What Next for Content? : Social Media Week London 2011iCrossing
The fact that content was declared king on the web, and then serially dethroned and reinstated at regular intervals, represents its poor treatment within the marketing mix. What needs to change?
iCrossing's social media & content consultants, along with clients and collaborators, share lessons from their work and thoughts about what is coming next for content strategy. Panel chaired by Antony Mayfield, Senior Social Media Consultant.
Let Me Tell You a Visual Story - iCrossingiCrossing
If you don't have a visual storytelling strategy, then you don't have a storytelling strategy. We now live in an era when visual stories generate more engagement and reach than written content. In "Let Me Tell You a Visual Story," iCrossing's David Deal shares how a visual storytelling strategy has helped iCrossing improve engagement, reach, and visibility in the digital world. His presentation focuses on how iCrossing, a business-to-business brand, shares its culture through visual stories.
Presenter: Dov Jacobson, Managing Director, GamesThatWork
Brains are defended by formidable skulls. You try to introduce your ideas through holes in that skull. The eyes and ears give you access to the brain’s analytic mechanisms. But to reach the problem-solving brain, you must engage the human hand. Learn to design manipulatives to exercise hands-on creative practice.
What Next for Content? : Social Media Week London 2011iCrossing
The fact that content was declared king on the web, and then serially dethroned and reinstated at regular intervals, represents its poor treatment within the marketing mix. What needs to change?
iCrossing's social media & content consultants, along with clients and collaborators, share lessons from their work and thoughts about what is coming next for content strategy. Panel chaired by Antony Mayfield, Senior Social Media Consultant.
Let Me Tell You a Visual Story - iCrossingiCrossing
If you don't have a visual storytelling strategy, then you don't have a storytelling strategy. We now live in an era when visual stories generate more engagement and reach than written content. In "Let Me Tell You a Visual Story," iCrossing's David Deal shares how a visual storytelling strategy has helped iCrossing improve engagement, reach, and visibility in the digital world. His presentation focuses on how iCrossing, a business-to-business brand, shares its culture through visual stories.
Presenter: Dov Jacobson, Managing Director, GamesThatWork
Brains are defended by formidable skulls. You try to introduce your ideas through holes in that skull. The eyes and ears give you access to the brain’s analytic mechanisms. But to reach the problem-solving brain, you must engage the human hand. Learn to design manipulatives to exercise hands-on creative practice.
Completed for a video gaming course at UWM, Dec. 07 taught by Terrence Newell, "Video Gaming and Information Literacy. Assignment was to critique a video game from an educator\'s viewpoint.
A consideration of the role of technology in contemporary Drama Education - delivered as a keynote to the Drama Australia copnference, NIDA, Sydney 2006.
Alternate reality games and video games at the Smithsonian American Art Museum and an interactive art and technology center in Idaho Falls. How games and interactive technologies are shaping our experiences of art and art museums.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
Empathy Games - playing for a better world by Felipe Barcellos (@elvexkidd)Felipe Barcellos
Empathy Games probably won't save the world but it can surely gives us a hand in the right direction on how we can reach realities and contexts that are alien to us, enhancing our empathy. This can lead us to a better understanding of the different realities we can experience as humans.
Presentation for a seminary on the post-graduation course of Electronic Games Development from Universidade do Estado do Amazonas (Manaus, Brazil).
Author: Felipe Barcellos
www.elvexkidd.com
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
The Who, What, When, Where, Why and How of Cross-MediaChristy Dena
A special presentation by Christy Dena for DIYDays: the conference part of the film distribution and discovery festival From Here to Awesome: http://www.DIYDays.com. (BTW: the fonts were not as originally designed -- slideshare reverts fonts it doesn't recognise.)
What's your story? Designing a holistic customer experienceJoyce Hostyn
An experience always exists and always generates an impression, but seldom by design. Silo'd approaches result in fragmented experiences and dissatisfied customers. No wonder only 8% of customers report their experience with a given company was superior.
How can we craft a cross-silo content strategy designed to deliver a superior, holistic, customer experience across all customer touchpoints and all stages of the customer lifecycle?
Intervento di Pietro Polsinelli in Plenary Room - We’ll review Autography’s design as an exemplary case of persuasive application. We will immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We will then contrast it with superficial gamification efforts. We will propose some guidelines for an effective process of cooperative design and process for these complex media productions.
http://mdt-conference.com/applied-persuasive-playful-learning/
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http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
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1. Video Games
as Culture and Experience
Dominique Gerald M. Cimafranca
Computer Studies Division
Ateneo de Davao University
Web: www.villageidiotsavant.com
Twitter: @dcimafranca
2. Sorry for the boring title.
I thought I had to make it
sound impressive.
Because you know. Ateneo.
15. Video games as Fiction
Framework of a story...
….many branches in the narrative
...with multiple possible endings.
Agency – the capacity for action –
in the player.
36. Video Games
as Culture and Experience
Dominique Gerald M. Cimafranca
Computer Studies Division
Ateneo de Davao University
Web: www.villageidiotsavant.com
Twitter: @dcimafranca