PeaceMaker is an engaging serious game that aims to develop understanding of the Israeli-Palestinian conflict. Players take on the role of either the Israeli Prime Minister or Palestinian President, with the objective of achieving a solution. The game features complex interactions between players and a historical timeline for context. Feedback showed the game helps players gain appreciation for the differing pressures and perspectives of both sides, as well as emotional responses that provide insight into conflict resolution challenges.
This is the most recent #Gamification conference slides from the communication & brand engagement summit - with Conference Hub. This is also the first presentation as #Gamification Crafters Guild... taking the world by storm!!
This is the most recent #Gamification conference slides from the communication & brand engagement summit - with Conference Hub. This is also the first presentation as #Gamification Crafters Guild... taking the world by storm!!
This is my presentation based on the "Conference Hub" conference last week Friday - My topic was "how Gamification can enable your Internal Communication strategy." It was SUPER powerful, and is clear that "Internal Communications Departments" have not even considered Gamification as an option yet to improve their reach and success in communication
Gene Hammett, Host at Leaders in the Trenches Podcast | @genehammett
Stand Out in a Highly Competitive Market is the Future of Sales and Marketing There is a mega trend impacting company growth worldwide. It is the fight for ATTENTION. We all crave attention. Attention is the new business currency. Millions of messages come at us faster than ever before, and it confuses the average prospect. If you are in a highly competitive service-based business, you want your message to be heard. No, wait…you NEED your message to be heard. It is what makes the difference between sustainable success and stagnation.
Game On: From Game-Zero to Gaming in No Time - UX Cambridge 2011Ryan Haney
Innovation games work and are a great addition to your UX tool-kit. They save time, help to build better products, can help difficult teams to collaborate and generally are more fun. But introducing these games to an unreceptive or even receptive organisation can be a challenge. Knowing which games to use and when to use them, getting stakeholder and team member buy-in, and bringing games out of product definition workshops and in to everyday/weekly meetings can feel like an uphill battle.
In this collaborative session we'll explore ways to overcome these hurdles. We'll look at strategies to get comfortable with playing games as well as ways to get your entire organisation to embrace them.
Gamification: The reality of what it is and what it isn'tTNS
Kyle Findlay, TNS Global Brand Equity Centre, South Africa and Kirsty Alberts, TNS Global Brand Equity Centre, South Africa
"Gamification" is a buzzword currently reverberating across the internet - but how much of it is hype vs. reality? Sitting at the cross-roads between behavioural economics and video games, gamification brings behaviour change methodologies into the digital age by explicitly providing us with the mechanics to improve user engagement. In theory, "gamifying" any process, from filling in tax forms in the real world to shopping on Amazon.com, should increase user engagement and overall satisfaction. The presentation will test these claims. It will investigate just what gamification really is and what it is not. The presenters will highlight recent research they have conducted into this topic along with interviews with various members of some of the tech companies that are at the forefront of this trend.
Claudia-Santi Fernandes, Associate Research Scientist | play2PREVENT Lab, Yale Center for Health & Learning Games | Schell Games and John Joy, Advanced Producer | Schell Games
Practice What You Preach: Strategies for a Positive Environment
Funded by the Chan Zuckerberg Initiative, the play2PREVENT Lab, Schell Games, and the Yale Center for Emotional Intelligence teamed up to develop a tool to measure school climate that was also a game empowering teens to take action and improve their school climate. Relatable stories throughout this digital experience allowed teens to navigate dilemmas in one’s school climate as well as strategize ways to address and make it better. Research shows that a positive school climate has a huge impact on the ability for a student to learn and achieve success. As our teams built out this digital experience, it was equally important for us to practice the many strategies within our process.
Can we take the same strategies and concepts to foster a positive working environment that acknowledges our differences and challenges, but sets the lens on bringing out the best in our own unique dynamic? In essence, can we practice what we preach?
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
Using Gamification Techniques to Foster Collaboration, Innovation, and Creati...Jason Benton
Gamification is the use of game thinking and mechanics in non-game contexts to engage users in solving problems. Studies have shown that this method stimulates creativity and directly improves engagement and learning. In this session, we’ll explore many different ideas for adding gamification techniques to your organization to improve collaboration and creativity.
4 Keys and Psychology of Fun from Awareness to Impact GSummitNicole Lazzaro
Standing on top of a temple in Egypt I had a vision of how to change the world with play. Games and work both require decisions, only games are often more engaging. Today we can use what people are naturally inclined to do to architect systems of engagement to better themselves and their world. We can use these games to succeed where corporations and public service institutions have failed. We can use the psychology of fun to create games of engagement to make us happier and smarter, help us achieve our goals, solve challenging problems like poverty and climate change.
Research shows that people who are in a happy engaged brain states are 50% more productive. We can use the emotions from play to create brain states that drive success in the workplace and in life. Over thirty years games have evolved techniques to create strong emotions that drive play. Ultimately these games can actually deliver public services, such as Tilt World a game to plant 1 million trees. http://bit.ly/TiltWorld
Movies like Al Gore's Inconvenient Truth, viral videos like Kony 2012 raise awareness about important issues. Games, the medium of the 21st century, have the power to turn this awareness into action. In this talk we cover what brain states improve performance, how games create engagement to create these brain states, how to design the specific choices with the Four Keys to Fun, and ultimately how to amplify a game's impact on the player and the real world.
This is my presentation based on the "Conference Hub" conference last week Friday - My topic was "how Gamification can enable your Internal Communication strategy." It was SUPER powerful, and is clear that "Internal Communications Departments" have not even considered Gamification as an option yet to improve their reach and success in communication
Gene Hammett, Host at Leaders in the Trenches Podcast | @genehammett
Stand Out in a Highly Competitive Market is the Future of Sales and Marketing There is a mega trend impacting company growth worldwide. It is the fight for ATTENTION. We all crave attention. Attention is the new business currency. Millions of messages come at us faster than ever before, and it confuses the average prospect. If you are in a highly competitive service-based business, you want your message to be heard. No, wait…you NEED your message to be heard. It is what makes the difference between sustainable success and stagnation.
Game On: From Game-Zero to Gaming in No Time - UX Cambridge 2011Ryan Haney
Innovation games work and are a great addition to your UX tool-kit. They save time, help to build better products, can help difficult teams to collaborate and generally are more fun. But introducing these games to an unreceptive or even receptive organisation can be a challenge. Knowing which games to use and when to use them, getting stakeholder and team member buy-in, and bringing games out of product definition workshops and in to everyday/weekly meetings can feel like an uphill battle.
In this collaborative session we'll explore ways to overcome these hurdles. We'll look at strategies to get comfortable with playing games as well as ways to get your entire organisation to embrace them.
Gamification: The reality of what it is and what it isn'tTNS
Kyle Findlay, TNS Global Brand Equity Centre, South Africa and Kirsty Alberts, TNS Global Brand Equity Centre, South Africa
"Gamification" is a buzzword currently reverberating across the internet - but how much of it is hype vs. reality? Sitting at the cross-roads between behavioural economics and video games, gamification brings behaviour change methodologies into the digital age by explicitly providing us with the mechanics to improve user engagement. In theory, "gamifying" any process, from filling in tax forms in the real world to shopping on Amazon.com, should increase user engagement and overall satisfaction. The presentation will test these claims. It will investigate just what gamification really is and what it is not. The presenters will highlight recent research they have conducted into this topic along with interviews with various members of some of the tech companies that are at the forefront of this trend.
Claudia-Santi Fernandes, Associate Research Scientist | play2PREVENT Lab, Yale Center for Health & Learning Games | Schell Games and John Joy, Advanced Producer | Schell Games
Practice What You Preach: Strategies for a Positive Environment
Funded by the Chan Zuckerberg Initiative, the play2PREVENT Lab, Schell Games, and the Yale Center for Emotional Intelligence teamed up to develop a tool to measure school climate that was also a game empowering teens to take action and improve their school climate. Relatable stories throughout this digital experience allowed teens to navigate dilemmas in one’s school climate as well as strategize ways to address and make it better. Research shows that a positive school climate has a huge impact on the ability for a student to learn and achieve success. As our teams built out this digital experience, it was equally important for us to practice the many strategies within our process.
Can we take the same strategies and concepts to foster a positive working environment that acknowledges our differences and challenges, but sets the lens on bringing out the best in our own unique dynamic? In essence, can we practice what we preach?
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
Using Gamification Techniques to Foster Collaboration, Innovation, and Creati...Jason Benton
Gamification is the use of game thinking and mechanics in non-game contexts to engage users in solving problems. Studies have shown that this method stimulates creativity and directly improves engagement and learning. In this session, we’ll explore many different ideas for adding gamification techniques to your organization to improve collaboration and creativity.
4 Keys and Psychology of Fun from Awareness to Impact GSummitNicole Lazzaro
Standing on top of a temple in Egypt I had a vision of how to change the world with play. Games and work both require decisions, only games are often more engaging. Today we can use what people are naturally inclined to do to architect systems of engagement to better themselves and their world. We can use these games to succeed where corporations and public service institutions have failed. We can use the psychology of fun to create games of engagement to make us happier and smarter, help us achieve our goals, solve challenging problems like poverty and climate change.
Research shows that people who are in a happy engaged brain states are 50% more productive. We can use the emotions from play to create brain states that drive success in the workplace and in life. Over thirty years games have evolved techniques to create strong emotions that drive play. Ultimately these games can actually deliver public services, such as Tilt World a game to plant 1 million trees. http://bit.ly/TiltWorld
Movies like Al Gore's Inconvenient Truth, viral videos like Kony 2012 raise awareness about important issues. Games, the medium of the 21st century, have the power to turn this awareness into action. In this talk we cover what brain states improve performance, how games create engagement to create these brain states, how to design the specific choices with the Four Keys to Fun, and ultimately how to amplify a game's impact on the player and the real world.
The game jam workshop ppt Ryan MArtinez and I have used in our game jams for the EDUCAUSE Learning Initiative, and EDUCAUSE National conference workshop. Why and how to design games in a short, one-hour session (four 15-minute sections).
This booklet outlines important aspects of game design including; controls, mechanics, gameplay (achievements, competition and challenge), learning, immersion, storyline (characters, plot, location), graphics and sound.
Collectively, the planet is now spending more than 3 billion hours a week gaming.
Defining traits of a game, reinventing reality to work more like a game.
Gaming Fixes for Reality
Game is a constant part of human nature and can be seen in almost every facet of civilisation: war, religion, politics, sports and arts.
It is an intrinsically motivated and transformational experience.
How can we add elements of play in order to make our users feel empathy, be motivated and easily understand our products?
"Everything I need to know I learnt from World of Warcraft": why we might nee...Martin Oliver
Ascilite 2010 keynote
"Everything I need to know I learnt from World of Warcraft": why we might need to start asking better questions about games, simulations and virtual worlds
Like many areas of educational technology research, a lot of the work that focuses on games, simulations and virtual worlds consists of case studies that demonstrate proof of concept, enthusiastic position pieces or success stories. All of this is important: we need to know what sort of things we can use these technologies to do, so as to build a broader repertoire of teaching practices. However, this kind of focus neglects a range of other questions and issues that may prove more important in the longer term.
For example, educational research about games typically emphasises the way that playing motivates players; it ignores how successful games (such as massively multiplayer online games) often feel like work, and it also glosses over the way that bringing a game inside the curriculum changes the way that 'players' relate to it. There are also inconsistencies in the way games are thought about: the idea that they cause violence is often criticised as over-simplistic, yet the idea that they cause learning isn't. In virtual worlds, opportunities to create new identities is widespread, but questions about how this relates to our embodied relationships are rarely asked. In simulations, 'realism' is celebrated - but this means that simulations will always be second best to actual experiences, and it ignores how groups can disagree about whether something is realistic or not. Across this work, the complexity of learning and teaching seems hidden by the desire to promote the value of these technologies.
This talk will offer some examples of work that, in small ways, try to engage with these kinds of issue. Different priorities will be suggested, which invite a new kind of engagement with research and practice in this area.
Systems Based Gamification Volimen I: PlayEugene Sheely
In this essay I describe the basic philosophy of my consultancy and design practices in education: Play is not about fun, it's evolutionary purpose is to increase the tacit understanding of the complexities in the real world. It supercharges the understanding of relationships between different components in our world.
“The child amidst his baubles is learning the action of light, motion, gravity, muscular force; and in the game of human life, love, fear, justice, appetite and man... interact.” Ralph Waldo Emerson
It's a dry and probably boring work but I lay down some the scientific principles for game-based learning I've developed as a designer. I introduce why a lot of the currently popular gamification attempts for education are psydoscientific and give out principles backed up by scientific research on how to develop cognitive skills with games and their pedagogy.
A lot of the popular engagement techniques in gamification for education are based on techniques developed by casual game companies like Zynga. This is fundamentally a flawed approach filled with psudoscientific claims by the "gamification gurus."
This work bases it's design principles on scientific research on games with origins outside the virtual-world like chess and the process grandmasters have to go through to achieve world-class performance. It's disregards the popular techniques that claim they'll fix education by discovering how Farmville got people to water virtual crops.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
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.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
MATATAG CURRICULUM: ASSESSING THE READINESS OF ELEM. PUBLIC SCHOOL TEACHERS I...NelTorrente
In this research, it concludes that while the readiness of teachers in Caloocan City to implement the MATATAG Curriculum is generally positive, targeted efforts in professional development, resource distribution, support networks, and comprehensive preparation can address the existing gaps and ensure successful curriculum implementation.
1. What makes a Serious Game engaging? Seriuos games create user engagement, getting him in a state of flow ! The usual swot !!! Center for Studies in Communication Sciences
2. Csikszentmihalyi … but what does it means to be in a state of flow? ‘‘ the state in which people are so involved in an activity that nothing else seems to matter; the experience it self is so enjoyable that people will do it even at great cost, for the sheer sake of doing it’ ‘’ Being in the state of flow is being in a state of optimal experience ,and is described as: Center for Studies in Communication Sciences
3. Eight major components of Flow: • A challenging activity requiring skill • A merging of action and awareness • Clear goals • Direct, immediate feedback; • Concentration on the task at hand • A sense of control • A loss of self-consciousness • An altered sense of time. During the Flow experience, we lose track of time and worries. Not all of them are needed, however, for an activity or technology to give users the experience of Flow Center for Studies in Communication Sciences
4. Fortunately, we have tolerance for a temporary lack of stimulation, a fuzzy safe Zone, where the activity is not too challenging or boring In order to maintain a user’s Flow experience, the activity must balance the inherent challenge of the game and the player’s ability to address and overcome it. If the challenge is beyond that ability, the activity becomes so overwhelming that it generates anxiety. If the challenge fails to engage the player, the player quickly loses interest and tends to leave the game. What the player feels it’s boredom Center for Studies in Communication Sciences
5. But how does we can induce a state of flow in a Serious Game? Serious Games are a way to learn something but they are also a form of FUN and so FUN can be a way to induce flow Center for Studies in Communication Sciences
6. Fun and learning? It’s impossible. No pain, no gain. All learning is painful, knowledge is sin, and learning is merely a form of suffering. People, starting as babies, learn all the time without suffering. Enjoyment and fun as part of the learning process are important because more the learner is relaxed and motivated more willing to learn.” Center for Studies in Communication Sciences
7. ! Relaxation enable learner to take things in more esasily way Fun in the learning process create relaxation and motivation. Motivation enable learner to put forth effort without resentment, and promote also the desire for recurrence of the experience. … . and therefore in the learning when we enjoy learn we learn better ?! Center for Studies in Communication Sciences
8. Fun it’s great! But there is a map that can help you to induce the state of Flow in a Serious Game! Prensky Story Interaction Challenge Feedback Goals Rules FLOW Center for Studies in Communication Sciences
9. RULES make the game fair and exciting. They force to take specific paths to reach goals and ensure that all players take similar paths. They put the player inside the game world, by letting it know what is in and out of bounds. GOALS contribute to create the motivation. Goals should be, compelling and adaptable, coupled with an uncertainty by the player of whether these goals can be met. Short-term goals are more motivating than long-term and fixed goals (e.g. winning a game) are more motivating than emergent goals (e.g. painting a picture). Center for Studies in Communication Sciences
10. FEEDBACK: Providing feedback in a game is extremely important and complex because either too little or too much can lead quickly to frustration for the player and to break the flow magic . CHALLENGE are what gets adrenaline and creative juices flowing, and makes people excited about playing the game. A good level of challenge is gotten with an appropriate use of the goals. Center for Studies in Communication Sciences
11. INTERACTION: is the inherently social aspect of games. While you can play alone, it is much more fun to play with others. The tendency of all computer games today is to become multi-player. computer games are actually bringing people into closer social interaction — although not necessarily face-toface. STORY: starting from real data, we must build a Main Story giving a description of a situation plausible, relevant, and engaging in the training plan. To the beginning of the game the history can be also a brief introduction. Most players are not patient enough to watch a five or ten minute text-based introduction before playing a new game. They want to play now!
12. A good engaging Serious Game is Balanced. Balance leaves the player feeling that the game is challenging but fair, and neither too hard nor too easy at any point Creative. Good games are not merely clones of other games, but add something original. Focused. Focus is figuring out what is fun about your game and giving the player as much of it as possible, without distraction. A good engaging Serious Game has Character. A character in a Serious game, if is fully developed, are what is memorable. Tension. Every good game does it in its own way. The classic way is to make the player care about the goal of the game, and then make it hard to achieve. Energy. This comes from things like movement, momentum and pacing. The game’s energy is what keeps you playing all night or rejuvenates you after a hard day.
13.
14. PeaceMaker , requires at the players to take on the role of either the Israeli Prime Minister or Palestinian President. Each player’s objective in the game is to achieve a solution to the Israeli–Palestinian dispute. Peace Maker is a social game, with a complex level of i nteraction between players Within the game there is a historical timeline that provides a basic overview of the development of the Israeli–Palestinian debate. Players who used it during a trial session found it very useful. Center for Studies in Communication Sciences
15. •• The reports reflect the permanent representative stage of European Union policy negotiations and form 15 per cent of the overall simulation grade, and submission is an entry criterion to the group marks awarded on the day of the simulation itself. The remaining 85 per cent is based on group performance. Simulations have been used as a form of real-time assessment in the past. For example at level two there is the EU Council of Ministers simulation, that has the following elements: •• A day-long assessment, where students are split into groups and asked to devise a negotiating strategy for a series of discussions around a contemporary theme of European integration. •• Then each group prepare a strategy, and enables each delegate to post a report on a particular aspect of their group’s overall strategy; these are accessible by members of other delegations, and enable students to identify potential negotiating partners or barriers to agreement. Center for Studies in Communication Sciences
16. Players generally enjoyed playing the game, although some hardened gamers were rather scathing about the graphics, they certainly appreciated the insights that they gained from looking at the process from both sides Playable Demo: http://www.peacemakergame.com/ demo.php Feedback showed that the game is particularly useful in the way that players gained a deeper appreciation of the asymmetries of the specific problem. The strategies that work playing the game as the Israeli Prime Minister are completely impractical when you are Palestinian President, so they began to understand the different pressures on the two sides. Players also demonstrated emotional responses to the game, for example, anger at terrorist acts or Israeli incursions or frustration at the seeming intractability of the problems. This enabled them to gain added insights into the conflict-resolution process . Center for Studies in Communication Sciences