Slides for my presentation at "Retrofuturo - Independent Game Culture Festival" event in Milan on the 28th of February 2016.
http://www.playing.vg/news/blog/retrofuturo-indeculture-festival/?noredirect=en-US
The Playable Museum - Building the Museum of FutureFabio Viola
Museums are extraordinary time machines for travelling into the past, but what about the Present and, above all, the Future? Museum should be the place for creators and entrepreneurs from all around the world, the hose for those can imagine and design the future.
Now you can take action by playing our Endanger! game series to end Endangered Species from extinction. Endanger! is the first 3D VR/mobile/PC game to virtually and socially find & save endangered species and their habitats. Save Edu the Elephant before the poachers kill him and cut his ivory tusks off his dead body. Get him to the rescue center. Post your leaderboard score and save elephants from extinction with our social platform.
Experience Elephant and Panda habitat loss and poachers traps from the animal’s point of view, immersing in Savannas, Forests and Jungles, around the planet. Our mission is to engage and immerse players in conservation and eco-branding while having fun with green planet issues.
Today video games represent an important cultural and artistic expression; they have entered the permanent collections of museums (MOMA), videogames museum are born (Computerspiele Museum in Berlin) and they are an embody evidence of new intangible heritage.
Furthemore they represent an extraordinary tool to support cultural policies (audience development, audience engagement, audience activism...)
Social media expert Roger Harris outlines a view of gaming from the perspective of the changing world of social media. This presentation was given at the Triangle Gaming Conference, May 30, 2009.
The Playable Museum - Building the Museum of FutureFabio Viola
Museums are extraordinary time machines for travelling into the past, but what about the Present and, above all, the Future? Museum should be the place for creators and entrepreneurs from all around the world, the hose for those can imagine and design the future.
Now you can take action by playing our Endanger! game series to end Endangered Species from extinction. Endanger! is the first 3D VR/mobile/PC game to virtually and socially find & save endangered species and their habitats. Save Edu the Elephant before the poachers kill him and cut his ivory tusks off his dead body. Get him to the rescue center. Post your leaderboard score and save elephants from extinction with our social platform.
Experience Elephant and Panda habitat loss and poachers traps from the animal’s point of view, immersing in Savannas, Forests and Jungles, around the planet. Our mission is to engage and immerse players in conservation and eco-branding while having fun with green planet issues.
Today video games represent an important cultural and artistic expression; they have entered the permanent collections of museums (MOMA), videogames museum are born (Computerspiele Museum in Berlin) and they are an embody evidence of new intangible heritage.
Furthemore they represent an extraordinary tool to support cultural policies (audience development, audience engagement, audience activism...)
Social media expert Roger Harris outlines a view of gaming from the perspective of the changing world of social media. This presentation was given at the Triangle Gaming Conference, May 30, 2009.
These slides presented at "Replaying Japan 2015" on 22th May explains the characteristics of Doujin Game developers in Japan, by analyzing interviews with 76 Doujin game developers.
'Killer Games' VS 'We Will Fund Violence' The Perception of Digital Games an...Jens
A snapshot of my thesis on why Germans and Australians perceive mass culture differently (including digital games). Some important parts are missing but it should still give you a clue of the approach and general direction of the thesis.
Games and Learning Indaba (Johannesburg)Steve Vosloo
A short presentation given at the Games and Learning Indaba in Johannesburg, that includes feedback from the 2008 Games, Learning and Society and ED-MEDIA conferences. In this presentation are broad themes related to digital game-based learning.
Archeology & Museums: Engaging visitors with GamificationFabio Viola
Games and Gamification will have a strong impact on the future of archeology and museums. Adding engagement in the visitor flow changes dramatically the engagement and retention curve bringing to the museums the new generations.
Fabio Viola, gamification designer, explains the profound social and technological changes in the last 10 years and several case historyes.
BACK TO THE FUTURE GAETTS August E-NewletterDavid Wortley
BACK TO THE FUTURE
Welcome to the GAETSS August 2016 E-Newsletter. I have given this newsletter a “BACK TO THE FUTURE” title because so many of the pieces included this month have a historical context, especially the archived “Radio with Pictures Show” recordings which, considering that they were produced 14 years ago, would still be regarded today as pushing the boundaries of communication technology in the seamless combination of radio, telephony and web conferencing.
This mail version of the Newsletter is a text only version and I recommend viewing the full version of the newsletter at http://www.davidwortley.com/16-08%20GAETSS%20Newsletter.pdf
Pokemon and Mixed Reality, Ian Livingstone Academies,
Radio with Pictures Show Community Media Archives,
Thaisim 2016 Games and Simulations for Learning,
Revolutionary Learning 2016, Blockchains and BitCoins in Education
Drones and 360 degree Video, Impact of Machine Learning and AI on Society,
World of Health IT Conference and European Chapter of ISDM,
The Future of Digital Medicine in the Aging Society, Upcoming Events.
A University Imaginarium: are you game?Jonathan Shaw
A University Imaginarium: are you game?
Keynote presentation for Creative Culture Gamification Seminar 2018
Hosted by UNIMAS, Malaysia, 12th December 2018
CREATIVECULTURE is proud to bring you the GAMIFICATION in LEARNING SEMINAR 2018. Hosted at our brand new gamification lab myCapsule at the Faculty of Computer Science & Information Technology, UNIMAS on 12 December 2018.
The seminar presents ideas about playful and gameful learning, to extend formal engagement methods in teaching. Gameful learning experience promotes lifelong learning, and reshapes thinking about learning for 21st century knowledge economies and open societies. The seminar taps into playful inspirations of existing traditional games played by various cultures in Sarawak and all around the globe.
In the workshop, participants will develop playful solutions to address serious challenges, themes and topics. Two keynote speakers will speak about gamification of learning, from perspectives and experiences in the UK, the US and in Malaysia. Success stories by teachers who have used gamification in their own classrooms will also be presented at the seminar.
This event is open to public. Teachers, instructors, trainers, and lecturers will find contents of the seminar relevant to their professional development as educators. You may refer to the attached flyer for more information about the event.
http://mycapsule.my
The Brief
1. Create a powerful concept for a serious game to raise awareness of child trafficking
2. Plan a promotional strategy, covering audience, platforms and brand communication.
3. Ensure that the 'client', U2 (an Irish rock band with a history of campaigning on social issues) is also promoted and highlighted.
These slides presented at "Replaying Japan 2015" on 22th May explains the characteristics of Doujin Game developers in Japan, by analyzing interviews with 76 Doujin game developers.
'Killer Games' VS 'We Will Fund Violence' The Perception of Digital Games an...Jens
A snapshot of my thesis on why Germans and Australians perceive mass culture differently (including digital games). Some important parts are missing but it should still give you a clue of the approach and general direction of the thesis.
Games and Learning Indaba (Johannesburg)Steve Vosloo
A short presentation given at the Games and Learning Indaba in Johannesburg, that includes feedback from the 2008 Games, Learning and Society and ED-MEDIA conferences. In this presentation are broad themes related to digital game-based learning.
Archeology & Museums: Engaging visitors with GamificationFabio Viola
Games and Gamification will have a strong impact on the future of archeology and museums. Adding engagement in the visitor flow changes dramatically the engagement and retention curve bringing to the museums the new generations.
Fabio Viola, gamification designer, explains the profound social and technological changes in the last 10 years and several case historyes.
BACK TO THE FUTURE GAETTS August E-NewletterDavid Wortley
BACK TO THE FUTURE
Welcome to the GAETSS August 2016 E-Newsletter. I have given this newsletter a “BACK TO THE FUTURE” title because so many of the pieces included this month have a historical context, especially the archived “Radio with Pictures Show” recordings which, considering that they were produced 14 years ago, would still be regarded today as pushing the boundaries of communication technology in the seamless combination of radio, telephony and web conferencing.
This mail version of the Newsletter is a text only version and I recommend viewing the full version of the newsletter at http://www.davidwortley.com/16-08%20GAETSS%20Newsletter.pdf
Pokemon and Mixed Reality, Ian Livingstone Academies,
Radio with Pictures Show Community Media Archives,
Thaisim 2016 Games and Simulations for Learning,
Revolutionary Learning 2016, Blockchains and BitCoins in Education
Drones and 360 degree Video, Impact of Machine Learning and AI on Society,
World of Health IT Conference and European Chapter of ISDM,
The Future of Digital Medicine in the Aging Society, Upcoming Events.
A University Imaginarium: are you game?Jonathan Shaw
A University Imaginarium: are you game?
Keynote presentation for Creative Culture Gamification Seminar 2018
Hosted by UNIMAS, Malaysia, 12th December 2018
CREATIVECULTURE is proud to bring you the GAMIFICATION in LEARNING SEMINAR 2018. Hosted at our brand new gamification lab myCapsule at the Faculty of Computer Science & Information Technology, UNIMAS on 12 December 2018.
The seminar presents ideas about playful and gameful learning, to extend formal engagement methods in teaching. Gameful learning experience promotes lifelong learning, and reshapes thinking about learning for 21st century knowledge economies and open societies. The seminar taps into playful inspirations of existing traditional games played by various cultures in Sarawak and all around the globe.
In the workshop, participants will develop playful solutions to address serious challenges, themes and topics. Two keynote speakers will speak about gamification of learning, from perspectives and experiences in the UK, the US and in Malaysia. Success stories by teachers who have used gamification in their own classrooms will also be presented at the seminar.
This event is open to public. Teachers, instructors, trainers, and lecturers will find contents of the seminar relevant to their professional development as educators. You may refer to the attached flyer for more information about the event.
http://mycapsule.my
The Brief
1. Create a powerful concept for a serious game to raise awareness of child trafficking
2. Plan a promotional strategy, covering audience, platforms and brand communication.
3. Ensure that the 'client', U2 (an Irish rock band with a history of campaigning on social issues) is also promoted and highlighted.
This was a presentation that I gave to a group of librarians here at SDSU. It was an opportunity to present my arguments why I believe that the library needs to seriously consider games and gaming technology.
Video Games The Learning Revolution Tesol FrancePaul Maglione
For years, videogames have been demonstrating in practice what brain-based learning studies are concluding in theory. The potential for applying these principles to English Language Teaching is considerable.
Trip report: Games and Learning Conferences 2008Steve Vosloo
I presented at the 2008 Games, Learning and Society and ED-MEDIA conferences. In this presentation are broad themes related to digital game-based learning ...
Soluzioni per l'innovazione didattica nella scuola primariaMatteo Uggeri
Matteo Uggeri, autore de "Il manuale dell'e-Learning. Guida strategica per la scuola e la formazione aziendale", nonché genitore di una bimba a scuola in primaria, ha incontrato gli insegnanti di tale istituto per una presentazione incentrata su alcune metodologie e strumenti trattati all'interno del libro adatti al contesto.
Il focus sarà sulla relazione che è al centro del processo di apprendimento, verso un'ottica empatica che vede le tecnologie come strumenti a sostegno dello scambio tra i soggetti coinvolti: insegnanti, studenti, genitori, ma anche altri attori dell’ecosistema di apprendimento.
Tra e-collaboration e open education, nell'incontro vengono proposti alcuni esempi agili e utili a sostenere l'apprendimento in ottica collaborativa e creativa.
Una parte della presentazione è dedicata al tema centrale dello sviluppo delle competenze digitali (DigComp e DigCompEdu frameworks).
Apprendimento e Digitale da "Il Manuale dell'e-Learning" - Presentazione LUMSAMatteo Uggeri
Progetto di Ateneo LUMSA e-Learning
Il ”caffè sospeso” è una tradizione napoletana che prevede l’acquisto al bar di due caffè di cui uno da lasciare in omaggio a un avventore sconosciuto. Un gesto solidale, coesivo, che nella sua semplicità rafforza il senso di condivisione e di comunità.
Agli incontri di Caffè sospeso possono partecipare docenti, personale amministrativo e studenti dell’Università LUMSA e docenti esterni di ogni ordine e grado scolastico. Per essere ammessi occorre inviare una richiesta di partecipazione al Coordinatore del Progetto LUMSA e-Learning, la prof.ssa Maria Cinque (m.cinque@lumsa.it), che invierà il codice d’accesso.
Il primo incontro, Apprendimento e digitale, è focalizzo sul tema dell’e-Learning partendo da “Il manuale dell’e-Learning”, libro di Matteo Uggeri (Fondazione Politecnico di Milano) per le edizioni Apogeo, che dimostra come questa forma d'innovazione della didattica e della formazione non sia solo tecnologica ma debba partire sempre dalle persone, siano essi docenti o discenti, progettisti o tecnici.
Matteo Uggeri, autore de "Il manuale dell'e-Learning. Guida strategica per la scuola e la formazione aziendale", incontra i bibliotecari per una presentazione incentrata su alcuni strumenti trattati all'interno del libro. Il focus sarà, come nel caso del manuale stesso, sulla relazione che è al centro del processo di apprendimento, verso un'ottica empatica che vede le tecnologie come strumenti a sostegno dello scambio tra i soggetti coinvolti: insegnanti, studenti, genitori, ma anche appunto bibliotecari e altri importanti attori del processo di conoscenza. Tra e-collaboration e open education, nell'incontro verranno proposti alcuni strumenti agili e utili a sostenere l'apprendimento in ottica collaborativa e creativa, possibilmente facendoli toccare con mano, o con mouse, ai partecipanti.
Apprendimento e digitale: strumenti versatili e gratuiti (da "Il manuale dell...Matteo Uggeri
Matteo Uggeri, autore de "Il manuale dell'e-Learning. Guida strategica per la scuola e la formazione aziendale", incontra insegnanti e bibliotecari per una presentazione incentrata su alcuni strumenti trattati all'interno del libro.
Il focus è, come nel caso del manuale stesso, sulla relazione che è al centro del processo di apprendimento, verso un'ottica empatica che vede le tecnologie come strumenti a sostegno dello scambio tra i soggetti coinvolti: insegnanti, studenti, genitori, ma anche appunto bibliotecari e altri importanti attori del processo di conoscenza.
Tra e-collaboration e open education, nell'incontro verranno proposti alcuni strumenti agili e utili a sostenere l'apprendimento in ottica collaborativa e creativa, possibilmente facendoli toccare con mano, o con mouse, ai partecipanti.
Le potenzialità offerte dalle Open Educational Resources, strumento per l’ugu...Matteo Uggeri
ll movimento per le Open Educational Resources affonda ufficialmente le proprie radici nel 2002, quando al forum UNESCO “Impatto dei Contenuti Didattici Aperti per l’Istruzione Superiore nei Paesi in Via di Sviluppo” è stato coniato il termine per indicare, sempre secondo lo stesso ente:
“[…] materiali per l’insegnamento, l’apprendimento e la ricerca su qualsiasi supporto – digitale o di altro tipo – che risiedono nel pubblico dominio o che sono stati rilasciati con una licenza aperta che consente l’accesso, l’uso, l’adattamento e la ridistribuzione gratuiti di altri soggetti senza restrizioni o limitazioni.
In un mondo nel quale il costo dell’istruzione è in crescita, e in cui allo stesso tempo agli individui, dalla materna alla pensione, è richiesto di formarsi costantemente, il valore sociale di tale approccio è sempre più rilevante, al punto che la stessa UNESCO ha poi nel 2017 riunito a Lubiana i rappresentanti di oltre 100 paesi in un ulteriore incontro “The 2nd World Open Educational Resources”, dove, tra le altre cose, è stato definito un “Ljubljana OER action plan” destinato ad educatori, formatori di insegnanti, bibliotecari, discenti, genitori, responsabili delle politiche educative a livello sia governativo che istituzionale, insegnanti e altro.
Wikipedia, a tutti gli effetti parte attiva essa stessa di tale movimento, ricorda inoltre:
La normativa italiana prevede l’uso di tali risorse, come specificato nell’allegato al D.M. 781/2013, prevedendo espressamente l’uso di “contenuti acquisiti indipendentemente o reperibili in rete o prodotti attraverso il lavoro individuale o collaborativo dei docenti, eventualmente anche attraverso il coinvolgimento dei discenti.”
Dunque, è per l’appunto l’accento sul contributo alla costruzione del sapere da parte di chi apprende una delle caratteristiche che rendono le OER uno strumento adatto ad una didattica attiva e creativa, che vede tra gli attori in gioco, oltre che ovviamente scuola ed università, anche le biblioteche, dove queste si rivelano spazi (fisici in primis, ma anche virtuali e soprattutto sociali) dove la conoscenza può essere esperita, condivisa e costruita.
Suonare lontani: dinamiche comunicative nella musica a distanzaMatteo Uggeri
This is a presentation done for a speech at the Università Cattolica del Sacro Cuore of Milan, Italy, for a course on psychology of communication.
The presentation explains how some of the albums that Matteo Uggeri has done in his career have been done in term of distance communication with other artists in Italy and abroad.
JamToday: da utenti a creatori di videogiochi. Le game jam per far realizzare...Matteo Uggeri
Questa presentazione è stata mostrata all'interno della Bologna Children's Books Fair nel marzo 2015, nel salone dedicato al Licensing, e più in particolare all'interno di Media All Rights.
http://www.bolognachildrensbookfair.com/nqcontent.cfm?a_id=4046
La presentazione è volta a illustrare i concetti di serious/applied games, quelli di game jam e illustra inoltre il progetto JamToday, finanziato dall'Unione Europea.
JamToday: Trasformare studenti e docenti in progettisti consapevoli di videog...Matteo Uggeri
La sfida del progetto internazionale JamToday, iniziato nel gennaio 2014, è quella di imparare a utilizzare la tecnologia per esprimersi attraverso i videogiochi
Le slides quindi illustrano il percorso del progetto, volto ad utilizzare i principi della progettazione dei giochi per
crearne di utili e didattici e per stimolare, aggiornare e ridefinire il contesto (la classe o il curriculum scolastico o universitario).
Il progetto si articola su due fronti:
- Professionisti dell’insegnamento (docenti, tutor, coach…) > educational designer.
- Gli studenti (usano perlopiù la tecnologia allo scopo di informarsi, divertirsi e intrattenersi) > gamebased thinkers.
Serious Games: concetti di base, esempi e potenzialitàMatteo Uggeri
Presentazione per il workshop del 5 febbraio presso la Fondazione Politecnico di Milano.
Il seminario era indirizzato ai docenti delle scuole, in particolare a quelli di informatica.
L'incontro fa parte del progetto internazionale JamToday (http://www.jamtoday.eu/), finanziato dall'Unione Europea in seno al programma CIP (Competitivness and Innovation) e trattea le potenzialità dei così detti 'Serious Games' per il contesto scolastico, con una particolare attenzione alle applicazioni possibili nell'insegnamento dell'informatica.
Il progetto, che si articola in tre anni ed è iniziato a gennaio 2014, ha come scopo, tra gli altri, di organizzare delle 'game jam' a tema didattico in varie città Europee. Per l'Italia nel 2015 sarà Milano ad ospitare tale evento tramite la Fondazione Politecnico ed altri enti locali.
The use of ICTto support Home and in the Hospital Education (HHE)Matteo Uggeri
Despite the fact that education represents the most important factor in the prevention and mediation of the psycho-social consequences of illnesses in children and young adults, students with medical issues are still less engaged in learning and face social difficulties resulting in a lower academic achievement. The best way to achieve a good education is to boost attendance in mainstream schools, which provide not only cognitive but also social and developmental advantages to all students.
Students with medical needs either in hospital or at home, face isolation, disengagement and regression. They cannot access mainstream education due to their illness and associated therapies. Within this context, ICT can play a key role in providing better communication and enabling access to education during the period of absence from mainstream school.
LeHo (Learning at Home and in the Hospital) is developing an online hub in order to provide effective tools and relevant resources for home and hospital education practitioners, stakeholders and interested parties.
These slides provide some examples of such innovative practices and a short overview on the project itslef.
This presentation has been showed by Matteo Uggeri (Fondazione Politecnico di Milano, Italy) at Online Educa Berlin 2014 within the session "Addressing Inequality: Is ICT a Silver Bullet?", chaired by Michael Meyer (Aga Khan University, Kenya).
Other presentations in that session were:
- "The Potential of Online Learning as an Alternative Educational Programme for Early School Leavers" by Marianne Checkley (iScoil/IADT, Ireland);
- "Implementation and Evaluation of Radio as an Educational Intervention for Inclusion and Informal Learning" by Andrew Ravenscroft (University of East London, UK);
- "Digital Communities and Social Networks on Preventing ESL" by Hariklia Tsalapatas (University of Thessaly, Greece).
OER in Italy: policies and initiatives in school and universityMatteo Uggeri
This presentation shows the results of an in depth mapping done in June 2014 by Matteo Uggeri for the EU funded project POERUP.
The analysis investigates the existance of government policies at a national or regional level for the use of Open Educational Resources (OER). Moreover, also the singular initiatives have been listed and shortly described.
The research investigated both the school and the university sector, including MOOCs.
The slides include screen-captures of most of the cases listed.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
TESDA TM1 REVIEWER FOR NATIONAL ASSESSMENT WRITTEN AND ORAL QUESTIONS WITH A...
Videogames, education and job: the international serious game jam JamToday
1. JamToday
Videogames, education and job: the
international serious game jam
RETROFUTURO: INDEPENDENT GAME CULTURE FESTIVAL
MATTEO UGGERI
Project manager Sound Designer
2. La game jam didattica internazionale
L’anormalità di CREARE SERIOUS GAMES
3. What’s the difference with the ‘normal’ game
jam?
Games must have a strong learning or educational
value.
Well, but all games do!
4. «Anything that’s vastly popular among students should be addressed in the classroom one way
or another.»
Abran Maldonado | nuskool.net
5. Source: Andrew Gould | Plymouth University, 19 January 2015
https://www.plymouth.ac.uk/news/plymouth-university-team-develops-immersive-training-to-help-fight-ebola
6. Source: Healthy Quest | JamToday, Milan, September 2015
http://www.jamtoday.eu/game/healthy-quest/
7. So any comercial games is made to learn
something?
Well, there are various degrees and different
approaches…
8. Examples of use
of games in education
Use of commercial games to teach specific subjects:
Games with intrinsic educational component
(eg. Historical simulation such as Civilisation)
http://it.wikipedia.org/wiki/Civilization
Mainstream games but that can be discussed in class (eg. games that have
moral dilemmas, such as Walking Dead)
http://myschoolofthought.com/2014/09/28/literature-ethics-physics-its-all-in-
video-games-at-this-norwegian-school/ - cfr. Aleksander Husøy & Tobias
Staaby, Norwey
9. But you mean also games made to learn only?
‘Serious’ games, really? Aren’t they boring?
They might be, but if well done they can be great and
entertaining. Even more scary than the ‘usual ones’.
10. Examples of use
of games in education
Use of games specifically designed to teach specific subjects of
competences:
Please check these slides from Maja Pivec:
http://www.slideshare.net/MajaPivec1/exploring-games-for-learning-41954979
Or this old but still useful list:
http://ludus-serious-gaming.info/www.serious-gaming.info/3_-_knowledge/6_-
_serious_games_repository.htm
11. Darfur is Dying is a viral video game for change that provides a window into the experience of the 2.5 million refugees in the
Darfur region of Sudan. Players must keep their refugee camp functioning in the face of possible attack by Janjaweed militias.
Players can also learn more about the genocide in Darfur that has taken the lives of 400,000 people, and find ways to get
involved to help stop this human rights and humanitarian crisis.
12. PING is an online game made for secondary schools, forming a starting point to discuss the subject ‘poverty’ and what it
means to be poor. Ping is aimed at the students of the secondary and third degree. The students become the main
characters in the game. They can choose between Jim or Sofia, who, due to certain circumstances, end up on the street
and need to find their own path. PING shows that games can help to introduce complex social subjects like poverty in the
class room. | http://www.povertyisnotagame.com/?lang=en#sthash.hLb3nX2r.dpuf
13. A free online Flash game exploring the global impact of climate change and environmental depletion.
Inspired by art featured in 1950s science fiction movie posters, Rizk is a tower defense-styled game in which players must
gather resources on an alien world in order to grow a mother plant.
Each action taken causes the player's risk level to rise, however. If the planet's resources are depleted too quickly,
environmental defenders will attack the player's plant until gathering slows to an acceptable rate.
14. FreeRice is a non-profit website run by the United Nations World Food Program. Their partner is the Berkman Center for
Internet & Society at Harvard University. FreeRice has two goals: 1) Provide education to everyone for free. 2) Help end
world hunger by providing rice to hungry people for free. This is made possible by the generosity of the sponsors who
advertise on this site.
18. Never Alone (Kisima Ingitchuna) is the first game developed in collaboration with the Iñupiat, an Alaska Native people. Never
Alone leverages the power of videogames to share, celebrate and extend culture. These World Games will empower indigenous
communities around the world to share their stories in an authentic, engaging, and entertaining way.
(http://neveralonegame.com/)
19. Games for Change:
Promote > Connect > Research > Incubate
Games for Change promotes the creation and distribution of social impact
games.
It has license holders in the US, Europe, Latin America, Korea and
Australia/New Zealand.
Founded in 2013, Games for Change Europe helps support and increase the
growing interest in social impact games throughout Europe. Mission:
showcase best practices to the European public and discuss the potential of the
medium with companies, organisations and governments.
partner with games academia and industry,
help leverage entertaining games with non-entertainment goals and transform
them into a compelling and convincing communication tool.
help find business opportunities for direct investment into new projects and
incubate games to strengthen the role of European Game Developers in the
emerging international markets.
…and many others.
+
+
20. …mmmhh, talking of business opportunities, is
there any chance to make money out of such
serious game?
Yes, especially if you take part to a game jam. Those
events are even recruiting opportunities for companies
in search of (hard and soft) skilled talents.
23. What the hell is a game jam? Something only
for geeks and nerds, right?
Not at all! It’s for musicians, storytellers, designers,
illustrators, publishers…
Look at the Global Game Jam website.
http://globalgamejam.org/
33. Sounds interesting, I must admit. Do you think
this ‘jam’ format may apply to other contexts?
Sure. It’s not easy, as every situation is different, but
you can do it for other kinds of creative activities (as
book publishing maybe) and for different targets, such
as children (see what CoderDojo does)…
https://coderdojo.com/
34. Bologna Children’s Book Fair - BOLOGNA DIGITAL MEDIA AREA April 4-6th 2016
This new hall promises to be a hub where publishers, developers, TV and cinema producers, animation studios,
artists and authors will take part in an exciting programme that will mix start-ups with established brands and
take advantage of the many opportunities offered by the ever expanding digital world.
An international debate on all the latest trends in children’s apps and new media.
http://bolognachildrensbookfair.com/nqcontent.cfm?a_id=2091
35. Intel IoT RoadShow – 12th + 13th March, Rome
Not only games but also other intitiative on a similar format.
In 2016 Intel® is hosting IoT Roadshow events for developer communities in cities across the US, Europe, South America,
and Asia. Please see below for our upcoming events. If you’re a maker, an IoT startup, a developer, a student or a
hardware novice, join us, get your free* Dev Kit, which includes an Intel® development board, and begin building
something awesome! In addition to providing you with the Dev Kits, we will have tools, tasty food, giveaways on-site, and
prizes** for the best IoT solutions.
https://iotroadshow.intel.com/en/home/