives.
Video games and virtual worlds are emerging forms of digital media and entertainment. Studies show that while video games are often seen as violent and isolating, they can also have cognitive, attitudinal, emotional, and physiological effects on players. However, games like Wii have shown potential benefits by being family friendly and encouraging physical activity and social interaction between players. As these media continue to evolve, more research is needed to understand both their impacts and future applications, including how virtual reality may further blur the lines between games and real life.
This talk is a celebration of the letter F as regards to software formation. From his first feats in forming friction free software, Josh has been fanatically fighting the furious fight for first class software. This talk is a free flowing fantastic flurry of fulmination about being fearful of failure, focusing on the fixed, forcing feedback and much more… So consider yourself forewarned.
This talk was first delivered in Edinburgh at #WhiskyWeb
This document discusses the educational benefits of video games and argues they should be viewed differently. It provides examples of video games that teach subjects like reading, math, science, engineering, humanities and spatial reasoning. These games can help develop critical thinking and cognitive skills when incorporated into the classroom. The document encourages considering an educational video game to enhance a child's learning.
Chase Joshua Professional PresentationJoshua Chase
The document lists the source attribution for images used on 41 slides of a presentation. Most of the images were sourced from Pixabay under a public domain license, while some slides used images taken by the author and one image was of Edmund Leighton's painting "The Accolade".
Reciprocal Teaching: A Comprehension StrategyJennifer Jones
The document summarizes the key techniques of reciprocal teaching, which is an instructional method for improving reading comprehension. It discusses setting up students with a complex text, diving into the text to question and think critically about it, clarifying understanding by discussing questions, and summarizing the key points. Visual aids are provided alongside each section to illustrate the techniques. The overall purpose is to teach students strategies for independently comprehending what they read.
Bridging the Gap - The Future of LearningClint Hamada
This is our group's presentation on The Future of Learning at Learning 2.010 in Shanghai. We chose to focus on what we think is going to be the future of learning as well as some things that we are doing now (or can start doing tomorrow) to bridge that gap. We also tried to connect our vision of the future with the IB Learner Profile and with the NETS*S.
This document contains a list of 11 Flickr photo URLs along with contact information for Michael Sauers, who is identified as a Technology Innovation Librarian for the Nebraska Library Commission. The photos are not further described or contextualized. Michael Sauers' contact information is provided, including his email, website, SlideShare profile, and Delicious account.
This document contains a list of 11 Flickr photo URLs along with contact information for Michael Sauers, who is identified as a Technology Innovation Librarian for the Nebraska Library Commission. The photos are not further described or contextualized. Michael Sauers' contact information is provided, including his email, website, SlideShare profile, and Delicious account.
Similar to The Golden Age of Gaming: Games for Grownups (20)
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
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48. Day Off – Game On!
Games for Grownups
Game Designer’s Guild/Game Developers Group
Game Jams
The Golden Gamers
The Board Gaymer
https://www.flickr.com/photos/sbszine/8428032305
John intro
Marti intro
Gloom (quick description) – storytelling card game with a Edward Gorey vibe. These are “fan cards” created for Halloween.
So why designer board games?
Because, in my experience, designer board games promote creativity across all age groups, invoke multi-generational interaction, increase social engagement, and have the potential to be thought-provoking, challenging and, of course, fun. But even more than that, designer board games build a culture of positive interaction between sometimes disparate ages and social groups. Everyone can come together to play board games.
In a world of apps, massive online games, connected mobile devices, and shiny new game consoles, the physicality and social aspect of gaming begins to wane. All of this despite most online gaming being touted as, well, social.
Players become more detached from play and removed from the physical medium and other people.
Board games provide a way out of this desocialization by providing a physical, manipulable medium for patrons to interact, grow and explore in a physical space (hopefully within a library).
They connect with patrons who desire diverse experiences - experiences which engage their imagination, spur critical thought, and exist in a physical rather than digital realm –
These experiences can be within a library during a weekly or monthly game night.
Player interaction is a deep topic and for me the core of why I play games - to interact and enjoy time with other people. Different games encourage different types of interactions between players, create varying amounts of noise, and require different levels of attention.
Games can be cooperative, where all players are working together in order to win, they can center around direct competition and conflict and they can involve teams or hidden betrayers! However, across the board (Ha!) all board games have some level of social interaction inherent in the gameplay. Finding what level of social interaction is appropriate for your group and your library is important.
For example, the tempo of Escape: The Curse of the Temple - a fast, tense cooperative game - will generate plenty of loud, boisterous player interaction. Games such as Dominion, Sushi Go! or 7 Wonders (all card drafting games) will tend to be quiet and somber.
Marti takes over
Local Game Store – what you should do.
Lurk, Observe, Ask, Play, Explore
Lurk – Go there! See what’s going on.
Observe – What kinds of games are people playing? Is it a welcoming space?
Ask Questions – ask about games. Staff at your FLGS should be eager and willing to answer your questions, and may even be open to building a partnership with your library.
Play – most FLGS have open gaming nights, where you can come and play a game from their open-box library. It’s a great way to get to know a game before you add it to your collection.
Explore – play games you have never played before or that are maybe outside of your game-mechanic comfort zone.
YouTube channels where you can see games played/reviewed.
Tabletop is a show hosted by Wil Wheaton and produced by Geek and Sundry – they play through lots of different titles, and it’s a great way to get a sense of the social interaction aspect of the game. It can be a bit salty – so wear headphones. There are three seasons so far.
Starlit Citadel is an online board game store that gives quick reviews of popular games. They have a good backlog and update about once a month. They are a store, so they don’t get very critical of the games.
Watch it Played is done by Rodney Smith, who by now is professional “game explainer.” He does full playthroughs of board and card games. This is great for understanding mehcanics, since Rodney is teaching you how to play the game. Great for brushing up and learning a new game fast.
Board Games with Scott: Scott Nicholson is the grandmaster of games in libraries. He has over 70 videos produced over five years, and he is THE go-to source for games in libraries. He doesn’t update Board Games With Scott anymore, but most of the games he’s featured are still popular and in print. He’s also created other resources for gaming in libraries like the book Everyone Plays at the Library and and a Gaming in Libraries video course.
BoardGameGeek is the Internet Movie Database of board games. Look up games to get a list of mechanics and reviews from players, participate on forums, but most of all, look at The Hotness List for what’s got the most fans right now. It’s a good way to see what games are new and “trending.” Problem: This is really only used by enthusiasts and hobbyists, so the “Hotness” is what is trending with that population. Some of the games listed on the Hotness may not be released/released in the US/etc. Good: the advanced search – search by mechanic, theme, age-range, length of time, number of players, etc. Then sort by rank to see what’s out there.
John takes over again
Put the last board game you played in chat
Strategy is long-term. Tactics are short-term
For example, in the popular tile-laying game Carcassonne, the strategic element is to decide which potential paths to victory is a player going to take - is she going to build large cities, focus on farms and/or roads? Even more broadly, does she plan on playing a defensive game, attempting to build her own large cities/road/farms or play an offensive game and attempt to block other players from building? The tactical elements come from the random tiles drawn each round. As the game board changes, the players will have to make quick decisions in order to solve smaller, more pressing problems. This game can have strategy for the entire game as well as tactical thinking every turn.
Try these games for strategy:
Power Grid;
Dominion;
Agricola;
Try these games for tactics:
Dixit;
Small World;
King of Tokyo.
Another attribute of designer board games is a wide decision space. Simply put, these board games provide players with many options during their turn. A wide decision space makes the game a rich, engaging, and mentally chewy experience. However, a wide variety of options can easily overwhelm and intimidate new players causing stress and frustration. As the decision space grows in a game, the options for the player will increase as well as the amount of information to process. This will also make teaching the game more challenging for the moderator as all possible combinations may need to be explained.
Try these games for a small decision space:
Incan Gold;
Forbidden Island;
Ticket to Ride.
Try these for a larger, but still manageable, decision space:
The Manhattan Project;
Stone Age;
Takenoko.
Know your space and how much noise is appropriate to the culture of your library. Don't be afraid to make a little bit of noise though. The best way to attract a crowd and encourage new gamers is to have fun and to look like you are having fun! Try to avoid any game that includes player elimination. The best way to encourage a new group is to introduce cooperative play.
A few games which create a sense of cooperation and help draw a crowd are:
Flash Point: Fire Rescue;
Pandemic, and;
Forbidden Island.
(Still John)
Marti takes over
Not all players are going to like every game – just like not all readers are going to like every book offered at book club. That’s okay! Find out what kinds of games your patrons expect and like to play, and then try to chose games that go with that. Some games are loud and boisterous, while others are more quiet and studious, which is something to keep in mind when deciding what games will be on your menu.
STOP FOR QUESTIONS
As we’ve already said, social interaction is one of the biggest appeals of board games.
The game their playing in this picture is One Night Ultimate Werewolf – it’s a game of hidden roles, where the werewolves are trying to survive until the next day and the villagers are trying to kill off the werewolves. The core of the game is talking with the people you’re playing with to puzzle out who is who, and there is no small amount of manipulation and lying involved in order to get your team to win.
Solitary games still have player interaction, but it is minimal. Players are instead focused on building their own deck or cards, collecting a set, or some other mechanic. This creates an “alone together” situation. You’re competing for resources, goals, or time. These games can be rich, engrossing, and a lot of fun. They may not take the main stage at your game night, but the can be an excellent side act.
Some games involve a shared board with every player having their own objectives. Because players are sharing limited resources, competing for control of an area, or striving to reach a goal first, they have a sense of friendly competition. You’re not “out to get” anyone, but your actions can get in the way of someone else, like claiming a route that would have helped someone complete a larger strategy in Ticket to Ride.
Games that involve Direct Competition have confrontation and can be viciously cut-throat. They can be intense and fun, but when playing in a library setting it’s a good idea to keep an eye on them to make sure everyone is having fun. Players take actions that cause other players to lose, and that’s what makes these games so engaging. But this isn’t everyone’s style, so it’s a good idea to balance Direct Competition games with their direct opposite – Cooperative Interaction.
This incredibly focused gentlemen is playing Small World, where you battle other players with fantasy races for control of a small island in order to accumulate points and win the game. It’s like Risk, only on a much smaller scale, and with Orcs and Dwarves.
Unlike other board games, Cooperative games require players to work together to achieve a common goal. Instead of playing the game against one another, the antagonist is the game itself – when there is an antagonist at all (we’ll go into cooperative games a little later when we talk about game mechanics.
In regard to social interaction, cooperative games are a great way to ease people into modern board games. There isn’t any pressure from other players, since you’re all working together to the same ends. It encourages conversation and collaborative strategy. Because you’re working together, not everyone has to know all the rules – it is great for “learn as you play.”
Cooperative games come in a variety of types – from casual fun to intense strategy. For new gamers, I’d suggest games like Forbidden Island, Hanabi, or Flash Point: Fire Rescue. More advanced players may enjoy Arkham Horror, the game pictured here, or Pandemic.
Arkham Horror is a great example of What Not To Do when introducing this kind of game to new people: It’s big. It’s Pricey. It’s got a steep learning curve. It’s expansive. It’s the wrong game to start with when learning cooperative games.
John takes over
QUESTION TIME!
Tokaido
Chess, Go, Mastermind, etc.
Skull
Kingdom Builder
First Step games – scaffolding skills. This teaches pass-and-play, card drafting, and set collection. Game with few mechanics that’s easy to learn and fun to play – used to build confidence and skill to step up to more complex games.
Sushi Go – plastic sushi not required
Also talk about Dexterity Games
Marti takes over
QUESTION TIME
Game mechanics are how the game works – what the gameplay looks like, what kinds of actions the players take – they’re the “platform” that the theme, strategy, and social interaction ride on.
Games that involve cooperative interaction are one of the things about modern board games that are so different from their predecessors. In these games, everyone is working together to win, and the game itself is the antagonist. Players in these games often have different special abilities based on a role, so much of the interaction is developing a strategy together based on these strengths and weaknesses.
Types of cooperative games – all against one (Letters from Whitechapel), pure cooperative (Pandemic, Freedom: The Underground Railroad, Flash Point), possible betrayer/secret objective (Shadows Over Camelot).
Flash Point – more things happening than Forbidden Island or Pandemic, so it’s a good game to moderate, not play.
Board games are generally turn-based, but real-time games have every player doing things simultaneously. It’s exciting, it’s dynamic, its chaotic, and it’s sure to turn heads and get people to wonder what exactly is going on over there where all those people are clearing having a great time.
John: Escape; Space Cadets Dice Duel
The worker placement mechanic is essentially putting a piece on the board to do a thing. Players have a limited number of “workers”, and the points in the board where they can collect resources, perform actions, etc. are also limited. Players jockey for position based on their own strategy, trying to achieve their goals while perhaps hindering their opponents. Worker placement games are generally in the “friendly competition” category of social interaction.
Lords of Waterdeep (deep theme), Stone Age (shallow theme)
Did you like Risk? Then Area Control games are for you! Risk is a classic area control game – when you’re the one with the majority control of an area, you’re the one who receives the benefit – like 7 extra men every turn if you control Asia. A lot of area control games have political, military, or intrigue themes, since they’re based on maps.
Las Vegas, the game pictured here, has players trying to gain influence with one of six casinos in order to increase their payout. This is a great example of a First Step Game – it has one mechanic, it plays fast, it has an accessible theme, and simple rules. It’s a great way to learn how area control works, see if you like it, and then maybe play other, more complex games that include that mechanic.
John’s turn to drive
QUESTION TIME
Marti had anywhere from 7-12 people each month
INSERT MEETUP SLIDE
John still driving
BONUS PICKS – when you want to go out on a limb and play something crazy. Our favorite games (not library related)
Lifeboat: MEAN! Totally fun.
Kittens: Twisted but hilarious – easy to teach and play.