Bob Waddington Speaks about “Where Do Games Fit in Employee or Public Training?” at the Serious Play Conference 2012
ABSTRACT:
This session will provide a behind the scenes look at the HumanSim Blast™; (and perhaps another game) a game in which usFers respond to a virtual terrorist bombing outside a busy train station. It was designed to maximize the performance of first responders when faced with the unfortunate reality of potential blast-related events. The game offers a safe, virtual environment in which users can make mistakes and try different techniques without risking victims’ lives or those of their peers.
“What's in a Name? Serious Games vs Gamification”
Though serious games and gamification seem to have strong similarities in purpose, desire, and methodology, there are differences in these approaches that can lead to wildly divergent results. Discover what happens when a project is viewed through the “lenses” of serious game developers or gamification experts
"Serious Communication for Serious Games"
For decades, military and commercial aviation have been using flight simulators to help teach pilots to fly. Over the years, it has been shown that augmenting real-world training with virtual training results in cheaper, safer, and more effective training. These and other training devices have spread and evolved and now can be found throughout the military being used to train a wide variety of individual skills as well as complicated joint-operation teamwork skills such as convoy operations and Call for Fire.
This talk will explore some of the technological challenges faced when building high-fidelity multiplayer training games for a global dynamic training network. Stringent military requirements include linking disparate training devices together such as serious games, full-fidelity flight simulators, and live-fire ranges so that soldiers may train in real-time with other units around the world in the same virtual world.
"Designing Leadership Training in 3D Virtual Worlds"
Designing instructional events for virtual worlds requires new competencies for even the most experienced instructional systems designers. The environments, the courses, and the interactions are limited only by one’s imagination. Practice your emergency response to a virtual bioterrorism in a NY city subway with key players from around the world. Teach a medical student how to stop a heart attack from inside a virtual heart/classroom. Do old instructional design strategies even apply? In this highly interactive game-board session, we will see if Robert Gagné’s classic Nine Events of Instruction apply to 3D virtual worlds.
Brian Walsh, Ray Pulsipher, Clallam Bay Correctional CenterSeriousGamesAssoc
“Games Behind Bars: Serious Play for those Doing Serious Time”
Nearly two million people are incarcerated each year, many with severe educational and emotional needs. Learn how Peninsula College in Port Angeles, Wash. is using game design and development to prepare offenders at Clallam Bay Corrections Center for life after prison. Discover the challenges of providing high-tech education in a non-internet connected world and how the instructors have overcome it. Find out how you can be involved in serving this unique population.
In this session, Ms. Goodstein will present a case study of the Ad Council’s tooth brushing app/game Toothsavers, which launched this past January (http://2min2x.org/toothsavers/). The game is part of the Ad Council’s Children’s Oral Health campaign which targets parents of young children with the goal of getting kids to brush twice a day for two minutes. The case study will cover:
- Considerations for non-profits or social good campaigns when considering app development including cost to build, marketing and evaluation
- Best practices in designing an app for young children (and their parents)
- Lessons learned from our experience – what’s working and what’s not
Arnold Geisler - Raytheon Connected Training: Transforming War Games for the ...SeriousGamesAssoc
Arnold Geisler, Business Development/Operations at Raytheon Intelligence Information & Services
This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.
Raytheon is helping the US Army transform how they conduct large-unit collective training. Simulators and serious games can train individual Soldiers or small crews of up to 5 Soldiers, but Raytheon is creating ways to simultaneously train thousands of Soldiers in the same virtual battlespace – even when the Soldiers are located on training ranges thousands of miles apart. This talk will feature the latest on how the U.S. Army has transformed war games with the use of sensors, cameras, controllers and virtual reality to blend live, virtual and constructive training as well as the advantages of serious gaming technology when training commanders and large units of thousands of soldiers across multinational borders. This session will touch on the challenges faced with creating these huge virtual environments, passing ITAR and EXIM compliance standards and working with Allied and Coalition partners to ensure that all training requirements are met.
“What's in a Name? Serious Games vs Gamification”
Though serious games and gamification seem to have strong similarities in purpose, desire, and methodology, there are differences in these approaches that can lead to wildly divergent results. Discover what happens when a project is viewed through the “lenses” of serious game developers or gamification experts
"Serious Communication for Serious Games"
For decades, military and commercial aviation have been using flight simulators to help teach pilots to fly. Over the years, it has been shown that augmenting real-world training with virtual training results in cheaper, safer, and more effective training. These and other training devices have spread and evolved and now can be found throughout the military being used to train a wide variety of individual skills as well as complicated joint-operation teamwork skills such as convoy operations and Call for Fire.
This talk will explore some of the technological challenges faced when building high-fidelity multiplayer training games for a global dynamic training network. Stringent military requirements include linking disparate training devices together such as serious games, full-fidelity flight simulators, and live-fire ranges so that soldiers may train in real-time with other units around the world in the same virtual world.
"Designing Leadership Training in 3D Virtual Worlds"
Designing instructional events for virtual worlds requires new competencies for even the most experienced instructional systems designers. The environments, the courses, and the interactions are limited only by one’s imagination. Practice your emergency response to a virtual bioterrorism in a NY city subway with key players from around the world. Teach a medical student how to stop a heart attack from inside a virtual heart/classroom. Do old instructional design strategies even apply? In this highly interactive game-board session, we will see if Robert Gagné’s classic Nine Events of Instruction apply to 3D virtual worlds.
Brian Walsh, Ray Pulsipher, Clallam Bay Correctional CenterSeriousGamesAssoc
“Games Behind Bars: Serious Play for those Doing Serious Time”
Nearly two million people are incarcerated each year, many with severe educational and emotional needs. Learn how Peninsula College in Port Angeles, Wash. is using game design and development to prepare offenders at Clallam Bay Corrections Center for life after prison. Discover the challenges of providing high-tech education in a non-internet connected world and how the instructors have overcome it. Find out how you can be involved in serving this unique population.
In this session, Ms. Goodstein will present a case study of the Ad Council’s tooth brushing app/game Toothsavers, which launched this past January (http://2min2x.org/toothsavers/). The game is part of the Ad Council’s Children’s Oral Health campaign which targets parents of young children with the goal of getting kids to brush twice a day for two minutes. The case study will cover:
- Considerations for non-profits or social good campaigns when considering app development including cost to build, marketing and evaluation
- Best practices in designing an app for young children (and their parents)
- Lessons learned from our experience – what’s working and what’s not
Arnold Geisler - Raytheon Connected Training: Transforming War Games for the ...SeriousGamesAssoc
Arnold Geisler, Business Development/Operations at Raytheon Intelligence Information & Services
This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.
Raytheon is helping the US Army transform how they conduct large-unit collective training. Simulators and serious games can train individual Soldiers or small crews of up to 5 Soldiers, but Raytheon is creating ways to simultaneously train thousands of Soldiers in the same virtual battlespace – even when the Soldiers are located on training ranges thousands of miles apart. This talk will feature the latest on how the U.S. Army has transformed war games with the use of sensors, cameras, controllers and virtual reality to blend live, virtual and constructive training as well as the advantages of serious gaming technology when training commanders and large units of thousands of soldiers across multinational borders. This session will touch on the challenges faced with creating these huge virtual environments, passing ITAR and EXIM compliance standards and working with Allied and Coalition partners to ensure that all training requirements are met.
5 Ways Organizations Get eLearning WrongJohn Schulz
I delivered this presentation at the 2009 Chicago eLearning & Technology Showcase.
The issues were identified through an informal survey posted to several social networks. Participants were asked to identify one way their organization got elearning wrong - that is, to identify one 'thing' that threatened the success of elearning deployment within their organization.
Many of the responses were rather tactical - the specific way a particular course was designed, the particular tool used, etc. All of the responses, however, pointed to one of five strategic issues. Those are explored here, and were supported by research/comments from a number of industry sources.
This presentation really calls for a slidecast, as the presentation was designed to be very conversational. As a result, the slides are somewhat thin on text. Until a slide cast can be created, please feel free to write me with questions.
Again, many of the ideas represented here are not original thought. I try to reference these sources on the slides as appropriate. Please let me know if I missed someone.
The Importance of Data-Based Decisions for Curriculum Development: Why Research is Everyone’s Responsibility was presented on June 5, 2012 at the WAUKESHA COUNTY TECHNICAL COLLEGE -
Nursing Clinical Simulation as a Teaching Tool Confencence
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.Merging Media
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.
Speaker: Scott Dodson, COO, Bobber Interactive.
In just a year, Gamification has become the hottest and most engaging media strategy of the day, but are we just diving in and getting the most of Gamification or missing the mark? Can games change the way we engage film/TV audiences? US Gamification expert Scott Dodson shares some interesting insights into this new trend and provides some existing examples of good play!
Learning Solutions 2011 #LS2011 presentation on Learner Experience Design. Address what instructional design can learn from Ux (User Experience Design).
Lecture given by Mark Billinghurst on June 18th 2022 about how the Metaverse can be used for corporate training. In particular how combining AR, VR and other Metaverse elements can be used to provide new types of learning experiences.
Katie Pawloski, Professor
Dr. Pasquale Iemma, Adjunct Lecturer
Kellany Cadogan Noland, DrPH(c), MSN, RN
Marie L. Lumbart, MSN, ARNP-C, FNP, CCRN | all Utica College – ABSN Program
Wendy Moore | Orbis Education
TEAM PRESENTATION: Creating a Low Cost Obstetric Clinical Immersion Simulation for Medical and Nursing Students
This presentation is designed to provide application level exposure to essential perinatal concepts that are often not available through traditional clinical exposure. The session features two phases of activities used in student training.
Phase One:
Focused contextualized skill stations utilizing leading-edge simulation skills using state-of-the-art computerized manikins (Human Patient Simulators, or HPS) and patient actors, also known as standardized patients (SP).
Phase Two:
Students are exposed to a multistage unfolding patient care simulation that required application of the phase one skills within the evolving scenario.
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5 Ways Organizations Get eLearning WrongJohn Schulz
I delivered this presentation at the 2009 Chicago eLearning & Technology Showcase.
The issues were identified through an informal survey posted to several social networks. Participants were asked to identify one way their organization got elearning wrong - that is, to identify one 'thing' that threatened the success of elearning deployment within their organization.
Many of the responses were rather tactical - the specific way a particular course was designed, the particular tool used, etc. All of the responses, however, pointed to one of five strategic issues. Those are explored here, and were supported by research/comments from a number of industry sources.
This presentation really calls for a slidecast, as the presentation was designed to be very conversational. As a result, the slides are somewhat thin on text. Until a slide cast can be created, please feel free to write me with questions.
Again, many of the ideas represented here are not original thought. I try to reference these sources on the slides as appropriate. Please let me know if I missed someone.
The Importance of Data-Based Decisions for Curriculum Development: Why Research is Everyone’s Responsibility was presented on June 5, 2012 at the WAUKESHA COUNTY TECHNICAL COLLEGE -
Nursing Clinical Simulation as a Teaching Tool Confencence
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.Merging Media
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.
Speaker: Scott Dodson, COO, Bobber Interactive.
In just a year, Gamification has become the hottest and most engaging media strategy of the day, but are we just diving in and getting the most of Gamification or missing the mark? Can games change the way we engage film/TV audiences? US Gamification expert Scott Dodson shares some interesting insights into this new trend and provides some existing examples of good play!
Learning Solutions 2011 #LS2011 presentation on Learner Experience Design. Address what instructional design can learn from Ux (User Experience Design).
Lecture given by Mark Billinghurst on June 18th 2022 about how the Metaverse can be used for corporate training. In particular how combining AR, VR and other Metaverse elements can be used to provide new types of learning experiences.
Katie Pawloski, Professor
Dr. Pasquale Iemma, Adjunct Lecturer
Kellany Cadogan Noland, DrPH(c), MSN, RN
Marie L. Lumbart, MSN, ARNP-C, FNP, CCRN | all Utica College – ABSN Program
Wendy Moore | Orbis Education
TEAM PRESENTATION: Creating a Low Cost Obstetric Clinical Immersion Simulation for Medical and Nursing Students
This presentation is designed to provide application level exposure to essential perinatal concepts that are often not available through traditional clinical exposure. The session features two phases of activities used in student training.
Phase One:
Focused contextualized skill stations utilizing leading-edge simulation skills using state-of-the-art computerized manikins (Human Patient Simulators, or HPS) and patient actors, also known as standardized patients (SP).
Phase Two:
Students are exposed to a multistage unfolding patient care simulation that required application of the phase one skills within the evolving scenario.
Finding Partners in Applied Research – A Case Study on Industry/Academic Coll...SeriousGamesAssoc
Erik Sand, Director of Strategic Relationships
Dr. Thomas Carbone, Technical Director
at UCF’s Florida Interactive Entertainment Academy (FIEA)
Mike Eakins, Creative Lead | Mixed Emerging Technology Integration Lab (METIL) at UCF Institute for Simulation & Training
Finding Partners in Applied Research – A Case Study on Industry/Academic Collaboration
Sometimes financial, physical and content constraints on graduate programs force university researchers to be creative. This presentation talks about how FIEA faculty designed a class called GameLab to help expose students to Serious Games while simultaneously fostering lasting research and development partners outside traditional entertainment industry partners.
We will talk about how the development life cycle of a simple handheld game that teaches cleaning protocols for hospital janitors in the VA hospital network helped develop a template for how FIEA now finds and interacts with industry partners. It is a case study to show how a project can move from relationship to MVP to full-on build and deployment of a robust application in the context FIEA’s student centric curriculum. UCF’s Institute for Simulation and Training then finished the final product for delivery to the VA.
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Designing Immersive Experiences that Create Empathy, Reveal Biases, Alter Min...SeriousGamesAssoc
In this talk we discuss insights from designing and studying immersive experiences aimed at improving early literacy outcomes through personalized learning, spanning virtual, augmented and mixed realities as well as non-immersive applications. Our serious games provide research evidence into how these varied media can enable adults (teachers, school leaders, families, and caregivers) to implement personalized literacy learning at the organizational and individual level.
We will present lessons gained from designing experiences across immersive media such as 360 video, virtual environments with agents, mixed reality systems with human-in-the-loop characters (ex: Mursion https://mursion.com/), and augmented reality. We will also discuss approaches and takeaways for creating experiences intended to build empathy towards the unfamiliar (ex: our work on parents using VR to experience the world as young children with reading disabilities), experiences for detecting unconscious biases (ex: teachers educating a stimulated classroom of students in ways that may trigger innate biases), and experiences to contextually modify parental mindsets (ex: parents using augmented reality to alter their strategies for children’s literacy).
Overall, we will present general lessons from building simulated authentic situations in which teachers and parents learn to overcome challenges in early literacy development. We will pause our talk/lecture occasionally for questions that enable brief small group interactions.
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Alicia Sanchez, Games Czar | Defense Acquisition University
Designing Memorable Games
This session will inform on the use of human affordances and storytelling to make games more memorable. How human’s store and recall information is critical to ensuring that the information in serious games is consumed, remembered and transferrable. By leveraging our understanding of how memory creation and recall works; the ability to design games that will be authentic and relevant can be enhanced.
Stories and lessons learned are the central focal points of this presentation.
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Preparing Soldiers for the Future: The Army's New Synthetic Training EnvironmentSeriousGamesAssoc
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Maj. Gen. Maria Gervais, Director, Synthetic Training Environment Cross Functional Team
Preparing Soldiers for the Future: The Army's New Synthetic Training Environment
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Catherine Croft, Co-Founder, Chief Executive Officer | Catlilli Games
Learning Through Play: STEM Games in the Classroom
Attendees will understand how STEM games can be used in K-12 classroom settings. They will learn about an overview of games on the market, from elementary school through high school. They will then learn how to design simple games that can be used to convey a key STEM concept within one class period. By the end of the workshop attendees will have collaborated to produce paper prototypes of such games.
We hope to host these files as free online print-and-play games for teachers, as a service to the community.
I will lead attendees in a game design workshop for STEM games in K-12 education. After providing an overview of such games, we will play a sample of existing games on the market from a variety of companies. Then each table will brainstorm ideas based on age, subject matter, and game mechanics. They will produce paper prototypes by the end of the workshop, which they will present to the other members. Hopefully, if it’s possible, we/SPC could host these files as free online print-and-play games for teachers as a service to the community.
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Orlando,
University of Central Florida,
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Wei Fan Chen, Executive Producer / Founder | Fourdesire, China
Playable Design
I’m the founder of Fourdesire. I created games include keeping people to stay hydrated (via Plant Nanny), motivating them to walk more and stay healthy (via Walkr), and helping them to keep track of the knowledge behind these healthful activities.
Our titles Plant Nanny, Walkr and Fortune City have been used by tens of millions of users globally and were covered by Washington Post, Business Insider, IGN, Polygon etc.
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seriousplayconf.com
at
Orlando,
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Gregg Toppo, Author / Journalist and President | Education Writers Association
Playful Learning Without Games
What can educators do to understand games and make school a more rigorous, vital and enjoyable place? Building on decades of research, this session looks at the seven essential nutrients that games provide:
Failure
Feedback
Fairness
Flow
Fantasy
Freedom
Fellowship
Understanding these “seven F’s” can help teachers make their classrooms more successful places, even if they don’t like video games or are uncomfortable bringing them into the classroom. We’ll explore the possibilities and come up with doable, practical solutions.
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Orlando,
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UCF,
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Jenn McNamara, Vice President | BreakAway Games
Client-Centered Serious Game Design
Serious game developers must consider client needs and constraints. To most, it is obvious that the end users’ desired training, behavior change, assessment, or experience outcomes shape the focus of the game. But the client organization’s funding, IT infrastructure, data needs, and personnel impact design as much, if not more, than end users’ needs.
This session will share experiences where these factors significantly impacted game design and make recommendations for identifying and addressing these needs early in the design process.
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A Promise to Future Generations: Making Learning FunSeriousGamesAssoc
James Portnow, Creative Director | Rainmaker Games
A Promise to Future Generations: Making Learning Fun
In this talk attendees will learn easily applicable techniques for taking their already existing curricula and making it more engaging.
Over the last 100 years, in creating films, television and games, we’ve poured billions of dollars into understanding what keeps a human being engaged. It’s time we use that for something more than killing the hours between work and sleep.
In this talk, veteran game designer and writer of the You Tube show Extra Credits, James Portnow, will talk about the lessons we can learn from games to make learning something everyone wants to do. This won’t be about how to make edutainment or how to build games for the classroom, but rather about the broader techniques, like pacing and interest curves, that entertainment industry utilizes, which can be applied to any topic and any classroom.
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Orlando,
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Christopher Crowell, Founder | Crowell Interactive Inc
Make a Game WORKSHOP
Class size Limited. Requires Sign-up at Registration
In this workshop Chris will take self-formed teams of educators through his proven process of making a game from a curriculum concept of their choice. As the teams collaboratively create a new game prototype, lively discussion during each development stage will inform decisions about resources, game design and player experience, providing an understanding of the framework. As an outcome, educators will have experiential learning about creating an experiential learning experience, it’s like some kind of “Experience-ception”! They also come away with an ‘ugly paper prototype’ that they can take back to their classrooms for further development.
Outcomes:
Ugly playable game prototype that can be taken back to classroom for further development.
Understanding of, and experience with, a proven process of developing a concept into a game.
Confidence to personally develop, or lead students in developing, educational games that are engaging and effective.
Knowledge that games are not only fun to play, they are fun to create!
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Andrew Gassen, CEO | Pivotal Software
0 for 3: Edtech Startup Lessons Learned
I’ve been a part of 3 different education technology companies, all focused on the K-12 market. Each of these companies failed, but each for different reasons and in spectacularly different ways. This talk is a bit of a public post-mortem that focuses on 3 key lessons from each company, including a brief discussion on how we might have done things a different way if I knew then what I know now.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
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July 24-26, 2019
OODA OODA! How Rapid Iteration Can Help Level Up Your Gaming BusinessSeriousGamesAssoc
Mitch Weisburgh, Partner | Academic Business Advisors and
Scott Brewster, Co-Founder & CTO | Triad Interactive Media / Hats & Ladders
DOUBLE SESSION: OODA OODA! How Rapid Iteration Can Help Level Up Your Gaming Business
We are all involved in lots of complicated and complex situations. We deal with students and learning. We write, adapt, and use games for learning. We may be running businesses.
One thing that all of these have in common is that we can’t just come up with a plan, execute and expect things to just work smoothly. Unexpected things happen, it’s often impossible to anticipate all possible situations, people react in unanticipated ways, there is often information we just don’t or can’t know in advance, the people we are working with have hidden agendas. Allies, antagonists, and resources shift and change. And so on.
So, what are we supposed to do?
We are going to explore a framework for managing solutions during periods of dynamic change. The OODA Loop Framework was developed by air force colonel John Boyd based on precepts developed by Sun Tzu, Napoleon, Heisenberg, Kyng, Einstein, Gödel, and others, and has been used by military, political, and business leaders around the world. You’ll learn to prepare for the unexpected, observe and react to actions and results, and pull together and manage a team despite adversity.
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Orlando,
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The ux of serious games how to impact a wider audienceSeriousGamesAssoc
Birdie Champ, BS, M.Ed., Ed.S, Owner, Chief Product Officer | UXDiversity and Thorne Palmer, BA, M.Ed
The UX of Serious Games: How to Impact a Wider Audience
What elements are you measuring when determining the value of your serious game?
There are many critical touchpoints a player (user) experiences that occur before, during, and after playing a game, from initial interest to post-game evangelism. Some serious game designs inadvertently block some users from ever playing. Some design elements can cause players to rage quit where others thrive. In this session we will explore three topics:
First, we will explore a complete user’s experience (UX) of a serious game.
Second, we will look closer at the users of serious games and break them into personas based on social, emotional, and cognitive differences in how they learn and how they play.
Third, we will explore how to merge instructional design with game design with activities that bridge the varied experiences different users can have when engaging with similar challenges. By breaking down the UX into touch points, breaking down users into personas, and mitigating gaps in the varied qualities of user experiences, you will likely improve your game analysis, game quality, and broaden your customer segments.
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Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Alphabet Soup Cans: Avoiding Bad Tropes of Educational GamesSeriousGamesAssoc
Stuart Criley, COO and Dr. Jasminka Criley, CEO | Indelible Learning, Inc.
Alphabet Soup Cans: Avoiding Bad Tropes of Educational Games
Classroom games often struggle to make student tedium somehow less wearisome, with often comical results. Dropping math problems into the middle of a galactic space battle is just one egregious example. But the problem runs deeper than simple dissonance between game play and narrative: a bored student will tolerate even a very bad computer game, only because the alternative (listening to the teacher) is worse. Likewise, teachers may be tempted to outsource mundane instructional tasks to computers. Within this environment of perverse incentives, what is an ethical game developer to do?
Rather than merely replacing activities that are already being done in the classroom, serious games are at their best when they transmit learning experiences that would be too expensive, impractical, or even dangerous to conduct in school by other means.
One approach is to place learners in the roles of professionals and give them real-world scenarios that are easy to begin, but hard to win. In this session, learn how to partner with content experts to create compelling games that draw upon multiple disciplines, requiring critical thinking in teams to succeed. Finally, see how an Electoral College strategy game moved from prototype to successful deployment in the classroom.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Building Heroes: Using Roleplaying Game Design for Classroom Management, Read...SeriousGamesAssoc
Kade Wells | Teaching with Dungeons and Dragons
Building Heroes: Using Roleplaying Game Design for Classroom Management, Reading Intervention, Interactive Fiction and Socio-emotional Growth
Attendees will go through a mini-mock adventure that goes over the basics of bringing a classroom RPG to life. Using the D&D 5e basics, attendees will create a basic character and have to work together in groups to complete the objectives laid out before them. The objectives will focus on classroom implementation strategies, monster battles, and ways to fold lesson plans into the adventures.
Once the adventure is finished, attendees have the opportunity to see examples of our work and others for classroom RPGs, and they can ask questions while beginning to formulate plans for their own adventure if wanted.
For takeaways, we’ll have company-agnostic materials that teachers can either use or adapt. Some of the materials will include general curricular approaches, example adventures, materials for communicating with administrators and other stakeholders, and non-playable characters that they can use for example. We will put together a resource guide, and teachers will be able to communicate with us down the road if they need help or want to brainstorm.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Augmented Reality: Revolutionary or Disruptor of Training and AssessmentSeriousGamesAssoc
Dennis Glenn, MFA, Adjunct Professor| DePaul University Graduate School for New Learning / President | Dennis Glenn LLC
Augmented Reality: Revolutionary or Disruptor of Training and Assessment
Augmented reality (AR) has the potential to revolutionize training and assessment. This technology innovation superimposes computer-generated sensory input such as sound, video, graphics or GPS data onto a live or indirect view of a physical, real-world environment. The increasing need to scale education-based interactive learning to larger audiences thus mitigating the larger development costs, is where AR has a few potential revolutionary and disruption attributes that must be considered.
Learning Objectives:
Assessment needs to be done rigorously and methodologically, and AR technologies can provide multiple avenues to achieve this goal. Recall of knowledge is no longer a viable method to provide accurate validation of mastery. In order to assess competency, we need to understand what the learner needs to know and be able to do and then demonstrate their ability to perform these tasks. We will offer multiple solutions to this disruptor.
Privacy and security of the data con be compromised using AR technologies. A few of the risks to be discussed are identity theft, invasion of privacy, and unequal access, thus increasing the inequality divide. We will lead a discussion of the avenues to reduce these risks.
On the positive side we offer a number of effective solutions that lead to the demonstration of mastery. Using AR technology to disseminate education is a way to teach thousands of users across the globe while eliminating barriers to access, reducing costs, and ensuring consistency in quality and delivery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Return on Investment (ROI) for Virtual Environments and GamingSeriousGamesAssoc
Carole Bagley, President, Consultant, Team Lead | The Technology Group, Inc & Distinguished Service Professor | University of St. Thomas (UST)
Return on Investment (ROI) for Virtual Environments and Gaming
How effective are virtual and gaming environments? Do they have an impact on the user’s learning, on their job or organization and/or do they have an impact on their daily life?
The presentation will include a brief discussion of Kirkpatrick’s ROI levels 1-5 and how it is useful in the creation and evaluation of virtual gaming environments. Several virtual environments and games (Health Benefits, Pharmacy and Dentistry games for the Healthcare industry and a Tobacco prevention game for Middle school students) will be discussed and demonstrated and will describe how the evaluation results have impacted the effectiveness of the product and the user.
Participants who have conducted ROI evaluations will be asked to share their product evaluation results and how it impacted the users. Participants who are interested in conducting an ROI evaluation will be asked to provide for discussion product descriptions and what results/proof they are looking for in conducting an evaluation.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Enhancing New Employee Orientation with a Digital Scavenger HuntSeriousGamesAssoc
Karen Burns, Asst. Coordinator of Faculty Development | The University of Alabama
Enhancing New Employee Orientation with a Digital Scavenger Hunt
Pervasive games are a burgeoning genre in which the affordances of mobile devices are used to extend the boundaries of digital games into the real world. This game genre leverages the GPS, photo, video, and texting capabilities of smart phone devices in order to create games that require location-dependent and context-sensitive interactions between the physical and virtual environments. One particular form of pervasive games is a digital scavenger hunt.
This presentation will focus on the findings of a study in which a digital scavenger hunt was integrated into new employee orientation. The goal of the study is to determine if a digital scavenger hunt can be an effective means of enhancing the typical employee orientation by reinforcing information provided during the face-to-face sessions, introducing new information, reducing the stress new employees typically feel, and fostering employee competence. While this study is ongoing, data collection and analysis will be completed by May 2019.
This session will report on the findings of this study and include a discussion of the successes and challenges of the study. Additionally, discussion will center on potential applications of a digital scavenger hunt being used as a means of learning through discovery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
An introduction to the cryptocurrency investment platform Binance Savings.Any kyc Account
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https://www.productmanagementtoday.com/frs/26903918/understanding-user-needs-and-satisfying-them
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Industry expert Scott Sehlhorst will:
• Introduce a taxonomy for user goals with real world examples
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Stay ahead of the curve with our premium MEAN Stack Development Solutions. Our expert developers utilize MongoDB, Express.js, AngularJS, and Node.js to create modern and responsive web applications. Trust us for cutting-edge solutions that drive your business growth and success.
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Presented at The Global HR Summit, 6th June 2024
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Visit : https://www.avirahi.com/blog/tata-group-dials-taiwan-for-its-chipmaking-ambition-in-gujarats-dholera/
LA HUG - Video Testimonials with Chynna Morgan - June 2024Lital Barkan
Have you ever heard that user-generated content or video testimonials can take your brand to the next level? We will explore how you can effectively use video testimonials to leverage and boost your sales, content strategy, and increase your CRM data.🤯
We will dig deeper into:
1. How to capture video testimonials that convert from your audience 🎥
2. How to leverage your testimonials to boost your sales 💲
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Personal Brand Statement:
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“Where Do Games Fit in Employee or Public Training?” By Bob Waddington- Serious Play Conference 2012
1. “Where Do Games Fit in Employee or Public
Training?”
Bob Waddington
SimQuest, LLC.
bwaddington@simquest.com
August 21-23, 2012
Redmond, WA
August 2012 www.seriousplayconference.com
8. Where Do Games Fit?
August 2012 www.seriousplayconference.com
9. FEBRUARY 2007
Archives of Surgery detailed the findings of a 2002 study that
appears to show that doctors who play videogames are better at
delicate Laparoscopic procedures.
STUDY CITED
“Surgeons who had played video games in the past for more than
three hours per week made 37 percent fewer [surgical] errors
were 27 percent faster and scored 42 percent better overall than
surgeons who never played video games.”
August 2012 www.seriousplayconference.com
10. JULY 2008
SimQuest Open Surgery Simulator
August 2012 www.seriousplayconference.com
11. What’s in a Name??
Interactive video
Multimedia
CD-ROM
CD-I
Virtual reality
e-Learning
Distance Learning
August 2012 www.seriousplayconference.com
12. What’s in a Name??
Situation Simulator
Edutainment
Playful Learning
Virtual Reality
Virtual Worlds
Simulation
August 2012 www.seriousplayconference.com
13. Serious Games…
…those not intended for the entertainment market
http://en.wikipedia.org/wiki/Serious_game
August 2012 www.seriousplayconference.com
14. Three Types of Students
Those who
• are truly self-motivated
• go through the motions
• tune us out
EDUCAUSEreview Sept/Oct 2005
August 2012 www.seriousplayconference.com
16. 2M 1st Responders
10% motivated to
professional improvement
800k need to be engaged
August 2012 www.seriousplayconference.com
17. Sim-Game Based Training Systems for Scene and Patient
Management Following Blast Injury from Explosives
Including Improvised Explosive Device (IED)
Tom Reeves, PhD, UGA
Supported by the US Army Medical Research and Materiel Command
Award No. W81XWH-09-C-0060.
August 2012 www.seriousplayconference.com
18. the Challenge
Common errors made by responders
• Enter scene too early or get too close with
ambulance or personnel before scene is cleared
• Gain access with no egress (blocked exits)
• Don’t triage; just treat and transport 1st person
• Risk casualties by moving them to unsafe
triage/treatment areas
• Improperly assess and/or treat casualties
August 2012 www.seriousplayconference.com
19. the Challenge
Blast events introduce other challenges
• Scene safety, triage and treatment require
different approaches to scene and patient
management
• Additional risks to responding personnel from
secondary explosion or shooters
• Different injury patterns
• Visual triage is not enough
August 2012 www.seriousplayconference.com
20. the Challenge
Training
• Large scales exercises are expensive
• Any sized exercise is logistically challenging
• Current training is mostly delivered through
lecture and power point – some training on
manikins
August 2012 www.seriousplayconference.com
21. the Solution
Utilizing 1st person gaming technology
• Develop self-contained blast-specific modules
that augment existing combat medic tactical
combat casualty care (TCCC)
• Provide lessons learned from bomb attacks in
Iraq, Afghanistan, Madrid, London, etc.
• Use real-world blast scene injury data
• Provide safe individual/independent training
August 2012 www.seriousplayconference.com
22. Continuum of Learning
Acquire Knowledge Learn Skills Apply Knowledge & Skills
• Cognition • Cognition • Application of
• Facts • Methods • Cognitive Skills
• Vocabulary • Procedures • Psychomotor Skills
• Definitions • Problem Solving • Conative Skills
• General Details
HumanSim Blast
Power-
Instructor Point Drill & Practice
Led Training (Interactive) (CBT/e-Learning)
Authentic e-Learning / Authentic Tasks
Power- Reference Interactive Tutorials
Textbooks Point Tools (CBT/e-Learning)
Case Scenarios Serious
(Decisionmaking &
Critical Thinking Skills) Games
Augmented Part-Task Experiential
Reality Trainers Simulations
Mobile Social
Learning Performance Networks
True/False Multiple Choice Fill-in-the-Blank Assessments
Evolving Technology & Models of Instruction and www.seriousplayconference.com
August 2012 Assessment
23. Project Description
A first-person blast response game that allows
users to respond to a terrorist bombing outside a
busy train station.
Users are assessed on their ability to
• quickly and accurately assess victims’ injuries
and tag them for treatment
• assess the scene and identify additional risks
prior to declaring the scene safe.
August 2012 www.seriousplayconference.com
26. Evaluation Strategy
Evaluate
• game design
• usability
• content
• user choices
• user path through
scenario
August 2012 www.seriousplayconference.com
32. Formal Study
Primary methods Locations
User tracking data North Carolina
Evaluation questionnaires Virginia (EMT-B Class)
Individual interviews Maryland
“I’ve never seen the students so engaged”
Chauncey Bowers CSP, ARM, Central Piedmont Community College
August 2012 www.seriousplayconference.com
33. Study Participants
• 42 first responders
• 22 males
• 20 females
• 22 EMS,
• 3 firefighter,
• 17 police/security
personnel
• age range: 17 to 56
• average age: 34
August 2012 www.seriousplayconference.com
34. Open Answer Questions
What is the strongest aspect of the BLAST program?
The most frequent responses included realism, its interactive nature, and the fact that it
provides the opportunity to practice triage skills.
What is the weakest aspect of the BLAST program?
Responses focused on usability issues, especially problems with using the mouse to control
movements and decisions on screen., especially the lag between mouse movements and
correlating screen movements .
If you could improve anything in the BLAST program, what would it be?
The most salient request for improvements concerned the clarity of the feedback, especially with
the need to put a “face” on the victims to improve the context of the scoring and feedback .
Other desired improvements included making the mouse more responsive with less lag time and
increasing the noise and confusion presented in the scenario to make it more realistic.
What other feedback can you provide concerning the BLAST program?
Most of the study participants encouraged further development of additional scenarios for the
BLAST program. Most of the concluding comments were very complimentary of the program.
August 2012 www.seriousplayconference.com
35. “Real” User Feedback
“The feedback in the program is poor.”
“Terrible mouse movement.”
“… the ‘hand’…”
“Improve instructions on how to use it.”
“More carnage. More range of injuries.”
August 2012 www.seriousplayconference.com
36. When “Real” Users Strike Back
What is the weakest aspect of the BLAST
program?
August 2012 www.seriousplayconference.com
37. When “Real” Users Strike Back
What is the strongest aspect of the BLAST program?
August 2012 www.seriousplayconference.com
38. When “Real” Users Agree
88%
Similar programs should be developed
79%
Program provided an engaging learning
opportunity
August 2012 www.seriousplayconference.com
39. When “Real” Users Agree
69%
State-of-the-art for (educational games)
76%
Should be used by most first responders
65%
Program is very realistic
August 2012 www.seriousplayconference.com
40. When “Real” Users Strike Back
“I love the fact that it is visual, it has a real
life sense to it.”
“…playing this and seeing different
scenarios will help me be able to manage
triage casualties.”
“…games such as this give a realistic
scenario while taking (away) some of the
stress a real situation would create.”
August 2012 www.seriousplayconference.com
41. Unexpected Findings
Group settings
• fosters discussion
• peers can assist with controls
Provides “lab” to a lecture
Pre/post larger scales exercises
August 2012 www.seriousplayconference.com
44. METH LAB
“I need something more engaging. I’m starting
to see their eyes roll”
August Vernon: Operations Officer, Forsyth County Office of Emergency Management
August 2012 www.seriousplayconference.com
45. Continuum of Learning
Acquire Knowledge Learn Skills Apply Knowledge & Skills
• Cognition • Cognition • Application of
• Facts • Methods • Cognitive Skills
• Vocabulary • Procedures • Psychomotor Skills
• Definitions • Problem Solving • Conative Skills
• General Details
Power-
Instructor Point Drill & Practice
Led Training (Interactive) (CBT/e-Learning)
Authentic e-Learning / Authentic Tasks
Power- Reference Interactive Tutorials
Textbooks Point Tools (CBT/e-Learning)
Case Scenarios Serious
(Decisionmaking &
Critical Thinking Skills) Games
Augmented Part-Task Experiential
Reality Trainers Simulations
Mobile Social
Learning Performance Networks
True/False Multiple Choice Fill-in-the-Blank Assessments
Evolving Technology & Models of Instruction and www.seriousplayconference.com
August 2012 Assessment
46. Conclusions
• Market is asking for engaging applications (not
necessarily games)
• Games for games sake won’t work
• Incorporate off-the-shelf games into learning
• Understand target end-user learning environment
• Consider the ‘group play’ element into game
design
• Design games instructors can use
August 2012 www.seriousplayconference.com
47. Conclusions
• Games as part of lab/breakout groups
• Pre or post exercise
• Retention/Sustainment training
• Situational Awareness
• Fundamentals – vocabulary
• Team Building
August 2012 www.seriousplayconference.com
48. Conclusions
Serious Games need to involve more than the game
play itself; delivery medium, end-user play
environment, and the game’s integration into the
greater curriculum need to be factored for effective
serious game design.
August 2012 www.seriousplayconference.com
50. “Where Do Games Fit in Employee or Public
Training?”
Thank you!
Bob Waddington
SimQuest, LLC.
bwaddington@simquest.com
August 2012 www.seriousplayconference.com