Talk given May 11, 2012 at Enriching Scholarship 2012, University of Michigan.
This session will focus on leveraging social media and online gaming to attract more women and other underrepresented groups to engineering professions. The slides contains examples from a Facebook game underdevelopment to illustrate how engineering educators can expose new audiences of potential students to professional engineering skills like leadership, teamwork, and project management.
This document discusses educational game design and describes two games developed for the European Commission's e-Bug project. A platform game was designed for younger children to teach microbiology concepts through gameplay mechanics. A detective game was designed for older children to teach through narrative scenarios. Both games showed some knowledge gains but also highlighted lessons learned, such as the need for user testing to identify interface issues before development is completed.
Today's learners deserve and need...Authentic opportunities to do meaningful work. Today’s tools to get real work done. Opportunities every day, throughout the day to work on personally engaging tasks. Space and resources to work collaboratively, think critically & create. Learning that is enjoyable and yes, fun! The Maker Movement provides all of this and more.
Game Design Course Development Panel at the Foundations of Digital Games Conference held on a Royal Caribbean cruise to Cozumel, Mexico. The panel speakers were Dr. Ken Hoganson, Dr. Cynthia Calongne, Dr. Mario Guimaraes (our mastermind) and Dr. Barbara Truman. Dr. Jing (Selena) He was unable to join us. Slides by Dr. Calongne from her games and simulation design classes with Dr. Andrew Stricker at Colorado Technical University.
Nikki Navta - Teaching Game Design in the ClassroomSeriousGamesAssoc
Presenter: Nikki Navta, CEO, Zulama
Your students all want to play games. And make games. How do you know if playing and making games is educational? How can you assess student achievement?
Examination of how playing and building games satisfies State and Common Core Standards, develops 21st Century Skills, and promotes higher-order Blooms Taxonomy, as well as how you can use rubrics to assess project-based learning such as building game boards and completing web quests.
This document discusses using games to address wicked problems. It defines wicked problems as difficult to solve due to ambiguous, changing conditions with diverse perspectives. Examples include climate change and social injustice. Games can help by stimulating problem solving, strategy, and collaboration. The document outlines designing games through defining the problem, identifying genres, exploring mechanics and story, integrating elements, and evaluating outcomes. It provides examples of game genres, components, and tactics like social media that could engage global participation in crowdsourcing solutions. The goal is designing games that address problems in novel ways through trial and error.
This presentation is part of a 4 hours workshop called "Innovation Workshop –Games and Reality". During the workshop students from the Recanati School of business in Tel Aviv University thought of games and startup related games ideas and "fought" against each other discovering if their idea has a chance to become the great big next hit.
I really liked some of the ideas, for example: a game you need to run in real life in order to "charge" your character in the game. A game you "scan" your real pet and play with it in a virtual world, including a virtual dog fight with real dogs . A real cart driving game you play wearing Google glass. The glass allows you to see virtual power ups or virtual avatars to enhance your driving experience (did someone say zombies)
For me the workshop was really fun. I hope the students had fun as well and I do hope some of these ideas will become actual games.
Luis de Marcos Ortega from the University of Alcalá gave a presentation on gamifying applications to motivate users and encourage engagement. He discussed how games can be used as learning tools and outlined elements of gamification like points, badges, and leaderboards. Examples of gamified apps like Foursquare and Nike+ were presented. The presentation covered the gamification process, focusing on understanding player styles and intrinsic motivation. While gamification has potential, it also faces criticism like replacing meaningful engagement with meaningless points systems. Overall, gamification aims to find fun in tasks by involving players and focusing on autonomy, competence and relatedness.
Games for learning & Role Play ScenariosPaul Pivec
This document discusses research on the effectiveness of game-based learning. It summarizes various studies that have found mixed results about games stimulating learning. Some studies found games can develop skills like strategic thinking while others found no significant learning differences compared to traditional methods. The document also notes learners prefer games that are fun, collaborative, and relevant to learning objectives. Game-based learning works best when games are well-designed for learning goals and used as a supplemental tool in a classroom environment rather than replacement for teachers.
This document discusses educational game design and describes two games developed for the European Commission's e-Bug project. A platform game was designed for younger children to teach microbiology concepts through gameplay mechanics. A detective game was designed for older children to teach through narrative scenarios. Both games showed some knowledge gains but also highlighted lessons learned, such as the need for user testing to identify interface issues before development is completed.
Today's learners deserve and need...Authentic opportunities to do meaningful work. Today’s tools to get real work done. Opportunities every day, throughout the day to work on personally engaging tasks. Space and resources to work collaboratively, think critically & create. Learning that is enjoyable and yes, fun! The Maker Movement provides all of this and more.
Game Design Course Development Panel at the Foundations of Digital Games Conference held on a Royal Caribbean cruise to Cozumel, Mexico. The panel speakers were Dr. Ken Hoganson, Dr. Cynthia Calongne, Dr. Mario Guimaraes (our mastermind) and Dr. Barbara Truman. Dr. Jing (Selena) He was unable to join us. Slides by Dr. Calongne from her games and simulation design classes with Dr. Andrew Stricker at Colorado Technical University.
Nikki Navta - Teaching Game Design in the ClassroomSeriousGamesAssoc
Presenter: Nikki Navta, CEO, Zulama
Your students all want to play games. And make games. How do you know if playing and making games is educational? How can you assess student achievement?
Examination of how playing and building games satisfies State and Common Core Standards, develops 21st Century Skills, and promotes higher-order Blooms Taxonomy, as well as how you can use rubrics to assess project-based learning such as building game boards and completing web quests.
This document discusses using games to address wicked problems. It defines wicked problems as difficult to solve due to ambiguous, changing conditions with diverse perspectives. Examples include climate change and social injustice. Games can help by stimulating problem solving, strategy, and collaboration. The document outlines designing games through defining the problem, identifying genres, exploring mechanics and story, integrating elements, and evaluating outcomes. It provides examples of game genres, components, and tactics like social media that could engage global participation in crowdsourcing solutions. The goal is designing games that address problems in novel ways through trial and error.
This presentation is part of a 4 hours workshop called "Innovation Workshop –Games and Reality". During the workshop students from the Recanati School of business in Tel Aviv University thought of games and startup related games ideas and "fought" against each other discovering if their idea has a chance to become the great big next hit.
I really liked some of the ideas, for example: a game you need to run in real life in order to "charge" your character in the game. A game you "scan" your real pet and play with it in a virtual world, including a virtual dog fight with real dogs . A real cart driving game you play wearing Google glass. The glass allows you to see virtual power ups or virtual avatars to enhance your driving experience (did someone say zombies)
For me the workshop was really fun. I hope the students had fun as well and I do hope some of these ideas will become actual games.
Luis de Marcos Ortega from the University of Alcalá gave a presentation on gamifying applications to motivate users and encourage engagement. He discussed how games can be used as learning tools and outlined elements of gamification like points, badges, and leaderboards. Examples of gamified apps like Foursquare and Nike+ were presented. The presentation covered the gamification process, focusing on understanding player styles and intrinsic motivation. While gamification has potential, it also faces criticism like replacing meaningful engagement with meaningless points systems. Overall, gamification aims to find fun in tasks by involving players and focusing on autonomy, competence and relatedness.
Games for learning & Role Play ScenariosPaul Pivec
This document discusses research on the effectiveness of game-based learning. It summarizes various studies that have found mixed results about games stimulating learning. Some studies found games can develop skills like strategic thinking while others found no significant learning differences compared to traditional methods. The document also notes learners prefer games that are fun, collaborative, and relevant to learning objectives. Game-based learning works best when games are well-designed for learning goals and used as a supplemental tool in a classroom environment rather than replacement for teachers.
This document discusses what can be learned from computer games. It begins by asking the audience about their favorite games and what they enjoyed about them. It then lists 21st century skills like creativity, problem solving, and collaboration that can be learned from games. The document discusses how games are motivating and universal. It provides examples of constructive, creative, complex, and collaborative games that teach these skills like Lego Digital Designer, Professor Layton, and Spore. It concludes by stating that games must be constructive, creative, complex, collaborative, and most importantly, fun.
Presented in Gamers in Society seminar in Tampere, Finland (spring 2007). Mainly about introducing phenomenon of casual games and terminology for studying the casual IN games phenomenon.
User Experiences of Game Idea Generation Gamesaakoo
The document summarizes research on using game-based idea generation tools and techniques to help game developers come up with new game ideas. Several workshops were held where tools like card games were tested. The most popular tool allowed combining verb, noun and adjective cards. Overall the game-based tools were found to be inspiring and fun to use, generating many new game ideas. However, some tools were more complex and inefficient than others. Future work could involve refining tools and exploring their use at different stages of the game design process.
This document summarizes a study on casual games conducted by researchers from the University of Tampere. The study examined definitions and discussions around casual games, analyzed over 60 casual games, and surveyed casual game players. Key findings included the wide range of meanings associated with "casual", differences between casual game players and hardcore gamers, and the potential future of casual multiplayer mobile games. The researchers concluded that designing casual game experiences requires considering many related factors beyond just gameplay.
Gamification and GBL Presentation to UnitecPaul Pivec
The document discusses game-based learning and the potential of digital games for education. It summarizes several related studies that found games can develop skills and motivate learning when designed appropriately. However, teachers need support in choosing games and integrating them into lessons. The document proposes resources and training to help teachers understand how games can supplement traditional teaching and promote quality learning.
Presentation delivered by Daniel Livingstone, Glasgow School of Art at the Still Game to Learn event organised by College Development Network, 9th December, 2016.
This document summarizes a presentation about using visual tools and innovation games to help teams get on the same page and solve problems collaboratively. It introduces concepts like mind mapping, card sorting, wireframing and games like cover story and sailboat analysis to help teams build shared understanding, gather requirements, define visions and analyze challenges in a structured yet participatory way. The presentation emphasizes the value of these techniques in involving people, providing alternative structures to traditional meetings and facilitating consensus building.
Using Gamification in Startups - Now you’re playing with powerDudi Peles
Some of the most successful startups are using gamifiaction. How do they do it? Is that their key for success? How can you implement gamification in your startup?
The document summarizes research into game ideation practices. It finds that game ideas often arise from solitude and are developed by sharing them with others. Informal practices like seeking inspiration from various sources are common, while formal techniques like brainstorming can present challenges. Game ideas range from short concepts to detailed designs, and selecting and evaluating ideas is difficult. Education and acknowledging organic practices could help ideation.
The document discusses how digital game making in the classroom can promote higher-order learning. It notes that today's students are growing up in a world where computers will be vastly more powerful and that students need skills like problem solving, collaboration, and knowledge construction. The document argues that game making allows students to develop these skills by selecting and transforming information to construct new ideas and concepts. It also suggests that game making promotes cognitive, metacognitive, and affective development in students.
The document describes a camp that focuses on robotics, virtual reality, and gaming. Students will learn about robot design and programming, experience virtual reality to visit different places, and take their ideas to create video games. The camp aims to develop students' skills in areas like critical thinking, teamwork, and STEM learning in a fun, hands-on way through interactive projects and activities using different technologies.
This document discusses serious games and their benefits, particularly for women. It outlines how serious games can incorporate elements like backstories, rules and graphics to create an immersive learning experience while improving skills like problem-solving, memory and strategic thinking. The document presents examples of serious games used in K-12 education, medical training, higher education, vocational training and language learning that address topics like science, employment for those on the autism spectrum, and Chinese culture. It acknowledges gender stereotypes in games and how mobile games are growing as a platform. In the conclusion, it prompts the reader to discuss the audience, goal and learning potential of an example game.
Game based learning ppt presentation - final projectRobin Lemire
The document discusses game-based learning in early childhood education. It argues that play is important for early childhood development and that game-based learning can be an effective educational tool. Game-based learning uses digital games and virtual environments to engage students and help them learn while having fun. The document reviews research showing that game-based learning leads to better educational outcomes than traditional methods alone. It also examines the diffusion and adoption of educational games and virtual worlds in early childhood classrooms over time.
The document discusses using video games for educational purposes. It provides an overview of the potential benefits and concerns of using video games in classrooms. Some benefits discussed include engaging students, developing various skills and intelligences, and supporting different learning styles. However, concerns include potential negative impacts on behavior. The document also examines theoretical frameworks that can inform teaching with video games and how games support various learning theories.
Educational Games Design (STEG10 Keynote)David Farrell
The document discusses educational game design and summarizes key points from a presentation. It describes how educational games can model learning outcomes through game mechanics to provide deep learning. Two games from the e-Bug project are highlighted: a platform game for younger children about good and bad microbes, and a detective game for older children involving a sick character. The platform game was more successful due to extensive playtesting, while the detective game had usability issues from insufficient testing and a confusing phone interface metaphor.
The document provides an overview of serious games, which are games designed for purposes beyond pure entertainment such as learning, health, and social change. It discusses what serious games are according to experts in the field like Henry Jenkins, describes different genres of serious games, and provides tips on how to use serious games in the classroom or for other purposes. Sample serious games are also listed and available for readers to test out.
This document discusses what can be learned from computer games. It begins by asking the audience about their favorite games and what they enjoyed about them. It then lists 21st century skills like creativity, problem solving, and collaboration that can be learned from games. The document discusses how games are motivating and universal. It provides examples of constructive, creative, complex, and collaborative games that teach these skills like Lego Digital Designer, Professor Layton, and Spore. It concludes by stating that games must be constructive, creative, complex, collaborative, and most importantly, fun.
Presented in Gamers in Society seminar in Tampere, Finland (spring 2007). Mainly about introducing phenomenon of casual games and terminology for studying the casual IN games phenomenon.
User Experiences of Game Idea Generation Gamesaakoo
The document summarizes research on using game-based idea generation tools and techniques to help game developers come up with new game ideas. Several workshops were held where tools like card games were tested. The most popular tool allowed combining verb, noun and adjective cards. Overall the game-based tools were found to be inspiring and fun to use, generating many new game ideas. However, some tools were more complex and inefficient than others. Future work could involve refining tools and exploring their use at different stages of the game design process.
This document summarizes a study on casual games conducted by researchers from the University of Tampere. The study examined definitions and discussions around casual games, analyzed over 60 casual games, and surveyed casual game players. Key findings included the wide range of meanings associated with "casual", differences between casual game players and hardcore gamers, and the potential future of casual multiplayer mobile games. The researchers concluded that designing casual game experiences requires considering many related factors beyond just gameplay.
Gamification and GBL Presentation to UnitecPaul Pivec
The document discusses game-based learning and the potential of digital games for education. It summarizes several related studies that found games can develop skills and motivate learning when designed appropriately. However, teachers need support in choosing games and integrating them into lessons. The document proposes resources and training to help teachers understand how games can supplement traditional teaching and promote quality learning.
Presentation delivered by Daniel Livingstone, Glasgow School of Art at the Still Game to Learn event organised by College Development Network, 9th December, 2016.
This document summarizes a presentation about using visual tools and innovation games to help teams get on the same page and solve problems collaboratively. It introduces concepts like mind mapping, card sorting, wireframing and games like cover story and sailboat analysis to help teams build shared understanding, gather requirements, define visions and analyze challenges in a structured yet participatory way. The presentation emphasizes the value of these techniques in involving people, providing alternative structures to traditional meetings and facilitating consensus building.
Using Gamification in Startups - Now you’re playing with powerDudi Peles
Some of the most successful startups are using gamifiaction. How do they do it? Is that their key for success? How can you implement gamification in your startup?
The document summarizes research into game ideation practices. It finds that game ideas often arise from solitude and are developed by sharing them with others. Informal practices like seeking inspiration from various sources are common, while formal techniques like brainstorming can present challenges. Game ideas range from short concepts to detailed designs, and selecting and evaluating ideas is difficult. Education and acknowledging organic practices could help ideation.
The document discusses how digital game making in the classroom can promote higher-order learning. It notes that today's students are growing up in a world where computers will be vastly more powerful and that students need skills like problem solving, collaboration, and knowledge construction. The document argues that game making allows students to develop these skills by selecting and transforming information to construct new ideas and concepts. It also suggests that game making promotes cognitive, metacognitive, and affective development in students.
The document describes a camp that focuses on robotics, virtual reality, and gaming. Students will learn about robot design and programming, experience virtual reality to visit different places, and take their ideas to create video games. The camp aims to develop students' skills in areas like critical thinking, teamwork, and STEM learning in a fun, hands-on way through interactive projects and activities using different technologies.
This document discusses serious games and their benefits, particularly for women. It outlines how serious games can incorporate elements like backstories, rules and graphics to create an immersive learning experience while improving skills like problem-solving, memory and strategic thinking. The document presents examples of serious games used in K-12 education, medical training, higher education, vocational training and language learning that address topics like science, employment for those on the autism spectrum, and Chinese culture. It acknowledges gender stereotypes in games and how mobile games are growing as a platform. In the conclusion, it prompts the reader to discuss the audience, goal and learning potential of an example game.
Game based learning ppt presentation - final projectRobin Lemire
The document discusses game-based learning in early childhood education. It argues that play is important for early childhood development and that game-based learning can be an effective educational tool. Game-based learning uses digital games and virtual environments to engage students and help them learn while having fun. The document reviews research showing that game-based learning leads to better educational outcomes than traditional methods alone. It also examines the diffusion and adoption of educational games and virtual worlds in early childhood classrooms over time.
The document discusses using video games for educational purposes. It provides an overview of the potential benefits and concerns of using video games in classrooms. Some benefits discussed include engaging students, developing various skills and intelligences, and supporting different learning styles. However, concerns include potential negative impacts on behavior. The document also examines theoretical frameworks that can inform teaching with video games and how games support various learning theories.
Educational Games Design (STEG10 Keynote)David Farrell
The document discusses educational game design and summarizes key points from a presentation. It describes how educational games can model learning outcomes through game mechanics to provide deep learning. Two games from the e-Bug project are highlighted: a platform game for younger children about good and bad microbes, and a detective game for older children involving a sick character. The platform game was more successful due to extensive playtesting, while the detective game had usability issues from insufficient testing and a confusing phone interface metaphor.
The document provides an overview of serious games, which are games designed for purposes beyond pure entertainment such as learning, health, and social change. It discusses what serious games are according to experts in the field like Henry Jenkins, describes different genres of serious games, and provides tips on how to use serious games in the classroom or for other purposes. Sample serious games are also listed and available for readers to test out.
Dr. Scott Nicholson. Level up! game design programs in libraries, abqla2015abqlaConference
This document discusses game design programs that can be implemented in libraries. It explains that game creation benefits learning by being an active process that teaches skills like programming, storytelling, and design thinking. Libraries are a good place for these programs because they engage people with library resources and bring diverse groups together. The document provides examples of digital and analog game formats and considerations for organizing game design workshops and working with schools. It concludes by sharing resources for learning more about game design education.
This document outlines a teacher games literacy project conducted over 4 days. The project aimed to help teachers understand games through playing physical games, designing games, and learning about game mechanics. Each day covered different topics like types of fun, prototyping, and pitching games. Teachers experimented with games, reflected on their experiences, and considered how rules and fiction intersect in games. Students also participated on the last day by designing and pitching their own games. The project helped bring teachers and students together and showed that teachers already have strong games literacy skills.
This represents a 2-hour training for instructors of Quest2Teach, consisting of a 1-hour overview of the individual games, theory, Nexus, Network, Teacher Toolkit, research findings, and best ecology for implementation of these games. This is followed by a 1-hr facilitated gameplay by the instructors where they follow the curricula guides, login and play the games, create an avatar, navigate the virtual worlds, and post reflections in the network, just as their students will do.
This document provides an overview of gamification and how it can be used in education. It defines gamification as using game mechanics and principles to engage students and make learning fun. Examples of game elements that can be used include badges, levels, achievements and points to reward students for their successes. Research shows that gamification improves student achievement and allows students to take more risks. The document then discusses various game frameworks and elements that can be implemented, as well as examples of existing educational games and apps that can be utilized, such as ClassDojo, Kahoot and Brainscape. It concludes with tips on how to design gamified lessons and apply game dynamics to classroom instruction.
Digital game-based learning (DGBL) incorporates educational content into video games to engage learners by drawing on constructivist learning theory. DGBL mirrors how the human brain learns through experiences and simulations, providing motivation and fun for 21st century learners. While some educators have misconceptions that games are too violent, a waste of time, or don't align with curriculum, the document provides strategies for finding appropriate browser-based instructional games to incorporate into lessons.
This document discusses different approaches to educational design, including analyzing learner profiles, setting learning objectives, and selecting appropriate delivery methods. It describes strengths and weaknesses of various delivery methods such as print resources, multimedia resources, internet resources, simulations/games, and video games. It provides examples of educational games and explains why games can effectively engage learners.
This presentation discusses the use of serious gaming as a practical learning tool, especially or the millennial generation. It informs viewers on what serious games look like and what characteristics successful serious games have. You can visit GSE Systems at gses.com and on Twitter @GSESystems
This document discusses instructional blogs and games. It defines educational weblogs as websites that allow authors to instantly publish to the internet. Educational games are defined as computer-controlled games played for instructional purposes. The document outlines several educational advantages of blogs in schools such as engaging students, promoting critical thinking, and increasing access to information. It also discusses features of educational computer games like multimedia, choices, and motivation for users. The document concludes that games can play an important role in learning when designed based on cognitive learning theory.
My slides from the workshop I tutored at the MindTrek 2009 conference in Finland. The workshop showcases methods and findings that will be published in my forthcoming book on social games.
How Student Game Designers Design Learning into GamesCharlotteLarke
This investigation examined how to support students in creating learning designs for specific learning goals in analogue and digital games as a means of learning. The study also explored the learning trajectories that emerged in the digital games created by the student learning-game designers. The DBR study was developed through three iterations over two years, involving teachers and students in co-design processes. Together with the teachers, an overall learning design supported the learning process for students by inviting them to be their own learning designers as they designed digital learning games for specific learning goals in cross-disciplinary subject matters. The findings were that the students succeeded in developing and implementing specific learning goals in their games. The students also developed learning trajectories through the games by designing various learning and evaluation opportunities for the player/learner playing the game.
Games Learning Society Conference, Madison, Wisconsin. August 2016
This document outlines the syllabus and weekly schedule for a course on gaming and media design for learning, including assignments such as designing a digital game, analyzing existing educational games, and discussing how games can be incorporated into classroom instruction. It introduces concepts like digital game-based learning and Bloom's Digital Taxonomy, and provides examples of existing educational games that teach various subjects in an engaging way through gameplay.
Workshop with Carolyn Chandler and Jason Ulaszek. Experience design and game design have a lot in common, and the two worlds continue to come together. It's no wonder - we've all been playing games for millenia, to learn and grow or to get through tough challenges. So how can you incorporate the positive aspects of a game into the experiences you're designing for your customers? Learn more about basic game mechanics, and how they've been used to motivate learning, promote action, and prepare players (like your users) for complex scenarios.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
🔥🔥🔥🔥🔥🔥🔥🔥🔥
إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
💀💀💀💀💀💀💀💀💀💀
تتميز هذهِ الملزمة بعِدة مُميزات :
1- مُترجمة ترجمة تُناسب جميع المستويات
2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
3- دقة الكتابة والصور عالية جداً جداً جداً
4- هُنالك بعض المعلومات تم توضيحها بشكل تفصيلي جداً (تُعتبر لدى الطالب أو الطالبة بإنها معلومات مُبهمة ومع ذلك تم توضيح هذهِ المعلومات المُبهمة بشكل تفصيلي جداً
5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
كل التوفيق زملائي وزميلاتي ، زميلكم محمد الذهبي 💊💊
🔥🔥🔥🔥🔥🔥🔥🔥🔥
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
How Barcodes Can Be Leveraged Within Odoo 17Celine George
In this presentation, we will explore how barcodes can be leveraged within Odoo 17 to streamline our manufacturing processes. We will cover the configuration steps, how to utilize barcodes in different manufacturing scenarios, and the overall benefits of implementing this technology.
1. Using Social Media to Teach
Engineering Process
Bruce R. Maxim, Margaret Turton &
Wassim M. Nahle
1
2. Background
• We need more young people to consider
studying engineering in college
• Boys interested in games often pursue other
computing activities including programming
• Computer game playing can provide girls with
positive problem-solving experiences that may
result in better computer science grades
• Of course there are some concerns that game
playing can promote aggression and gender
stereotyping
2
3. Background
(Madeline Kunin – Huffington Post)
• If more video games were created by women
violence and violence against women in video
games might be reduced
• Computer science is one avenue for women to
enter the game field, yet enrollment seems to be
falling
• Boys are introduced to games by playing them,
when women create games girls may be more
likely to be attracted to games and computer
science
3
4. Background
• Problem-based and project-based learning
methods are conducive to acquiring social and
interpersonal skills which are valuable in the
work place
• Project-based learning may also be helpful in
increasing gender diversity in engineering
programs
• Diverse teams which solicit viewpoints from its
members may be able to create products for
broader markets than those that do not
4
5. Background
• Females enjoy computing activities that are both
social an collaborative
• Engineering provides many design and creative
elements, often not recognised by people outside of
the field
• 55% of all social gamers in the United States are
female
• While only 6% of all social gamers are under the age
of 21, that is still a substantial number of potential
players (Zynga games have 5M users each month)
5
6. Girls and Commercial Games
(Tobi Saulnier 1st Playable Productions)
• Girls like to customize their avatars and do not to
see them destroyed
• Girls like relatable dilemmas in games
• Girls do not like sequels
• Girls are buying games that variations of
traditional real life play
• It is impossible to ignore societal pressure
(nurturance, family, friends)
• Might be good to look at themes present in the
books girls read
6
7. Girls’ Literature Themes
(Tobi Saulnier 1st Playable Productions)
• Earning accomplishments
• Overcoming obstacles
• Solving real problems
• Becoming independent
• Friendship dilemmas
• Pesky siblings
• Boys as friends
7
8. Serious Games
• Serious games make use of the artistic medium of
games, to deliver a message, teach a lesson, or
provide an experience
• Games (unlike virtual worlds) have stated objectives
and rules for attaining the objectives
• Game mechanics are rules and user actions designed
to produce the gameplay
8
9. Immersion
• Immersion in simulated environments can increase
learning speed and retention for some tasks
• Computer games can engage students for hours,
while classroom activities may only hold their
attention for 15 minutes
• Of course some people feel game playing can
become additictive
9
10. Game Playing Motivations
• Competition
• Challenge
• Social Interaction (professional skills, social
outcomes)
• Diversion (passing time, relieving boredom)
• Fantasy (escaping reality by immersion)
• Knowledge application (sports)
• Sense of Control (over environment and players)
• Acquiring motor skills (gesture –based game play)
10
11. Attitudes
• There has been some research that students attitudes
toward learning can affect their cognitive development
• It is our belief that changing student attitudes towards
the field of engineering is essential to pursuing it as a
career
• Preliminary data collected from high school students
attending CIS events suggest that it may be possible
to improve student attitudes towards considering
computing as a career
11
12. Approach
• Our general approach is to have UM-Dearborn
students create an engineering process game
• The goal of the game is to expose a large number of
technologically savvy young adults to this game on
Facebook
• Our vision is to build a community of virtual engineers
who can make and collaborate with friends around
the globe
• Analytics collected during game play may provide us
with insights into what types of engineering activities
that are attractive to young people
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13. Game Concept
• We want people to experience the richness the
engineering profession by participating in a game
experience.
• A major goal of this game is to expose players to the
engineering design process by introducing concepts
such as design, leadership, teamwork, planning, and
management.
• We want to emphasize engineering as a collaborative
profession where practitioners use their creativity to
helping people by designing useful artifacts
14. Game Premise
• Strategy-based Facebook game aimed at young
adults.
• Goal of this game is to expose players to the
engineering design process by introducing concepts
such as design, leadership, teamwork, planning, and
management.
• The task at hand for player is to take the reigns as a
project manager.
15. About the Game
• The primary game audience is students in high school
and the first two years of college
• We are working to make this game a female friendly
game that will be attractive to all students
• We want to expose game players to activities in fields
like Software Engineering and Mechanical
Engineering, but also Math, and Science.
16. Game Features
• Engineering Design Process
• Trading with other Players via Auctions
• Avatar Customization
• Facebook Integration
• Persistent Data
• Team Management
• Time Management
• Budget Management
• Designing, Testing, Managing Projects
• Marketplace to buy parts and services
17. Gameplay Objectives
• Increase player Character’s Level to unlock more
artifact construction projects.
• Build up your colony by completing artifacts.
• Increase your knowledge of STEM content by
completing mathematics and science challenges.
• Develop your personal project management skills
(people, budget, time).
18. Story and Narrative
• Back story
• The player is asked to manage several projects involving
building a rocket ship to travel from Earth to colonize
another planet. Once on the planet several engineering
projects will need to be completed to survive on the
planet.
• Plot Elements
• Guide the player along in the tutorial level. Provide
suggestions on projects and tasks to undertake.
• Game Progression
• Like many Facebook games. Increase your level, finish
tasks, complete projects, etc.
19. Characters
• Player Avatars
• Unique to each player (multiplayer game play possible)
• Non-Player Characters
• AI players to allow one person play
• Teacher
• Guides you through the tutorial level and introduces
features added to new levels
20. Player Role
• Player serves as a project manager during the tutorial
level and leads a team to test and repair a rocket.
• Once the rocket is completed players set off to their
new colony to lead teams and manage projects that
produce a successful colony.
• Players can focus on their own colonies or try and
help other player’s with their colonies by selling,
trading, or working for/with them.
21. Game Mechanics
• Genre: Strategy Social Network Game
• simulation, educational, role play game
• Movement
• Point and click.
• Path adjusted at time of click using A* algorithm.
• Automatic collision avoidance.
• Economy
• Player will have a base income per day.
• Different artifacts will increase money in different ways.
• Player can supplement income by selling items and by working on
other players projects.
• Ideally project completion will be more important to students than
dollars earned (affects reputation, experience, leadership, etc.)
23. User Interface Elements
• Graphical User Interface
• Player Information
• Chat System
• Join / leave text-based chat
• Private messaging
• View Inventory
• View Market
• View Projects
• Tutorial Training Level
• Adaptive Help System
24. Game Architecture
• The game is extensible in nature with the idea that
other features and levels can be added at a later time.
• The game will be created for and playable on
Facebook.
• The primary language used to create this game will
be Actionscript 3.0 utilizing the Flixel Engine.
• Playerio will handle much of the interaction between
players and any persistent data needed to be saved.
26. Game Subsystems
• Avatar Creation – name, gender, ethnicity,
clothing, job family
• Project Management – the main user screen
allows players to select and manage projects
• Team Management – team members hired based
on skill set, cost, availability
• Communication – allows players to hire or fire
team members, as well as barter for goods
• Marketplace – interfaces with player inventory,
items or NPC’s can be purchased
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27. Starting the Game
Create an avatar of either
gender. You can set the
characters appearance and job
family.
49. Current Status
• We have created a first playable game prototype
• The game has tutorial construction task, two
artifact construction tasks, and two mini games
to allow skill upgrades
• The game is undergoing internal testing on
Facebook
• We are planning to begin the next iteration
January 2013
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50. Next Steps
• Create math and science content modules
• Richer set of artifacts to address need for
broader gender appeal
• Make the AI characters active participants in the
project builds
• Make actions of online friends visible in the
game environment
• Make use of younger guide, perhaps keyed to
the gender of the player avatar or allow choice of
guide from list
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51. Next Steps
• Create project authoring system to allow addition
of focused sequences of engineering products
by non-programmers
• Switch to Unity 3D or as a game engine and look
at tablet delivery options
• Use Facebook (or another social media product)
to promote the game and develop the
community
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52. Contact Information
• Email:
bmaxim@umich.edu or Mturton@Holmes.edu.au or
wnahle@umd.umich.edu
• Web Site:
http://gamelab.cis.umd.umich.edu
• Software Developers:
Elizabeth Beddow, Devon Modlin, Eric Tucker, Ben Catt
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