This document describes the multiplayer classroom approach to designing coursework as a game. It discusses how multiplayer games, video games, and alternate reality games provided inspiration for making classrooms more engaging for today's students. Examples are given of different schools and subjects that have successfully implemented multiplayer elements like quests, experience points, avatars, and guild-style collaboration. Benefits discussed include improved grades, attendance, retention of material, and preparation for future traditional classes and careers. Concerns about costs and transitioning away from gaming elements are addressed, noting no additional expenses and that benefits are maintained beyond the multiplayer classroom.
"Getting to Know You"
Presentation to support a jigsaw activity to explore student diversity. Full details at
peternewbury.org/2016/08/getting-to-know-you
CIRTL Class Meeting 7: Jigsaw and Peer InstructionPeter Newbury
Peter Newbury
Center for Teaching Development
UC San Diego
David Gross
Department of Biochemistry and Molecular Biology
UMass, Amherst
12 March 2015
collegeclassroom.ucsd.edu
cirtl.net
E-Learn 2007 - Making Sense of Video Games: Pre-Service Teachers Struggle wit...Michael Barbour
Barbour, M. K., Kinsella, J. & Rieber, L. P. (2007, October). PowerPoint games in K-12 e-learning environments . Paper presentation at the annual World Conference on E-Learning in Corporate, Government, Healthcare and Higher Education, Quebec City , QC.
This next generation of students have had exposure to digital media far more than any previous generation, particularly video games. Almost daily, news outlets report the latest news on the evils of video games, how much children are playing video games, the potential of video games, and the list just goes on. In this presentation, the researchers explore how pre-service teachers make sense of a commercially purchased video games and its role in classroom teaching.
Strategies to support quality teaching across the curriculum, especially in intermediate and secondary classrooms. Thursday evening and Friday sessions.
Tech Teens: Creating Classroom Community, Collaboration, and CitizenshipAlexander Davidson
Teachers often assume students are digital natives and experts in navigating the world of technology. In actuality, teachers must realize students are in serious need of direct instruction to navigate today’s technological territory. This lecture-style presentation walks you through classroom-ready lessons and models instructional, web-based tools geared towards creating classroom community, student collaboration, and digital citizenship.
June 19, 2013 Seaside, Oregon - Where the Rubber Hits the Road - iep - comm...Thomas Armstrong
These are the handouts for a breakout session that I did at a special education conference that was part of the annual conference of the Oregon Confederation of School Administrators in Seaside, Oregon on June 19, 2013.
"Getting to Know You"
Presentation to support a jigsaw activity to explore student diversity. Full details at
peternewbury.org/2016/08/getting-to-know-you
CIRTL Class Meeting 7: Jigsaw and Peer InstructionPeter Newbury
Peter Newbury
Center for Teaching Development
UC San Diego
David Gross
Department of Biochemistry and Molecular Biology
UMass, Amherst
12 March 2015
collegeclassroom.ucsd.edu
cirtl.net
E-Learn 2007 - Making Sense of Video Games: Pre-Service Teachers Struggle wit...Michael Barbour
Barbour, M. K., Kinsella, J. & Rieber, L. P. (2007, October). PowerPoint games in K-12 e-learning environments . Paper presentation at the annual World Conference on E-Learning in Corporate, Government, Healthcare and Higher Education, Quebec City , QC.
This next generation of students have had exposure to digital media far more than any previous generation, particularly video games. Almost daily, news outlets report the latest news on the evils of video games, how much children are playing video games, the potential of video games, and the list just goes on. In this presentation, the researchers explore how pre-service teachers make sense of a commercially purchased video games and its role in classroom teaching.
Strategies to support quality teaching across the curriculum, especially in intermediate and secondary classrooms. Thursday evening and Friday sessions.
Tech Teens: Creating Classroom Community, Collaboration, and CitizenshipAlexander Davidson
Teachers often assume students are digital natives and experts in navigating the world of technology. In actuality, teachers must realize students are in serious need of direct instruction to navigate today’s technological territory. This lecture-style presentation walks you through classroom-ready lessons and models instructional, web-based tools geared towards creating classroom community, student collaboration, and digital citizenship.
June 19, 2013 Seaside, Oregon - Where the Rubber Hits the Road - iep - comm...Thomas Armstrong
These are the handouts for a breakout session that I did at a special education conference that was part of the annual conference of the Oregon Confederation of School Administrators in Seaside, Oregon on June 19, 2013.
CIRTL Class Meeting 8: They're not dumb, they're differentPeter Newbury
Peter Newbury
Center for Teaching Development
UC San Diego
David Gross
Department of Biochemistry and Molecular Biology
UMass, Amherst
19 March 2015
collegeclassroom.ucsd.edu
cirtl.net
Presented by Shi Min Chua of The Open University at The Open University, Milton Keynes, UK on 15 June 2017. This presentation formed part of the FutureLearn Academic Network section (FLAN Day) of the 38th Computers and Learning Research Group (CALRG) conference. For full details, see http://cloudworks.ac.uk/cloudscape/view/3004
From FTEP, March 15th. Stephanie Chasteen, Science Teaching Fellow, Physics
Steven Pollock, President’s Teaching Scholar and Professor of Physics
Questioning is a central part of student assessment and quizzing, but it can also be a powerful learning tool. How does a teacher use questioning effectively? What is the right number of questions to ask? How do we avoid just giving students the answer? How do we avoid embarrassing our students, or confusing the class, if they give me the wrong answer? In this interactive workshop, we’ll explore research-based tips and ideas for questioning in a way that allow us to achieve the full benefit of questioning –student engagement and deep learning. We will focus on the use of “peer instruction” – the practice of requiring students to discuss their answers to challenging questions with one another. Peer instruction is facilitated by the use of “clickers”, but many benefits of the technique can be achieved even without the technology. We’ll discuss common challenges, share tips on getting students to productively argue and reason through the questions, and ways to encourage all students to speak up in response to questions.
This presentation was made for the online Reform Symposium Conference. It shares stories from the classroom and demonstrates how learning spaces are changing. They are becoming virtual, digital, mobile and global.
It is an internet platform that focuses on catering information the newest updates and hacks on the popular cellular strategy game Clash Royale. The portal comes with all of the resources that were necessary to supply its users with an improve encounter so they can possess a much better gaming experience conveniently.
SRECon EU 2016: Riot Games Vs the InternetAdam Comerford
League of Legends (LoL) is not a game of seconds, but of milliseconds. In day-to-day life, two seconds fly by unnoticed but in-game a two-second stun can feel like an eternity. In any single match of LoL, thousands of decisions made in milliseconds dictate which team scores bragging rights and which settles for “honorable opponent” points. The Internet, however, was not constructed for applications that run like this, essentially in real time.
This talk will discuss the steps Riot Games has taken, and will continue to take, to fix this fundamental problem with commodity Internet, with a specific focus on the work done to improve the experience of our European players.
CIRTL Class Meeting 8: They're not dumb, they're differentPeter Newbury
Peter Newbury
Center for Teaching Development
UC San Diego
David Gross
Department of Biochemistry and Molecular Biology
UMass, Amherst
19 March 2015
collegeclassroom.ucsd.edu
cirtl.net
Presented by Shi Min Chua of The Open University at The Open University, Milton Keynes, UK on 15 June 2017. This presentation formed part of the FutureLearn Academic Network section (FLAN Day) of the 38th Computers and Learning Research Group (CALRG) conference. For full details, see http://cloudworks.ac.uk/cloudscape/view/3004
From FTEP, March 15th. Stephanie Chasteen, Science Teaching Fellow, Physics
Steven Pollock, President’s Teaching Scholar and Professor of Physics
Questioning is a central part of student assessment and quizzing, but it can also be a powerful learning tool. How does a teacher use questioning effectively? What is the right number of questions to ask? How do we avoid just giving students the answer? How do we avoid embarrassing our students, or confusing the class, if they give me the wrong answer? In this interactive workshop, we’ll explore research-based tips and ideas for questioning in a way that allow us to achieve the full benefit of questioning –student engagement and deep learning. We will focus on the use of “peer instruction” – the practice of requiring students to discuss their answers to challenging questions with one another. Peer instruction is facilitated by the use of “clickers”, but many benefits of the technique can be achieved even without the technology. We’ll discuss common challenges, share tips on getting students to productively argue and reason through the questions, and ways to encourage all students to speak up in response to questions.
This presentation was made for the online Reform Symposium Conference. It shares stories from the classroom and demonstrates how learning spaces are changing. They are becoming virtual, digital, mobile and global.
It is an internet platform that focuses on catering information the newest updates and hacks on the popular cellular strategy game Clash Royale. The portal comes with all of the resources that were necessary to supply its users with an improve encounter so they can possess a much better gaming experience conveniently.
SRECon EU 2016: Riot Games Vs the InternetAdam Comerford
League of Legends (LoL) is not a game of seconds, but of milliseconds. In day-to-day life, two seconds fly by unnoticed but in-game a two-second stun can feel like an eternity. In any single match of LoL, thousands of decisions made in milliseconds dictate which team scores bragging rights and which settles for “honorable opponent” points. The Internet, however, was not constructed for applications that run like this, essentially in real time.
This talk will discuss the steps Riot Games has taken, and will continue to take, to fix this fundamental problem with commodity Internet, with a specific focus on the work done to improve the experience of our European players.
Online mobile game server use Firebase realtime aatabaseNguyễn Bá Thành
Speaker: Nguyen Ba Thanh
Email: thanhnb1101@gmail.com
Facebook: www.fb.com/thanhnb1101
Topic was share at Google IO Extended 2016 on Hanoi, Vietnam.
It's about 1600 people joined.
Riot Games Scalable Data Warehouse Lecture at UCSB / UCLAsean_seannery
This is a talk that was given for the Scalable Internet Services Masters-level Computer Science class at UCLA and UCSB. It briefly discusses the server architecture for the game League of Legends before going into depth about how the data warehouse can hold petabytes of player data. Discussion about message queue architecture and scalability occurs along the way
Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin)David Salz
Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!)
Quest2Teach is a series of game-infused 3D virtual learning curricula created for teacher education. These immersive experiences provide authentic and individualized practice for teachers, designed to help them make the leap from theory to practice. In Quest2Teach, pre-service and in-service teachers evolve their professional identity in a variety of narrative-based 3D role-playing scenarios, each with a particular theoretical focus, and embedded within a larger experience-based curricula and professional network.
In these immersive worlds, learners create their professional avatar, play out roles, solve authentic problems, fail safely, and see the impact of their individual decisions and trajectories, while gaining experience and fluency in these theories-in-action.
The first of its kind in teacher education, Q2T was created at ASU’s Mary Lou Fulton Teachers College through a unique collaboration between our Center for Games & Impact and partner game-design studio, E-Line Media. Contact anna.arici@asu.edu for guest accounts and more information.
Assessing group work: the benefits and drawbacks for mixed groupsRachel Wicaksono
Assessing group work: the benefits and drawbacks for mixed groups. Rachel Wicaksono. York St John University. Group work assessment symposium:
collaborating or fighting for the marks? Students’ experience of group work assessment. November 10, 2008
Quest2Teach: The Impact of Immersive Games to Bridge Theory & Practice in Tea...Arizona State University
This is an overview of the theory, game-infused curricula, and research findings that drive Quest2Teach, an innovative and immersive teacher education program.
Quest2Teach is a series of game-infused 3D virtual learning curricula and socio-professional network, created from within a teachers college and designed for teacher education, to help bridge between educational theory and its application to classroom practice.
In Quest2Teach, students create a professional avatar, play out roles in 3D narratives as the protagonist, solve complex problems, fail safely, and see the impact of their decisions while gaining fluency in theories-in-action. Pre-service and in-service teachers evolve their professional identity in a variety of narrative-based 3D role-playing scenarios, each with a particular theoretical focus, and embedded within a larger experience-based curricula and network.
For more information visit www.quest2teach.org or email Dr. Anna Arici, the Director of Quest2Teach at annaarici@asu.edu.
UX Burlington 2016 - Stories for HumansRick Cusick
My talk from UX Burlington 2016 - "Stories For Humans". An inventory of tools and process used by Reading Plus to create successful education products. Technology, UX, and Culture through Shared Understanding.
Online Implementation of AB 705 In MathFred Feldon
Third Annual Statewide California Acceleration Project (CAP) Conference 2019. Online learning is an attractive option to an ever-increasing number of diverse students. Supporting AB 705 in the online modality is a real challenge. Coastline College, with 85% purely online enrollment in math, is meeting the challenge.
Event Report - SAP Sapphire 2024 Orlando - lots of innovation and old challengesHolger Mueller
Holger Mueller of Constellation Research shares his key takeaways from SAP's Sapphire confernece, held in Orlando, June 3rd till 5th 2024, in the Orange Convention Center.
Company Valuation webinar series - Tuesday, 4 June 2024FelixPerez547899
This session provided an update as to the latest valuation data in the UK and then delved into a discussion on the upcoming election and the impacts on valuation. We finished, as always with a Q&A
Building Your Employer Brand with Social MediaLuanWise
Presented at The Global HR Summit, 6th June 2024
In this keynote, Luan Wise will provide invaluable insights to elevate your employer brand on social media platforms including LinkedIn, Facebook, Instagram, X (formerly Twitter) and TikTok. You'll learn how compelling content can authentically showcase your company culture, values, and employee experiences to support your talent acquisition and retention objectives. Additionally, you'll understand the power of employee advocacy to amplify reach and engagement – helping to position your organization as an employer of choice in today's competitive talent landscape.
Discover the innovative and creative projects that highlight my journey throu...dylandmeas
Discover the innovative and creative projects that highlight my journey through Full Sail University. Below, you’ll find a collection of my work showcasing my skills and expertise in digital marketing, event planning, and media production.
Digital Transformation and IT Strategy Toolkit and TemplatesAurelien Domont, MBA
This Digital Transformation and IT Strategy Toolkit was created by ex-McKinsey, Deloitte and BCG Management Consultants, after more than 5,000 hours of work. It is considered the world's best & most comprehensive Digital Transformation and IT Strategy Toolkit. It includes all the Frameworks, Best Practices & Templates required to successfully undertake the Digital Transformation of your organization and define a robust IT Strategy.
Editable Toolkit to help you reuse our content: 700 Powerpoint slides | 35 Excel sheets | 84 minutes of Video training
This PowerPoint presentation is only a small preview of our Toolkits. For more details, visit www.domontconsulting.com
Putting the SPARK into Virtual Training.pptxCynthia Clay
This 60-minute webinar, sponsored by Adobe, was delivered for the Training Mag Network. It explored the five elements of SPARK: Storytelling, Purpose, Action, Relationships, and Kudos. Knowing how to tell a well-structured story is key to building long-term memory. Stating a clear purpose that doesn't take away from the discovery learning process is critical. Ensuring that people move from theory to practical application is imperative. Creating strong social learning is the key to commitment and engagement. Validating and affirming participants' comments is the way to create a positive learning environment.
Implicitly or explicitly all competing businesses employ a strategy to select a mix
of marketing resources. Formulating such competitive strategies fundamentally
involves recognizing relationships between elements of the marketing mix (e.g.,
price and product quality), as well as assessing competitive and market conditions
(i.e., industry structure in the language of economics).
"𝑩𝑬𝑮𝑼𝑵 𝑾𝑰𝑻𝑯 𝑻𝑱 𝑰𝑺 𝑯𝑨𝑳𝑭 𝑫𝑶𝑵𝑬"
𝐓𝐉 𝐂𝐨𝐦𝐬 (𝐓𝐉 𝐂𝐨𝐦𝐦𝐮𝐧𝐢𝐜𝐚𝐭𝐢𝐨𝐧𝐬) is a professional event agency that includes experts in the event-organizing market in Vietnam, Korea, and ASEAN countries. We provide unlimited types of events from Music concerts, Fan meetings, and Culture festivals to Corporate events, Internal company events, Golf tournaments, MICE events, and Exhibitions.
𝐓𝐉 𝐂𝐨𝐦𝐬 provides unlimited package services including such as Event organizing, Event planning, Event production, Manpower, PR marketing, Design 2D/3D, VIP protocols, Interpreter agency, etc.
Sports events - Golf competitions/billiards competitions/company sports events: dynamic and challenging
⭐ 𝐅𝐞𝐚𝐭𝐮𝐫𝐞𝐝 𝐩𝐫𝐨𝐣𝐞𝐜𝐭𝐬:
➢ 2024 BAEKHYUN [Lonsdaleite] IN HO CHI MINH
➢ SUPER JUNIOR-L.S.S. THE SHOW : Th3ee Guys in HO CHI MINH
➢FreenBecky 1st Fan Meeting in Vietnam
➢CHILDREN ART EXHIBITION 2024: BEYOND BARRIERS
➢ WOW K-Music Festival 2023
➢ Winner [CROSS] Tour in HCM
➢ Super Show 9 in HCM with Super Junior
➢ HCMC - Gyeongsangbuk-do Culture and Tourism Festival
➢ Korean Vietnam Partnership - Fair with LG
➢ Korean President visits Samsung Electronics R&D Center
➢ Vietnam Food Expo with Lotte Wellfood
"𝐄𝐯𝐞𝐫𝐲 𝐞𝐯𝐞𝐧𝐭 𝐢𝐬 𝐚 𝐬𝐭𝐨𝐫𝐲, 𝐚 𝐬𝐩𝐞𝐜𝐢𝐚𝐥 𝐣𝐨𝐮𝐫𝐧𝐞𝐲. 𝐖𝐞 𝐚𝐥𝐰𝐚𝐲𝐬 𝐛𝐞𝐥𝐢𝐞𝐯𝐞 𝐭𝐡𝐚𝐭 𝐬𝐡𝐨𝐫𝐭𝐥𝐲 𝐲𝐨𝐮 𝐰𝐢𝐥𝐥 𝐛𝐞 𝐚 𝐩𝐚𝐫𝐭 𝐨𝐟 𝐨𝐮𝐫 𝐬𝐭𝐨𝐫𝐢𝐞𝐬."
An introduction to the cryptocurrency investment platform Binance Savings.Any kyc Account
Learn how to use Binance Savings to expand your bitcoin holdings. Discover how to maximize your earnings on one of the most reliable cryptocurrency exchange platforms, as well as how to earn interest on your cryptocurrency holdings and the various savings choices available.
B2B payments are rapidly changing. Find out the 5 key questions you need to be asking yourself to be sure you are mastering B2B payments today. Learn more at www.BlueSnap.com.
The world of search engine optimization (SEO) is buzzing with discussions after Google confirmed that around 2,500 leaked internal documents related to its Search feature are indeed authentic. The revelation has sparked significant concerns within the SEO community. The leaked documents were initially reported by SEO experts Rand Fishkin and Mike King, igniting widespread analysis and discourse. For More Info:- https://news.arihantwebtech.com/search-disrupted-googles-leaked-documents-rock-the-seo-world/
36. “Ah! We have another question from a member of the audience!”
37. “Grrrr….. I can see that it might work in video game classes, but it would never work in others.”
38. Rensselaer Polytechnic Institute Indiana University Marked Tree High School University of Arizona Louisiana State University Valencia Community College Robert Louis Stevenson Middle School Texas Tech University Ohio Valley College of Technology Waunakee Community High School Game boards
39. Teacher is a gamer 80% of students fall below the poverty line Added time element to the quests Used classroom items as quest givers Quests designed to reach every skill level and learning style Biology Bucks “In December of 2009, 62% sophomores taking Biology were passing with a D or higher. These students were taking a Biology class taught in the traditional format. In December 2010 98% of sophomores taking Biology are passing with a D or higher, 36% of which have an A or a B. This is compared to 2009’s 10% having an A or a B. The increase in scores is in direct relation to questing. Each quarter students must take an End of Course Practice Test. Students must score 60% to be considered proficient in Biology. The EoC is a comprehensive test. In October 2009 students were 29% proficient or higher on this exam. In the 2010 administration 68% were proficient or advanced. At this time the 2010 students had been questing for 9 weeks. The second administration was given in December. In 2009 students scored 31% proficient or advanced. The results from the 2010 test show that 81% of the students were scoring proficient or advanced.” School administration encouraging other core subjects to try the multiplayer classroom Marked tree high schoolBiology Denishia Buchanan
40. Teacher is not a gamer Fewer late students & absences “Each student also has an avatar. It is a cut out paper body that they drew on to represent themselves. This was our "get to know you" activity on the first day of class--students introduced their avatar after drawing on them. At the end of each quest, I hand out something for them to "stick" on their avatar that represents the era we worked on (buckled shoes for the colonial era, magnifying glasses or archival history, etc.). These are paper items I copy & cut out and they stick on with double-sided tape. When students lead the quest, they provide the items for the avatar. At the end of the class, the get to keep the avatars as a visual representation of everything they learned.” “I carry bag full of Ziploc bags for each student that contains their poker chips, avatars, and weird plastic objects I give out as special awards. It is a pain, but watching my students engage in quests enthusiastically, seeing them motivated, and well–prepared for class, and hearing them say that they are having fun and love for history makes it worth lugging bags of things around.” Texas tech universityhistory of higher education in the united states Stacy Jacob
41. Mix of students including special education and English language learners Experience bar using Google sites & gadgets Negative XP for not closing laptops Re-takeable quests “Before introducing Knowledge Quest, some students would come in, talk with their friends, not take out any materials to work with, the bell would ring, they would still be talking and not inputting their learning goals, and some would never write down the learning goal. As soon as we introduced Knowledge Quest and were giving students XP for completing these tasks, over 90% of the students were in class, seated, logging into their Navigators, and filling out their Math Notes with the learning goal for the day before class even started. Many students were now putting their learning goals into their notes before school or during recess.” “After introducing Knowledge Quest, 30% of students who had a grade letter of C or below for the first two quarters, had increased their grades to a B or higher.” Robert louisstevenson middle schoolgeneral math
42. “Grrrr….. But how do students who have experienced multiplayer classrooms do when they move on to more traditional teaching methods in later classes?”
43. Ongoing Benefits In the Multiplayer Classroom: Students learn the same material with more retention than in non-multiplayer classrooms Class performance is ultimately measured in the same way as non-multiplayer classes Benefits of the multiplayer classroom are carried over to traditional classes. “Good morning, you all have an F.”
44. “Grrrr….. But how do students who have experienced multiplayer classrooms do in the job market?”
45. What did I just say? Students learn the same material with better retention than in non-multiplayer classrooms Class performance is ultimately measured in the same way as non-multiplayer classes Benefits of the multiplayer classroom are carried over to traditional classes. Students will be highly competitive in any job market Jobs
48. Actively engaged students (even students who are not gamers) Average grade on last big exam: A (up from C) Average grade for class: B (up from C) Almost perfect attendance Students come early to class and work hours outside of class by choice (even if no homework is assigned) Positive results from middle school to university level Positive results from poverty-level students, special education students and second-language learners Positive results continue after leaving a multiplayer classroom, even if education continues using traditional methods Teachers can design classes as games even if they themselves are not gamers No additional cost to teacher or school observations