This session will discuss key findings about mobile edugame innovations from Ambient Insight’s latest Game-based Learning, Location-based Learning, Digital English Language Learning, Healthcare, and Mobile Learning market research. The presentation delivers an overview of the demand for mobile Game-based Learning, funding and revenue opportunities for suppliers, distribution and business models, as well as market-changing trends. It will focus primarily on North America and include edugame innovations in digital English language learning, health and wellness, education, and tourism around the world. But who is buying? Consumers certainly dominate the edugame market, but what do they want from a mobile edugame and which edugame product types dominate which market segments? This session will answer those questions and provide compelling examples of innovative mobile serious game products and services of interest to developers, publishers, resellers, and suppliers.
"Innovations in the Mobile Education Game Market"
This session on Mobile Edugame Innovations presents key findings from Ambient Insight’s market research on Location-based Learning, Language Learning, Education, Healthcare, and Mobile Learning value added services (VAS). It identifies buyers, converging trends, recent investment patterns, and revenue opportunities for developers, publishers, resellers, and custom services suppliers.
How important is technology in education?archana cks
Technology is slowly and steadily making a foray in education. Knowledge is no more limited to books and the use of platforms such as websites, apps, videos, live chats, etc.,
source <> http://www.edubilla.com/blog/how-important-is-technology-in-education-/
Abstract: The present paper addresses how the rising numbers of "connected devices", especially the surge in Smartphone and Tablet use, makes it essential for any company to make very conscious choices about their "digital presence" across devices.
The presentation includes an overview of the very different characteristics of the many types of mobile devices and how they relate to different User Tasks.
The main takeaway from the presentation is a number of "down-to-earth" tools and check-lists that will make it easier to determine the right mix of devices and technologies for your specific users and their specific user tasks. This includes the very common question of Apps vs Mobile sites, as well as thoughts on the mobile web.
Artificial intelligence is transforming educationkoteshwarreddy7
The world has witnessed a rapid change in technological elevation with the beginning of AI. AI helps determine policy responses for education policymakers in developing countries. Rich data can be easily tracked, quantified, modeled, and sometimes predicted with the help of AI to make people’s work easier.
This is my last project at Binar Academy for UI/UX Design course. The project is in collaboration with Project Manager course at Binar.
Jump to slide 37 for UI/UX Impressive
"Innovations in the Mobile Education Game Market"
This session on Mobile Edugame Innovations presents key findings from Ambient Insight’s market research on Location-based Learning, Language Learning, Education, Healthcare, and Mobile Learning value added services (VAS). It identifies buyers, converging trends, recent investment patterns, and revenue opportunities for developers, publishers, resellers, and custom services suppliers.
How important is technology in education?archana cks
Technology is slowly and steadily making a foray in education. Knowledge is no more limited to books and the use of platforms such as websites, apps, videos, live chats, etc.,
source <> http://www.edubilla.com/blog/how-important-is-technology-in-education-/
Abstract: The present paper addresses how the rising numbers of "connected devices", especially the surge in Smartphone and Tablet use, makes it essential for any company to make very conscious choices about their "digital presence" across devices.
The presentation includes an overview of the very different characteristics of the many types of mobile devices and how they relate to different User Tasks.
The main takeaway from the presentation is a number of "down-to-earth" tools and check-lists that will make it easier to determine the right mix of devices and technologies for your specific users and their specific user tasks. This includes the very common question of Apps vs Mobile sites, as well as thoughts on the mobile web.
Artificial intelligence is transforming educationkoteshwarreddy7
The world has witnessed a rapid change in technological elevation with the beginning of AI. AI helps determine policy responses for education policymakers in developing countries. Rich data can be easily tracked, quantified, modeled, and sometimes predicted with the help of AI to make people’s work easier.
This is my last project at Binar Academy for UI/UX Design course. The project is in collaboration with Project Manager course at Binar.
Jump to slide 37 for UI/UX Impressive
The 10 most innovative companies in education technology dec 2017Merry D'souza
Insights Success introduced our latest issue The 10 Most Innovative Companies in Education Technology 2017 to showcase the efforts of Education Technology industry in transforming our education system.
With so many "educational" apps in the marketplace, how do you decide which ones are worth keeping--and which ones to throw back? Don't let the perfect educational app be the one that got away!
The United States' public education system is failing. National rankings in science and math are at an all time low, and test scores have remained relatively stagnant since the 1970's. It's not about who should be blamed. A better question is who or what is going to lead that change. We believe the answer is technology. Come with us and explore the role technology will play in the future of American education.
The Role of Technology in the Future of EducationCyndi Masters
The United States’ public education system is failing. National rankings in science and math are at an all time low, and test scores have remained relatively stagnant since the 1970’s. It’s not about who should be blamed. A better question is who or what is going to lead that change. We believe the answer is technology. Come with us and explore the role technology will play in the future of American education.
BYOD: How Long Can Schools Afford to Neglect Personal Tech?ColinHaines2
Each and every day countless teachers are forced to reprimand students for using their personal electronic devices in class since it is against a school or district policy, but are these policies in fact a detriment to the very students whose learning they seek to protect?
We live in a world where 263 mill children are out of school, and over 600 million do not learn the basics (Reading and Maths). Our innovative mobile technology provides mass customization of education, leveraging on game mechanics, social networks and incentives—quality and personalized learning at scale. Millions of children around the world are not learning or receive an education which fails to provide them with the technical, critical thinking and problem-solving skills they need to enter the changing workforce of the future and transform their lives.
Microsoft Bring Your Own Device to School - K-12 Briefing Paper - 2013 Update Microsoft Education AU
This white paper by Brice Dixon, Anywhere Anytime Learning Foundation and Sean Tierney, Microsoft Australia Academic Programs manager explores their previously produced document.
Leverage Mobile Technology In Your DistrictBlackboard
Is it becoming more difficult to keep students and parents engaged and informed of critical information? Discover how Blackboard Mobile Learn can impact teaching and learning and extend online learning by giving students and teachers access to course content, and the ability to view documents in multiple formats, post announcements (teachers), create discussion threads and posts, and comment on blogs and journals. Also, learn about Blackboard Mobile Central - a dynamic communication tool that gives students, parents, and teachers on-demand access to district-wide resources and essential information such as directories, calendars, lunch balances and course schedules on the mobile devices they already own.
Education and the Use of Artificial IntelligenceIJEACS
This paper explains how Artificial Intelligence (AI) can and is being applied in the educational sector. Artificial Intelligence in the educational sector is one of the currently expanding disciplines in educational technology, according to the 21st International Conference on Artificial Intelligence in Education, held in 2020. Educators are still unsure how to apply AI for pedagogical purposes on a larger scale, or how AI will affect teaching and learning in higher education. The impact of AI in education, as well as its benefits and drawbacks, are discussed. It also explains how to construct an AI-enabled platform for education, as well as the consequences of AI in education.
The 10 most innovative companies in education technology dec 2017Merry D'souza
Insights Success introduced our latest issue The 10 Most Innovative Companies in Education Technology 2017 to showcase the efforts of Education Technology industry in transforming our education system.
With so many "educational" apps in the marketplace, how do you decide which ones are worth keeping--and which ones to throw back? Don't let the perfect educational app be the one that got away!
The United States' public education system is failing. National rankings in science and math are at an all time low, and test scores have remained relatively stagnant since the 1970's. It's not about who should be blamed. A better question is who or what is going to lead that change. We believe the answer is technology. Come with us and explore the role technology will play in the future of American education.
The Role of Technology in the Future of EducationCyndi Masters
The United States’ public education system is failing. National rankings in science and math are at an all time low, and test scores have remained relatively stagnant since the 1970’s. It’s not about who should be blamed. A better question is who or what is going to lead that change. We believe the answer is technology. Come with us and explore the role technology will play in the future of American education.
BYOD: How Long Can Schools Afford to Neglect Personal Tech?ColinHaines2
Each and every day countless teachers are forced to reprimand students for using their personal electronic devices in class since it is against a school or district policy, but are these policies in fact a detriment to the very students whose learning they seek to protect?
We live in a world where 263 mill children are out of school, and over 600 million do not learn the basics (Reading and Maths). Our innovative mobile technology provides mass customization of education, leveraging on game mechanics, social networks and incentives—quality and personalized learning at scale. Millions of children around the world are not learning or receive an education which fails to provide them with the technical, critical thinking and problem-solving skills they need to enter the changing workforce of the future and transform their lives.
Microsoft Bring Your Own Device to School - K-12 Briefing Paper - 2013 Update Microsoft Education AU
This white paper by Brice Dixon, Anywhere Anytime Learning Foundation and Sean Tierney, Microsoft Australia Academic Programs manager explores their previously produced document.
Leverage Mobile Technology In Your DistrictBlackboard
Is it becoming more difficult to keep students and parents engaged and informed of critical information? Discover how Blackboard Mobile Learn can impact teaching and learning and extend online learning by giving students and teachers access to course content, and the ability to view documents in multiple formats, post announcements (teachers), create discussion threads and posts, and comment on blogs and journals. Also, learn about Blackboard Mobile Central - a dynamic communication tool that gives students, parents, and teachers on-demand access to district-wide resources and essential information such as directories, calendars, lunch balances and course schedules on the mobile devices they already own.
Education and the Use of Artificial IntelligenceIJEACS
This paper explains how Artificial Intelligence (AI) can and is being applied in the educational sector. Artificial Intelligence in the educational sector is one of the currently expanding disciplines in educational technology, according to the 21st International Conference on Artificial Intelligence in Education, held in 2020. Educators are still unsure how to apply AI for pedagogical purposes on a larger scale, or how AI will affect teaching and learning in higher education. The impact of AI in education, as well as its benefits and drawbacks, are discussed. It also explains how to construct an AI-enabled platform for education, as well as the consequences of AI in education.
“Innovations in the Global Mobile Edugame Market” By Tyson Greer- Serious Pl...SeriousGamesAssoc
Tyson Greer speaks about “Innovations in the Global Mobile Edugame Market” at the Serious Play Conference 2012
ABSTRACT:
Innovative mobile edugame products and new Mobile Learning value added services (VAS) across the planet create new opportunities for suppliers. Who is the buyer, and what are they buying?
This session will discuss key findings and examples of mobile edugame innovations worldwide from Ambient Insight's latest Game-based Learning, Location-based Learning, Digital English Language Learning, Healthcare, and Mobile Learning market research. Besides demand, the session will address catalysts and inhibitors, venture capital trends and business models, and revenue opportunities.
Tyson Greer - The 2013-2018 Worldwide Game-based Learning and Simulation-base...SeriousGamesAssoc
This session will present key findings from Ambient Insight’s latest market research. This presentation provides an overview of the current global Game-based Learning industry including revenue forecasts, technology trends, innovations, business models, market catalysts and inhibitors, and buying behavior in specific segments. The demand for Game-based Learning is different in each buyer segment in specific countries in the world and the audience will learn about innovations that appeal to specific buyers. Special attention will be given to North America and Asia due to the substantial revenues being generated in those regions. Identifying the buyer can be a daunting task in the Game-based Learning market and this session will provide a breakout by buying segment for these two regions.
Top 8 benefits of kids app developmentHeli Thakkar
Now a day modern world children are able to gain knowledge about anything at any time and from anywhere, all thanks to the growth of kids app development. Contact us for hire kids app developer.
The education technology sector, or Best EdTech Platforms, includes all sorts of tools designed to improve education for both young and old. A few examples include education-focused crowdfunding platforms, reader-adaptive ebooks, and classroom assessment technologies that are easy for teachers.
Personalisation, on-demand and predictive analytics: e-learning’s next leap f...Mindfire LLC
While online learning gained popularity in the 90’s, off late it has gained further traction. With the Covid-19 pandemic and its associated lockdowns, e-learning has emerged as one of the prominent uses of technology in the 21st century. E-learning as an educational experience is delivered electronically. It comprises many elements such as live or pre-recorded lecture content, videos, quizzes and other interactive elements.
Elearning app development companies to hireQSS Technosoft
Educational apps are the need for today. eLearning apps promote advanced and organized learning. QSS Technosoft has vast experience in delivering several E-Learning apps based on customer needs.
Case Study : Augmented Reality for Children in Banking.Vipin Dubey
A case study describing high level value proposition for a learning platform for children using augmented reality with an overview of features, feasibility and challenges.
Bridging the New Digital Divide: Innovation in Mobile Education �PlayScience
Presentation by Dr. J. Alison Bryant for Colombia 3.0 Innovation & Entrepreneurship Summit (Bogota, Oct. 31, 2013)
We look at the promise (and challenges) of mobile education around the world, with case studies of innovative approaches to solving educaitonal
Immersive Learning and the Future of Workplace LearningAndrew Hughes
Immersive Learning and the Future of Workplace Learning by Designing Digitally, Inc. and Professor Andrew Hughes of University of Cincinnati - Clermont.
As such, many institutes have started to invest in providing game-based learning apps under the supervision of a reputed mobile game development company. Check out the slides to know more.
For the EntrepreneurialIntrapreneurial Project Summary each team ShainaBoling829
For the Entrepreneurial/Intrapreneurial Project Summary each team will be required to turn their entrepreneurial idea into a business plan. The plan should include the following elements,
Executive Summary
Company Description
Market Analysis
Market Strategy
Marketing & Sales Strategy
Organization & Management Plan
Financial Analysis
Your business plan should be professional and each team should approach the assignment as if I am a potential investor who might invest in your business. Therefore, the business plans must be professional. The plan must be well written, I will be grading on grammar, punctuation etc. Feel free to use the writing center to improve your plan. You can enhance the look of the plan by using eye catching visuals. Written content should be between 1000 and 1500 words. The overall plan including visuals should not be more than 20 pages. The financial analysis should make sense and be presented in US Dollars.
“Ace Tab”, The
Solution
of Digital Era under Double Reduction Policy
Background
The problem our team is solving is based on the situation of the Double Reduction Policy being announced, the problem of more and more students having been distracted by those electronic devices and also the situation of most children losing their way of interest.
First, the original intention of the Double Reduction Policy is to reduce the burden of China’s students by decreasing any kind of cram school after regular school time(Fan & Su, 2021). However, the reason why China’s children need to have such a high-pressure education style is because of their uneven distribution of resources (Niu, 2021) . Universities or high schools with better resources only exist in cities with a better economic environment, such as Beijing, Shanghai, etc. Some families in second or even third-tier cities believe that a better education background will help them to get a better future. Therefore, most of the parents will count their remaining years on their children. That’s why the education environment in China or most Eastern countries is so cutthroat. The target of the policy of double reduction is meant to reduce both students’ stress of study and parents’ stress of finance, but this policy cannot really apply to China’s situation. This kind of environment is a vicious cycle; the number of students recruited will always have a limit, but children who take this opportunity as their chance to go from rags to riches will try as hard as they possibly can. This forms an involution social structure; even though the policy had been announced, rich families will still have their way to get their kids into a good school, but kids from middle-class families will likely lose most of their opportunity to get into a better education environment (Zhang & Chen, 2021) . Therefore, our main purpose in making this product(“Ace Tab”) is to help those kids from the middle or lower class to have more opportunities to learn in order to reach their goals.
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Similar to Tyson Greer - Mobile Edugame Market Innovations 2014 (20)
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
LA HUG - Video Testimonials with Chynna Morgan - June 2024Lital Barkan
Have you ever heard that user-generated content or video testimonials can take your brand to the next level? We will explore how you can effectively use video testimonials to leverage and boost your sales, content strategy, and increase your CRM data.🤯
We will dig deeper into:
1. How to capture video testimonials that convert from your audience 🎥
2. How to leverage your testimonials to boost your sales 💲
3. How you can capture more CRM data to understand your audience better through video testimonials. 📊
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.
Buy Verified PayPal Account | Buy Google 5 Star Reviewsusawebmarket
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3.0 Project 2_ Developing My Brand Identity Kit.pptxtanyjahb
A personal brand exploration presentation summarizes an individual's unique qualities and goals, covering strengths, values, passions, and target audience. It helps individuals understand what makes them stand out, their desired image, and how they aim to achieve it.
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.
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.
Premium MEAN Stack Development Solutions for Modern BusinessesSynapseIndia
Stay ahead of the curve with our premium MEAN Stack Development Solutions. Our expert developers utilize MongoDB, Express.js, AngularJS, and Node.js to create modern and responsive web applications. Trust us for cutting-edge solutions that drive your business growth and success.
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Recruiting in the Digital Age: A Social Media MasterclassLuanWise
In this masterclass, presented at the Global HR Summit on 5th June 2024, Luan Wise explored the essential features of social media platforms that support talent acquisition, including LinkedIn, Facebook, Instagram, X (formerly Twitter) and TikTok.
Training my puppy and implementation in this story
Tyson Greer - Mobile Edugame Market Innovations 2014
1. Ambient Insight 2014
Mobile Edugame Market Innovations
2014
Key Findings from Recent Ambient Insight Research
Tyson Greer, Chief Executive Officer
Ambient Insight LLC
Serious Play Conference 2014
July 23, 2014
2. Ambient Insight 2014
Partial List of Ambient Insight’s Clients
Adobe
Amazon
Amplify
Apple
Blackboard
BrainPOP
British Council
Cambridge University Press
Chungdahm Learning
Cisco
Disney
Hasbro
Houghton Mifflin Harcourt
IBM
John Wiley & Sons
McGraw-Hill
Macmillan
Microsoft
Oxford University Press
Pearson
Qualcomm
Rosetta Stone
Ambient Insight is an integrity-based market research firm that uses predictive analytics
to identify revenue opportunities for suppliers.
3. Ambient Insight 2014
Agenda
Introductions - Research Taxonomy
Key Findings from Ambient Insight Research
Innovations in Edugame Content Products &
Custom Services
Trends to Watch
Show me the Money
4. Ambient Insight 2014
Ambient Insight’s Learning Technology Research Taxonomy
Have Eight Buyer Segments
From Six Types of Suppliers
That Buy Eight Types of Digital Learning Products
Packaged
Content
Consumer PreK-12
Corporations
- Businesses
Higher
Education
Federal
Government
State - Local
Government
Associations
& Non-Profits
Healthcare
Custom
Content
Software as a
Service (SaaS)
Value Added
Services
Installed Tools
& Technology
Learning
Devices
Digital Video,
Text, & Audio
Reference
Self-paced
eLearning
Courseware
Collaboration-
based
Learning
Simulation-
based
Learning
Cognitive
Learning
Mobile
Learning
Social
Learning
Game-based
Learning
Ambient Insight’s 2014 Learning Technology Research Taxonomy
Seven International Regions
North
America
Latin
America
Eastern
Europe
Western
Europe
Asia Africa
The Middle
East
5. Ambient Insight 2014
Six Types of Mobile Edugame Learning Products
Knowledge-based games
Skills-based games
Brain trainers and cognitive
fitness games
Language learning games
Location-based learning
games (emerged in 2009)
Mobile augmented reality
games (emerged in 2010)
Ambient Insight forecasts
revenues for six types of Mobile
Edugames:
Clever Goats
Ambient Insight’s 2014 Learning Technology Research Taxonomy
7. Ambient Insight 2014
Key Findings from Ambient Insight Research - The Market
The growth rate for the global Game-based Learning market is
6.7%
In North America: growth rate for all Game-based Learning is
7.6% , but for mobile edugames is 12.5% - and from 2013 to
2018 mobile edugames revenues will nearly double
Consumers still dominate packaged content purchases, the
academic market is growing, and nonprofits and government
continue to buy tourism-related content services
Mobile edugame investors were bullish in 2011, showed a spike of
interest in 2012, slowed in 2013, and steady in H1 2014
New suppliers continue to flood the market, and product visibility
becomes increasingly difficult
Cross-platform products (connecting web & app on device) still
increasing
Telecoms, device-makers, & NGOs provide Mobile Learning
value added services (VAS), except rarely in North America,
so far.
8. Ambient Insight 2014
Key Findings from Ambient Insight Research - The Buyers
Suppliers capitalize on consumers’ interests: early childhood
education, tourism, health, fitness and wellness, cognitive fitness,
nature, and sustainability
Top “selling” (or downloaded) apps are for young children;
edugames that offer parental involvement are on the rise
Explosion of personal learning devices (PLDs) and tablets fuel the
market
Cultural institutions continue to invest heavily in edugames, with a
mix of in-house and custom content services
Emergence of easy-to-use mobile game-building tools supports
cultural shift towards using game-creation as an educational
experience
Government entities escalated awareness about protecting privacy
of children, and updated regulations and guidelines.
10. Ambient Insight 2014
Personal Learning Devices Proliferate Across the Globe
Amplify Tablet
System bundles
Classroom Tools,
content and apps,
filtering, MDM, and
implementation
support
OLPC XO-10 Tablet with
Bluetooth-enabled keyboard
LeapFrog’s new LeapTV
living room console with
educator-approved
games and videos for 3-
8 year olds
Kurio 7S (kidSAFE+ seal)
11. Ambient Insight 2014
Mobile Edugames Inhibitors v. Opportunities
Discoverability
So many apps, so many
app stores
Partner with Big Players
(profit or nonprofit)
Market in multiple media
Join publishing programs
Map content to standards
(CCSS, Next Generation
Life Science Standards…)
Offer professional
development to educators
Seek sponsorship from 3rd
parties
http://www.gamesandlearning.org/2014/06
/09/teachers-on-using-games-in-class/
Academic inhibitors
Fragmentation of the
market
Lack of teacher support
Social and cultural
structures: enough &
which devices? or are
devices banned?
Attitudes: educators
and teens
12. Ambient Insight 2014
Combining Common Core & Teacher Support & User-
generated Content
Lack of teacher training in how to use edugames in (or out of)
the classroom inhibits sales
July 2, 2014, Imaginary
Number Co over-achieved $42K
Kickstarter campaign to bring
Mathbreakers to Android and
iPad tablets
- Classroom setup free for 3 months
- Lesson plans & level editor $25
Teacher Dashboard: assign game
levels and student track progress
https://www.mathbreakers.com/lessons/Trial
%20Lesson/
14. Ambient Insight 2014
Knowledge & Skills: Products for PreK-2 Dominate the
North American Edugame Market
Funbrain Jr, early math, literacy, problem-solving
web & app published by Pearson Education
Sight Words
in Space by
Clever Goats
Gummii Math
Educational Games ,
the first to crack iPad
Top 25 in Canada.
15. Ambient Insight 2014
“The 2013 Content Trench” – Percent of Total Paid
Mobile Learning Apps by Target Demographic
34%
10%
5%
6%
3%
6%
8%
28%
0%
5%
10%
15%
20%
25%
30%
35%
40%
What’s on the Store Shelves?
Consumer-facing Paid Mobile Learning Content (All Apps Including Edugames)
Across All Major Application Stores, Platforms, and Devices
The vast majority
of PreK-2 Mobile
Learning content is
game-based
16. Ambient Insight 2014
Knowledge & Skills: Combining Critical Thinking Skills
with Knowledge-based Learning Opportunities
ELA + STEM = Argubot Academy
GlassLab + NASA launched an iPad adventure CCSS-based (STEM)
game to develop critical thinking skills and interest in science.
17. Ambient Insight 2014
Knowledge & Skills: Interest in Coding Levels Up
Hakitzu: Elite, an update
to the original, teaches
STEM skills and the next
level of coding.
“Teacher’s Pack” offers
guidance and lesson plans.
CargoBot for 5+ uses a
moving crane to shift boxes
and use coding concepts
like loops, procedures, and
debugging.
18. Ambient Insight 2014
Knowledge & Skills: Includes “Life Skills” for Students
Parents and schools
buy Social &
Emotional Learning
skills (SEL) edugames
to develop children’s
emotional intelligence
IF… (If You Can Company) SEL role-play,
decision-making adventure game for ages
9-11, includes a Parent’s menu.
19. Ambient Insight 2014
Knowledge & Skills: Health & Wellness for Consumers
CME Edugames for Healthcare Students & Professionals
For medical students,
“Osmose with Your Friends”
crowd-sourced game from 2013
DreamIt Health tech accelerator
For consumers, health & wellness
topics include alcohol, allergies,
anatomy, asthma, brain fitness,
cardiovascular health, dental
health, diabetes, exercise &
fitness, food & nutrition, pet care,
obesity & weight loss, pain,
smoking cessation, substance
abuse, and safety
TAO WellShell
isometric
fitness device
over-achieved
Kickstarter
$100,000 goal
20. Ambient Insight 2014
FDA Intends Discretion When Regulating Mobile Medical
Apps as Devices
FDA identified examples of mobile apps for which the
FDA will “exercise enforcement discretion” (6/11/14)
http://www.fda.gov/MedicalDevices/ProductsandMedicalPro
cedures/ConnectedHealth/MobileMedicalApplications/ucm36
8744.htm
The list identifies 24 types of apps including those
that:
Provide prediabetes patients with tools or guidance to create
healthy habits
Use video games to motivate patients to do their physical
therapy exercises
Are intended for individuals to make decisions or offer
behavioral suggestions related to health or wellness
(including “use social gaming to encourage healthy lifestyle
habits”) – but are NOT marketed as diagnosis or treatment.
21. Ambient Insight 2014
Brain Trainers and Cognitive Fitness Apps: New Players
Continue to Enter the Market
Lumos Labs, Rosetta Stone (Vivity Labs), Nintendo, and
Cogmed dominate North American market
Lumosity with 60 million iOS
users, and just now launches on
Android
Master of Words PRO ($2.99) #1
on Amazon US-Games-Free
category (not just edugames)
after “daily deal”
Brain+ (beta in Denmark, Jan
2013) entered North America and
UK markets (July 2014) with 3
“scientifically-proven” games,
including Remember Me.
Remember Me, Brain+
22. Ambient Insight 2014
Language Learning: Edugames Teach Languages on
Smartphones, Tablets, and Game Consoles
Dora’s Worldwide Rescue
Spanish vocabulary for age 4
Ubisoft’s language
coaching apps for
Nintendo
Memrise has 1 million
active users for language
and other courses with
crowd-sourced content
23. Ambient Insight 2014
Language Learning: Converging Product Types Boost
Engagement (and Sales)
Sesame Workshop updated AR
“Word-o-Scope” letters game
with email-able word labels &
game ideas to extend learning
beyond the app
Top selling apps across the planet are: Edugames for
young children & language learning apps. Add in AR!
Elmo’s Alphabet
Challenge by Sesame
Street, one of the first
AR edugames
24. Ambient Insight 2014
Location-based Learning: Venues, Brands, and
Suppliers Create Cross-platform Promotions
Students visiting the
Minnesota Historical
Society use Play the
Past app during field
trips to museum and
back in the classroom.
Tourist attractions create or sponsor
location-based treasure hunts
Edinburgh International Science Festival built
a free city-wide “Sci Quest” edugame
Sainted Media’s free multimedia Global
Treasure Apps offer “real-world rewards” in
the sponsor’s gift shop or café venue
Brands also use game apps to engage
customers and/or “edu-sell”
Marriott hired evviva games to create XPLOR
scavenger hunt/arcade game/puzzles app for
5 cities. Includes “in-game economy” enabling
users to buy and sell goods.
Microsoft and DreamWorks teamed to create a free (no IAP) road trip
app Dragon Adventure World Explorer, using Here Maps technology,
Weather Channel data, and Foursquare popularity. SDK coming soon.
25. Ambient Insight 2014
Augmented Reality: Making History, Science, Math, and
Reading Come Alive
Qualcomm’s Vuforia Platform used by brands, developers, content
owners for advertising, publishing, gaming, tourism, education…
AR Freedom Stories bring US/Canadian
Underground Railroad to life
Math-based games
for kids 6-9, from
PBS KIDS funded by
US Dept of Education
27. Ambient Insight 2014
Trend: Tools for the Creator Economy
User-Generated Games and User-Generated Content
TinyTap is a platform for anyone
to create edugames, which can be
published on the TinyTap Market,
AppStore, Google Play, and Web
TinyTap Space Game uses Stroop Effect
Futuba Classroom Games
includes question sets. Students
& teachers can use their own
images, audio, and text to add to
the question bank.
Playingmondo.com - find or build virtual playgrounds
and use Mondo builder to create location-based games
28. Ambient Insight 2014
Trend: Supporting “Mobile Parenting” with
Communications and Data
Kindergarten Readiness (FunBrains Jr) - interactive parent
skills checklist
IF… - Parents’ Menu, schedule frequency of updates
GuruCool PlaySchool (KidZone Studios) - provides view into
child’s progress, suggests activities and daily tips
PBS Play & Learn - math & literacy skills edugame
“specifically for parents”
Fingerprint Digital - Mom-Comm with in-app messaging
National Geo’s Animal Jam – companion website has a
Dashboard for parents
Suppliers provide connection and data to parents to counter
their concerns (guilt) of “cellphone-as-babysitter” and their
desires for quality educational/play experiences
29. Ambient Insight 2014
Trend: Data & Privacy
The Two-Edged Sword
Developers and platform-providers are creating new ways to mine data
What does “big data” mean in edugames for children?
Opportunity Watch Out For…
To deliver a child’s progress data to
parents: to boost their engagement and
product satisfaction
Collecting data without obtaining
parental consent
To accumulate a treasure-trove of users’
gameplay data: to make improvements
or drive new product features
Collecting data without obtaining
parental consent
To provide a more personalized learning
experience
Collecting data without obtaining
parental consent
To transmit data to third parties (e.g. ad
network, analytics company)
Transmitting, sharing data without
obtaining parental consent
30. Ambient Insight 2014
Trend: Data and Privacy
New FTC COPPA Rules Can Be Costly
The Federal Trade Commission (FTC)’s Children’s Online
Privacy Protection Act (COPPA) rules have teeth
New rules went into effect July 2013
Expanded privacy definitions include: geo-tagging, behavior
targeting, and (closing the 3rd party loophole) ad network
cookies and social networking
Approved “Safe Harbor” self-regulatory programs
Fine potential = $16,000 per incident
Prosecutions:
– May 2011: Playdom, $3 million
settlement
– June 2012: New Jersey Attorney General
sued 24x7digital
– Feb 2013: Path, $800,000 settlement
31. Ambient Insight 2014
Trend: Data & Privacy
FTC-approved “Safe Harbor” Programs
Some suppliers identify themselves as
“family friendly” and respecting children’s
privacy by displaying seals of approval
such as the “Know What’s Inside” from
MOMs with apps.
http://www.momswithapps.com/about)
There are now 6 FTC-approved Safe Harbor programs that
provide certification that members adhere to COPPA rules:
• Aristotle International, Inc.
• Children’s Advertising Review
Unit
• ESRB Privacy Certified
• kidSAFE+
• Privacy Vaults Online, Inc
(DBA PRIVO)
• TRUSTe
32. Ambient Insight 2014
Data and Privacy: California Publishes New Guidelines
2003: California Online Privacy Protection Act (CalOPPA) - the first
law in US to require a conspicuously posted privacy policy for web &
apps
2013: Attorney General of California’s guidelines reinforce the FTC’s
“privacy by design” approach and the Organization for Economic
Development’s (OECD) “Fair Information Practice Principles,” (FIPPs)
with a couple of new twists:
1. Recommendation to encrypt transmissions of PII (personally
identifiable information) includes apps downloaded or
used.
2. Introduce a new term “surprise minimization,” meaning to
“minimize surprises to users from unexpected privacy
practices.
2014: New guidelines…
33. Ambient Insight 2014
Trend: Data and Privacy
Canada Aligned with EU Rules
The Personal Information Protection and Electronic Documents
Act (PIPEDA) enforces European Union’s privacy directives
(collection, use, retention and disclosure of personal
information)
Under the United Nations 1989
Convention on the Rights of the Child,
privacy is a basic human right for
everyone under the age of 18.
Office of the Privacy Commissioner of
Canada (OPC) has focused on
children's online privacy as a priority.
Some Canadian provinces (Alberta, B.C., Quebec, and
Ontario) also legislate data protection.
34. Ambient Insight 2014
Trend: Smart Toys for Skills-based Learning and
Learning 21st Century Skills
Tiggly iPad apps are
free; shapes are $29.99
SK Telecom smart
toy teaches
language arts
Uboly uses a
smartphone
for a “brain”
Kids get to program the
Play-I “robots”
Tangible Play’s Osmo
add-on for iPads
https://vine.co/v/Mw
BYjYi1WeX
35. Ambient Insight 2014
Trend: Wearables + Edugames Coming Soon…
Oculus Rift offers
opportunity for
immersive learning
experiences
“Ok Glass… Reform Education”
Suppliers such as Duolingo and
Word Lens have ported their Mobile
Learning language and translation
apps to Google Glasses
Top 100 Game Tech Trends
http://www.develop-
online.net/news/the-top-100-
tech-in-games-
revealed/0194694
37. Ambient Insight 2014
Incubators and Accelerators are Proliferating Providing
Financial Support and Connections to Experts & Capital
May 2013, Zynga.org committed
$1 million for “Edtech Game
Accelerator” to focus on learning
games in partnership with
NewSchools Venture Fund.
Motion Math and Kidadaptive
were in Zynga.org’s 2013 cohort.
Tiny Tap and Kiko labs in 2014.
Kaplan EdTech Incubator, powered by TechStars, offers $20K
investment, June – September co-location in New York City, market
insights, mentorships, access to Kaplan’s Learning Science group…
Rock Health opened in 2013 and claims to be “The first seed
accelerator for digital health startups.”
38. Ambient Insight 2014
Innovative Revenue and Distribution Options
Revenue Models:
Sponsorships (nonprofits &
commercial brands)
Free, lite, and premium
Subscription services
Partner with telecoms and
device-makers
Crowdfunding
Ads
Real-world goods
In-app purchases - virtual
goods/ micropayments for
virtual items
Distribution Channels:
Channel partners (BrainPOP,
Edmodo, Learning.com, Florida
Virtual School…)
Specialty app stores &
programs
Public libraries
Commercial digital libraries
adding mobile content, e.g.
OverDrive
Partner with virtual schools,
home school suppliers, device
makers, publishers, and
telecoms
Personal Learning Devices
New app promotion services and new marketplaces
39. Ambient Insight 2014
Revenue and Distribution: Brought to You by the Letter
“S” for Subscriptions
March 2014 released
subscription-based
(in-app purchases
£ 2.49; or auto-
renewable £1.99)
Includes “together
time” tips for parents
Allows children to
record their voices
in different languages
Sesame Street S’More is a bi-monthly
interactive digital magazine for kids
(ages 4+)
40. Ambient Insight 2014
Revenue and Distribution: Playsourcing - Games for
Giving Back
Gamers steer a course to
collect “Element Alpha,”
through genuine DNA
microarray data.
Collective flight path
gameplay contributes to
massive data crunching
behind the app to
analyze real genetic data.
Feed-A-Pet –For every level a player
completes, the Pet Project donates
money to feed homeless pets in need.
(Donations funded by ads)
Play to Cure – Genes in Space
41. Ambient Insight 2014
Q & A
Ambient Insight’s Free Resource Library at:
http://www.ambientinsight.com/News/PublishedContent.aspx
This presentation, the “Mobile Edugame Market
Innovations 2014,” past presentations, and our Learning
Technology Research Taxonomy can be downloaded from