Lawrence Suda speaks about “Using Simulations to Train Future Project Leaders at NASA” at Serious Play Conference 2012
ABSTRACT:
The essential message of this presentation is about training future project managers at NASA and about project team behavior: how the simulation technology behaves, how people behave and how the simulation and people behave, and sometimes misbehave, together.
Ultimately the real test of the people on the project is not so much what they know; it’s what they do with their knowledge. Making a decision is not the same as implementing it. Knowledge, insight and project wisdom are needed to fully execute a successful project.
Presentation at Knowit Lean Experience 2012
Experience and practical examples from the Lean transformation of the product development at Volvo Penta, in particular the program set up to drive cultural change in operation.
Presentation at Knowit Lean Experience 2012
Experience and practical examples from the Lean transformation of the product development at Volvo Penta, in particular the program set up to drive cultural change in operation.
This presentation is will provide you with an introduction about Great Lakes Institute of Management, its founders, who are the people involved in it, the different programs that are on offer.
Specifically it will also give you a birds eye view of Great Lakes and the work that is being done in the executive education space. In case of a need for Executive and Leadership Development, request you to kindly reach out to us. We would be very happy to partner in your leadership and development needs.
This program was designed for those Maintenance and Reliability Engineers who are ready to make a serious impact in asset reliability. This is a 7 Day Workshop Coupled with 52 iLearning Modules plus a Coach. 10:1 ROI is expected from all students.
12 seconds to project management greatnessTim Everett
In my view there are twelve imperatives that are necessary for Project Management greatness:
1. Cultivate executive management support
2. Continuously enhance your team
3. Propel elite performance standards
4. Inspire a sense of urgency
5. Drive strategic change
6. Promote functional ownership
7. Communicate precise expectations while demanding accountability
8. Foster a culture of success
9. Play well ahead of the team
10. Expedite the Critical Path
11. Articulate value
12. Maintain emotional control
Motivating Strategic Practice Development Using CMMLeo de Sousa
This paper describes the use of a motivational information model (Capability Maturity Model - CMM) as an innovative way to help plan, mature, assess and motivate the creation of a process.
Using MOOCs within traditional courses: students’ perspectiveDiana Andone
Using MOOCs within traditional courses: students’ perspective
Dr. Diana Andone, Vlad Mihaescu, Prof. Radu Vasiu
eLearning Center, Politehnica University of Timisoara, Romania
Paper presented at AACE International Conference eLEARN 2015, Kona, 19 - 22 October 2015
This paper presents the findings of a pilot to implement a blended learning model by merging content from MOOCs (Massive Open Online Courses) into a traditional higher education Masters Course. The main objective of the pilot was to examine how a MOOC based flipped classroom model might improve student learning and skills acquisition in a traditional higher education course, as well as to analyze the MOOCs impact on students’ learning behavior. The pilot included MOOCs from different online platforms, none of which were taught or developed by the tutors. Final reports, survey, interviews and report analysis are the techniques used to evaluate this pilot. This paper presents the results of technical and usability investigation, based on students’ findings. Outlines indicate that inclusion of high-quality MOOCs in a higher education flipped classroom can produce significant benefits in transforming the student learning process and the skills they acquire.
Mobile Choice-based Conjoint – Eine Vision für die Zukunft oder heute schon R...SKIM
Mobile Research ist eine viel beachtete Alternative zu traditionellen Umfragemethoden. In der digitalen Welt, in der die Aufmerksamkeitsspanne von Konsumenten immer kürzer wird, bietet Mobile Conjoint die Möglichkeit, neue Forschungsfelder zu erkunden, in denen übliche Discrete choice-Modelle bisher keine Rolle spielten. Conjoint-Umfragen auf dem Handy schaffen einzigartige neue Möglichkeiten, bringen aber auch ihre eigenen Einschränkungen mit sich. In diesem Workshop führen wir Sie durch ein paar dieser neuen Möglichkeiten und zeigen Ihnen, wie ein "3x3-mCBC"-Ansatz es uns ermöglicht, Ergebnisse der gleichen Validität auf dem Handy zu erreichen wie mit einer traditionellen Conjoint-Befragung.
Find out more at http://skimgroup.com/research-results-2014.
¿What is VIAL?
VIAL Project
The most important logistic connection of the North of Spain with de southwest of Europe with 9.223.285 m2 for logistic uses.
With the support of the Basque institutions, VIAL is the brand that exemplifies and ties together a group of specialized infrastructures and industrial areas for logistics, concentrated in Vitoria area. VIAL is a top-quality logistics supplier from the Basque Country.
This presentation is will provide you with an introduction about Great Lakes Institute of Management, its founders, who are the people involved in it, the different programs that are on offer.
Specifically it will also give you a birds eye view of Great Lakes and the work that is being done in the executive education space. In case of a need for Executive and Leadership Development, request you to kindly reach out to us. We would be very happy to partner in your leadership and development needs.
This program was designed for those Maintenance and Reliability Engineers who are ready to make a serious impact in asset reliability. This is a 7 Day Workshop Coupled with 52 iLearning Modules plus a Coach. 10:1 ROI is expected from all students.
12 seconds to project management greatnessTim Everett
In my view there are twelve imperatives that are necessary for Project Management greatness:
1. Cultivate executive management support
2. Continuously enhance your team
3. Propel elite performance standards
4. Inspire a sense of urgency
5. Drive strategic change
6. Promote functional ownership
7. Communicate precise expectations while demanding accountability
8. Foster a culture of success
9. Play well ahead of the team
10. Expedite the Critical Path
11. Articulate value
12. Maintain emotional control
Motivating Strategic Practice Development Using CMMLeo de Sousa
This paper describes the use of a motivational information model (Capability Maturity Model - CMM) as an innovative way to help plan, mature, assess and motivate the creation of a process.
Using MOOCs within traditional courses: students’ perspectiveDiana Andone
Using MOOCs within traditional courses: students’ perspective
Dr. Diana Andone, Vlad Mihaescu, Prof. Radu Vasiu
eLearning Center, Politehnica University of Timisoara, Romania
Paper presented at AACE International Conference eLEARN 2015, Kona, 19 - 22 October 2015
This paper presents the findings of a pilot to implement a blended learning model by merging content from MOOCs (Massive Open Online Courses) into a traditional higher education Masters Course. The main objective of the pilot was to examine how a MOOC based flipped classroom model might improve student learning and skills acquisition in a traditional higher education course, as well as to analyze the MOOCs impact on students’ learning behavior. The pilot included MOOCs from different online platforms, none of which were taught or developed by the tutors. Final reports, survey, interviews and report analysis are the techniques used to evaluate this pilot. This paper presents the results of technical and usability investigation, based on students’ findings. Outlines indicate that inclusion of high-quality MOOCs in a higher education flipped classroom can produce significant benefits in transforming the student learning process and the skills they acquire.
Mobile Choice-based Conjoint – Eine Vision für die Zukunft oder heute schon R...SKIM
Mobile Research ist eine viel beachtete Alternative zu traditionellen Umfragemethoden. In der digitalen Welt, in der die Aufmerksamkeitsspanne von Konsumenten immer kürzer wird, bietet Mobile Conjoint die Möglichkeit, neue Forschungsfelder zu erkunden, in denen übliche Discrete choice-Modelle bisher keine Rolle spielten. Conjoint-Umfragen auf dem Handy schaffen einzigartige neue Möglichkeiten, bringen aber auch ihre eigenen Einschränkungen mit sich. In diesem Workshop führen wir Sie durch ein paar dieser neuen Möglichkeiten und zeigen Ihnen, wie ein "3x3-mCBC"-Ansatz es uns ermöglicht, Ergebnisse der gleichen Validität auf dem Handy zu erreichen wie mit einer traditionellen Conjoint-Befragung.
Find out more at http://skimgroup.com/research-results-2014.
¿What is VIAL?
VIAL Project
The most important logistic connection of the North of Spain with de southwest of Europe with 9.223.285 m2 for logistic uses.
With the support of the Basque institutions, VIAL is the brand that exemplifies and ties together a group of specialized infrastructures and industrial areas for logistics, concentrated in Vitoria area. VIAL is a top-quality logistics supplier from the Basque Country.
La transición a la nube no debe tomarse a la ligera. No hay duda de que las organizaciones podrán ahorrar dinero y mejorar su productividad al cambiarse a Office 365, pero la planeación y los procesos involucrados en la transición de una infraestructura local a un entorno de nube es una tarea mayor.
Amauta y Microsoft están animando a las organizaciones de todos los tamaños para que empiecen la migración de sus operaciones a Office 365 y están haciendo sus mejores esfuerzos para que el proceso sea fluido. Office 365 esta compuesto por Exchange Online, SharePoint Online, Lync Online, Microsoft Office Professional Plus y Microsoft Office Web Apps.
Con tantos productos diferentes en el conjunto de aplicaciones de Office 365, la cobertura integral del proceso de migración es un desafío. Es por eso que esta jornada pretende dar a conocer el nuevo entorno de Office 365 y las herramientas y/o metodologías clave que hacen posible una migración exitosa en estos momentos de transición a la nube.
Communication, training, support, and change management. Business Readiness is a new term and encompasses components that are familiar to learning and development. However, look it up on Google, Wikipedia, or other search engines and it\'s not there. At least not in the way we have been talking about it. Why? Is it because it is so new and the components such as change management, communications, training and end user support are typically run by project managers? Or are they? How do you, as a learning professional, affect these components? You\'ll explore how the direction and guidance you provide in these areas affect overall projects and success of new processes, ERP roll outs and training delivery in your organization.
The oil and gas industry is facing a huge hurdle iin technical talent. Known in the industry as "the big crew change," the coming bubble of retiring technical professionals presents a looming challenge to the industry.
This presentation follows our work with a large international oil company to tackle that problem at the earliest stage - the newly degreed and hired technical professional.
Webinar on PRINCE2 + Agile - by Ashish Dhoke (projectingIT)projectingIT
This is a Webinar given by Ashish Dhoke (Managing Consultant @ projectingIT) as a guest speaker for APMG International.
Topic of this Webinar is "Integrating Managment and Delivery using PRINCE2 + Agile"
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
Skye Residences | Extended Stay Residences Near Toronto Airportmarketingjdass
Experience unparalleled EXTENDED STAY and comfort at Skye Residences located just minutes from Toronto Airport. Discover sophisticated accommodations tailored for discerning travelers.
Website Link :
https://skyeresidences.com/
https://skyeresidences.com/about-us/
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“Using Simulations to Train Future Project Leaders at NASA” By Lawrence Suda- Serious Play Conference 2012
1. Using Simulations to Train Future
Project Leaders at NASA
Experience.
Lawrence Suda
2. Performance Simulations
• People learn by doing in a risk-free
environment
• Learners:
– are encouraged to experiment
– learners drive the experience
– get realistic and individualized
feedback throughout the experience
– must master certain behaviors to
achieve higher overall performance
metrics
3. Business Simulations
Project Leadership Experience
Adaptive Project Leadership
Applied Agile Project Management
Global Project Leadership
Portfolio & Program Leadership
Business Acumen
Virtual Project Leadership
Change Leadership
Operations Management
Strategic Business Management
Supply Chain Management
5. Business Simulations Scope
Large-Scale Team Exercise – 24 to 35 +
hours to complete
Simulation Integrated into Learning
Design – Mixed Methodologies
Open-ended, Multi-layered, Multi-
dimensional
Systems and Detailed Levels of
Complexity
Instructor Facilitated but Learner Driven
Classroom or Virtual or Both
Teams Are Not Competing
6. Validation
Vetted over 30 years with world class organizations and
literature review
– NASA’s PM Model
– NASA Project Mirror: Assessment & Development Center
– GE Project Leader Research & Model
– Nortel Networks PM Model
– MITRE
– Royal Bank of Canada
– Department of Energy
– Merck Leadership Model
– Management Research Group Leadership Model
– NASA Team Study & Assessment
– NASA Leadership Model
– US Navy Project Execution Study
– PMI Career Development Framework
– Alcatel-Lucent
– Hewlett-Packard
9. Major Clusters
Competency Research
Focus Groups & Individual Interviews
Personal Leadership
Team Leadership
NASA Agency Acumen
Communication Effectiveness
Strategic Perspective and Thinking
Project Management Skills and Knowledge
10. o n
A cti
d
in ate lic
ub tion
ord P c
e
Co e fl
R
eam ing
T n
L ear
t
oin ing
J n in g
n e an
Pla d M
Team Learning
are
Sh
12. Learning Objectives
The overall purpose of the workshop is to improve our understanding
of human and project complexities and to develop effective
approaches to leading complex projects. More specifically we want to
develop skills in:
• Improving project team performance
• Leading in complex environments
• Developing adaptive leadership skills
• Developing defensible, flexible, adaptive plans
• Using information to make better decisions
• Identifying and managing project tradeoffs
• Understanding unintended consequences of decisions
• Recognizing when to focus on technical versus adaptive
problems
•Learning from successes and failures
13. Typical Agenda
Introduction Plenary
Case Diagnosis Simulation (Teams)
Case Discussion Plenary
Theory Plenary
Planning Simulation Teams
Execution Simulation Teams
Debrief Plenary
Application Plenary
14. NASA Project Leadership Lab
Day 1 Day 2 Day 3 Day 4 Day 5
Introduction Film Film Project Review Film
Scheduling Personal Styles Team Work &
Leadership Context Knowledge Transfer After Action
Setting Reviews
360 Feedback
Team Styles
Simulation Feedback To
Team leadership Teams
Resource Planning Presentation Simulation
Mind Mapping Reflections
Simulation Simulation Action Planning
Lunch Lunch Lunch Lunch Lunch
Introduction to Risk Management Project Execution
project simulation
Definition Simulation
Scheduling
Simulation
Quality & Budget
Management Simulation
Simulation Complete
Simulation Simulation
Film
18. Example Tools – Scheduling & Resourcing
Time (week number)
CR CR CR CR CR CR
TR
15- 1- 8- 15- 22- 15- 1- 8- 15-
1-Jan 8-Jan Jan 22-Jan 1-Feb 8-Feb 15-Feb 22-Feb Mar Mar Mar Mar 1-Apr 8-Apr Apr 22-Apr May May May 22-May 1-Jun 8-Jun 15-Jun 22-Jun 1-Jul 8-Jul
# H
Staff Quality
T
Task ID ppl SD W PR CC W IM C
TE
1
2
3
4 5 6 7
8 9
10
11
12
13
14 15
16
17 18
19
20 21
22 23
24
25
26
In the workshop
participants develop plans
1 2 X X X 2 2 2
3 2 X X 2 2 2
6 2 X X 2 2 2 2 2
7
8
9
1
2
3
X X
X X
X
X
X
1
1
1
X
1
X
1
X
1
3
X
X
3
X
X
3
X
X
X
X
X
X
X
using both computer and
16
19
20
2
2
3
X X
X X X
X X X X X
2
2
2
2
2
2
2
X
3
X
3
X
3
manual tools
21 2 X X X 2 2
2 1 X X 1 1 1 X X X
4 1 X 1 1 X X X
5 2 X 2 2 X X X
10 2/V X X X 2 2 2 2 2 X X X
11 2/V X X X 2 2 2 2 2 X X X
12 2/V X X 2 2 X X X X X X X X
13 2 X X 2 2 2 X X X X X X X
14 2 X 2 2 X X X
15 2 X X X 2 X X X
17 4 X X 4 4 4 X X
18 2 X X 2 2 2 X X
Total
staff 2 2 2 3 3 3 8 8 9 9 9 8 7 5 10 10 10 4 4 3 3 3 2 2
H T TE
SD W PR CC W IM C Note
Senna 7 7 9 6 5 6 9 1 1 1 3 3 3
Mayes 4 4 8 0 8 6 6 1 1 1 3 3 3
Franz 2 3 7 4 8 0 4 CC CC HW 2 2 2
Banks 3 7 4 3 4 1 4
Dance 7 4 8 3 7 7 8
Bilko 6 5 7 3 6 0 6
Inc
Bovis
Brown
Samin
Unter
Ltd
Burns 6 5 6 0 7 0 6
Candy 9 6 9 5 10 8 9
Mindy 10 9 3 9 3 0 7
18
19. Planning
4-person teams (instructor shown) develop an overall strategy and approach.
They develop a detailed plan that includes: project priorities, critical path
schedule, workload leveling, human resources plan, training, risk
management, quality, budgeting. They must defend their strategy and plans.
19
20. Project Execution Phase
Hear Lectures & Simulation
Control
Problem Solving,
Decision Making
Decision Trade-offs
Re-planning
Control Cycle
Control Tools
21. Implementation
Teams make tactical decisions on three levels as they implement their plan:
Project, Task and Staff. During the exercise, they must actively manage the
project as conditions change as a result of their decisions and unknown events
that create more issues and problems. Note: Instructor can introduce more issues
and problems. Participants report status on a monthly basis. They have control
tools to assist them as they proceed through the simulation exercise.
21
22. Some Typical Disruptions
– Resignations & Absenteeism
– Resources pull for other projects
– Large Scope Change
– Scope Creep
– Customer wants more meetings
– Sponsor wants project sooner
– New technology doesn’t work
– Team performance is low
– Key staff member resigns
– Budget cuts
– Estimates are wrong
– Poor Morale
24. Performance Summary
KPI PLANNED ACTUAL
Final Cost 693,000 875,000
Completion Week / Date June 17 June 20
Open Quality Issues 0–2 0
Quality Issues Reported 30 – 40 47
Quality Issues Fixed 30 – 40 47
Labor Cost / Hour 64 74
Technology Cost / Hour 60 75
Overtime Costs 6,315 20,486
Training Costs 10,000 4,000
Utilization % 83 87
Performance % 100 83
Absence Rate % 2 1
Communication % 6 4
Number of Resignations 1 1
Staff Pulled Away Weeks 6-8 5
25. Simulation Debrief
• What were your results? (brief overall description)
• Did you keep your risk mitigation plan updated?
• What contributed to your successes?
• What were your major simulation / project challenges?
• How did you overcome any challenges?
• Describe your team dynamics.
• Did you capitalize on team diversity?
• Did you notice movement through the team development
process?
25
26. Reported Learning
• Lead in ambiguous, complex environments
• Improve individual performance
• Develop team effectiveness and improve team performance
• Develop defensible, flexible plans
• Align project work with organization’s strategy
• Think strategically and conceptually
• Translate strategies into concrete actions
• Plan systematically and establishes objectives and priorities
• Manage risk -- knows when too much risk is being taken, when the
right amount is being taken, know the consequence and communicate
to the team and to leadership
• Learn, develop and model new team behaviors
• Develop personal leadership skills
• Demonstrate sensitivity and encourage innovation and creativity
27. NASA Comparison of PM62, PM61, PM60, PM59
Participants’ Mean Ratings
5 4
Mean Mean 3.8
4.8
Rating Rating
4.6 3.6
4.4 3.4
4.2 3.2
4 3
3.8 2.8
3.6 2.6
3.4 2.4
3.2 2.2
3 2
1 2 3 4 5 6 7 8 9 10
PM62 PM61 PM60 PM59 PM62 PM61 PM60 PM59
Questions about Instructor and Session Questions about Information Presented in Session
1. Instructor Effectiveness 6. Relevant to job
2. Discussion were effective in reinforcing learning 7. Likeliness to apply back on the job
(not asked in PM59) 8. Usefulness in increasing knowledge/skill to be an effective
3. Activities were effective in reinforcing learning Project Manager
(not asked in PM59) 9. Value to assist in the achievement of goals as a Project
4. Instructor stimulated thinking Manager
5. Overall rating of learning experience 10. Usefulness back on the job
28. Accreditations
• PMI Global Registered Provider
Advanced PM = 21 to 35 PDU’s
• American Council on Education (ACE)
Accredited for Graduate Credits
– Stevens Institute of Technology
– Drexel University
– Duke CE
– e-Cornell
– EADA (Barcelona Spain)
29. Application
• High Potential Leadership Training
• New Employee Orientation
• Introduction of New PM Initiatives
• Kick-off or Wrap-up of Conferences
• Create Project-based Organization
• Culture Change
• PM Certification Capstone
30. Current & Future Challenges
Manager Involvement - Getting Participants’ Managers to be part of the
learning process.
Training Time Compression - Pressures to reduce training time and time away
from work.
Work Pressures on Participants – Work while at training
Travel Funds – Budgets are reduced.
Budget Pressures – Develop funds for new work reduced.
Training Outsourced to One or Few Vendors.
Measuring Effectiveness – ROI.
Technology Challenges & Learning Design Challenges – Particularly with
Large Scale Sims in Virtual Environments
Changing Organization, Program, Project Dynamics – e.g. Agile PM
31. Thank You!
Lawrence Suda
Palatine Group, Inc.
New York City, NY
Lsuda@thepalatinegroup.com