The document discusses how video games can provide benefits such as improving problem-solving skills, hand-eye coordination, and risk-taking abilities. It debunks myths that playing violent video games causes youth violence, citing research that found no evidence of a link. The document also notes that video games can help develop 21st century skills and that gamers may be better at multitasking, following rules, and learning strategies.
This powerpoint contains slides that are explaining :
-What video games are.
-Can video games lead to violence.
-The media's influence on video games.
-The graphic violence inside the video games.
In addition to the sources within the presentation, visit:
More information on board and face-to-face games:
http://people.lis.illinois.edu/~ddubin//games.html
A game design program for very young children:
http://www.squeakland.org/
This powerpoint contains slides that are explaining :
-What video games are.
-Can video games lead to violence.
-The media's influence on video games.
-The graphic violence inside the video games.
In addition to the sources within the presentation, visit:
More information on board and face-to-face games:
http://people.lis.illinois.edu/~ddubin//games.html
A game design program for very young children:
http://www.squeakland.org/
This powerpoint shows how violence/sexual contents in video games will affect teenager. Since teenagers are less mature than adult and have less experience, teenagers are most likely become victims of violence/sexual video games and may carry out crime.
Who is Gaming in India and Why: Demystifying the Video Game LandscapeZatun
Mr. Abhinav Chokhavatia shares his presentation on who is gaming in India and why at the Global Youth Marketing Forum 2012 (GMYK) in Mumbai.
http://zatun.com
http://zatungames.com
Everyone Wins! How Games Can Improve Learning Outcomes Across Multiple Genera...Aggregage
Nearly 70% of American adults play video games. Why? Because games provide a fun, motivational, and risk-free medium to compete, collaborate, and conquer. More and more instructional designers are asking what games they should use to increase the effectiveness of their training and to engage their target audience. Today there are five distinct generations (Traditionalists, Baby Boomers, Gen X, Millennials, and Gen Z) in the workforce. In this webinar, Stephen Baer, Chief Creative Officer at The Game Agency, will discuss each generation’s unique learning styles and identify game types that appeal to each one and improve your learning outcomes.
In this webinar, you will learn:
• How different generations respond to varying styles of learning
• Best practices in applying demographic knowledge to get the most out of eLearning gamification
• How to align your performance objectives with the right game and/or gamification solution
Achtung! wolfenstien - The objective of this interactive presentation is to raise awareness of some benefits of video games, to reassure people that’s its an acceptable and growing leisure time. To help adults and children become more informed when deciding how much is too much and give some guidance on building social and acceptable play strategies.
This powerpoint shows how violence/sexual contents in video games will affect teenager. Since teenagers are less mature than adult and have less experience, teenagers are most likely become victims of violence/sexual video games and may carry out crime.
Who is Gaming in India and Why: Demystifying the Video Game LandscapeZatun
Mr. Abhinav Chokhavatia shares his presentation on who is gaming in India and why at the Global Youth Marketing Forum 2012 (GMYK) in Mumbai.
http://zatun.com
http://zatungames.com
Everyone Wins! How Games Can Improve Learning Outcomes Across Multiple Genera...Aggregage
Nearly 70% of American adults play video games. Why? Because games provide a fun, motivational, and risk-free medium to compete, collaborate, and conquer. More and more instructional designers are asking what games they should use to increase the effectiveness of their training and to engage their target audience. Today there are five distinct generations (Traditionalists, Baby Boomers, Gen X, Millennials, and Gen Z) in the workforce. In this webinar, Stephen Baer, Chief Creative Officer at The Game Agency, will discuss each generation’s unique learning styles and identify game types that appeal to each one and improve your learning outcomes.
In this webinar, you will learn:
• How different generations respond to varying styles of learning
• Best practices in applying demographic knowledge to get the most out of eLearning gamification
• How to align your performance objectives with the right game and/or gamification solution
Achtung! wolfenstien - The objective of this interactive presentation is to raise awareness of some benefits of video games, to reassure people that’s its an acceptable and growing leisure time. To help adults and children become more informed when deciding how much is too much and give some guidance on building social and acceptable play strategies.
Chris Trottier "Designing Games for the 43 year old Woman"Game Diversity
This presentation was done by (and is owned by) Chris Trottier, Zynga. It is being uploaded to continue / further the discussion of diversity and inclusion within the video game industry.
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.
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
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
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.
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
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.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
2. WHO AM I?
• Tim Hart
• Instructional Technologist for
UMaine
• www.edutim.com
• Gamer
3. GAMER?
• Played Video Games all my life
• Some systems I’ve owned:
• Commodore 64, Atari 2600, NES, Gameboy, SNES,
Genesis, Virtual Boy, N64, Playstation, Gamecube,
Playstation 2, XBOX, Nintendo DS, Wii, XBox 360
• XBox Live account ID = Hartix
• Currently playing: Resident Evil 5
24. WHO IS THIS?
• Niko Bellic
• BonusPoints -
Cousin’s name?
Image courtesy of Wikipedia
25. WHO IS THIS?
• Niko Bellic
• BonusPoints -
Cousin’s name?
• Roman Bellic
Image courtesy of Wikipedia
26. GAMER FACTS
source: entertainment software association
27. GAMER FACTS
1. The average gamer is 35 years old.
source: entertainment software association
28. GAMER FACTS
1. The average gamer is 35 years old.
2. More than one-third of gamers are women .
source: entertainment software association
29. GAMER FACTS
1. The average gamer is 35 years old.
2. More than one-third of gamers are women .
3. More than one in four gamers is over 50.
source: entertainment software association
30. GAMER FACTS
1. The average gamer is 35 years old.
2. More than one-third of gamers are women .
3. More than one in four gamers is over 50.
4. The average game purchaser is 40 years old.
source: entertainment software association
31. GAMER FACTS
1. The average gamer is 35 years old.
2. More than one-third of gamers are women .
3. More than one in four gamers is over 50.
4. The average game purchaser is 40 years old.
5. Sixty-three percent of parents believe games are a positive
part of their children’s lives.
source: entertainment software association
32. GAMER FACTS
1. The average gamer is 35 years old.
2. More than one-third of gamers are women .
3. More than one in four gamers is over 50.
4. The average game purchaser is 40 years old.
5. Sixty-three percent of parents believe games are a positive
part of their children’s lives.
6. Sales of quot;family entertainmentquot; video games more than
doubled in 2007, making it the fastest growing segment of
the video game market. source: entertainment software association
33. THE NUMBERS
Game sales in 2007 - $9.5 billion.
source: entertainment software association
34. THE NUMBERS
Game sales in 2007 - $9.5 billion.
That is nine games sold every second of every day in 2007.
source: entertainment software association
35. THE NUMBERS
Game sales in 2007 - $9.5 billion.
That is nine games sold every second of every day in 2007.
Halo 3, the best-selling title of 2007, took in more revenue
in its first day of sales than the biggest opening weekend
ever for a movie (quot;Spider-Man 3quot;) and the final quot;Harry
Potterquot; book's first day sales
source: entertainment software association
36. SALES BY RATING
E (Everyone)
16% T (Teen)
M (Mature)
28% 57%
source: entertainment software association
48. CHALLENGES FOR GAME
DESIGNERS
• Creating an activity that allows for a “in the zone” experience
• Allowing
a wide array of skill levels to initially enjoy and be
immersed in the game
• Sustaining “in the zone” throughout the experience
49. CHALLENGES FOR TEACHERS
• Creating an activity that allows for a “in the zone” experience
• Allowing
a wide array of skill levels to initially enjoy and be
immersed in the lesson
• Sustaining “in the zone” throughout the experience
54. STUDENTS AT RISK
Kids who don’t play video games
are at risk!
They get in trouble more often!
55. STUDENTS AT RISK
Kids who don’t play video games
are at risk!
They get in trouble more often!
Lawrence Kutner, PhD, and his wife Cheryl K. Olson, ScD
56. SOME RESEARCH
• Lawrence Kutner, PhD, and his wife
Cheryl K. Olson, ScD
• Research was funded with $1.5
million by the U.S. Dept. of Justice
• Findings
reported in Grand Theft
Childhood: The Surprising Truth
About Violent Video Games and
What Parents Can Do.
• Hereare some of the myths
debunked
57. MYTH #1
• The growth in violent video game sales is
linked to the growth in youth violence —
especially school violence — throughout the
US.
58. FACT
• Violent
Crime in Schools fell 44%
from 1994-2001
• We have the lowest juvenile
arrest rate for violent crimes since
1983.
• Murder Arrests in 1993 = 3,800
• Murder Arrests in 2001 = 1,400
59. MYTH #2
•Girls
don’t play violent video games like
Grand Theft Auto.
60. FACT
• 29% of girls say they play at least one M-rated game a
lot
• One in five listed Grand Theft Auto
• Grand Theft Auto was second only to the Sims in
popularity.
70. HOW?
• Don’tBother Me Mom - I’m
Learning
• Marc Prensky
• Internationally acclaimed speaker,
writer, consultant, and designer in
the critical areas of education and
learning.
• Here is his book in a nutshell...
71. 21ST CENTURY SKILLS
•“The true secret of why kids spend
so much time on their games is that
they’re learning things they need for
their twenty-first century lives”
72. FOR THE DOCTORS
• “I use the same hand-eye coordination to play video games as
I use for surgery.
• Dr. James Rosser, Beth Israel Hospital
• Doctors that played games earlier in life made 40% less
mistakes during surgery.
• Playing video games before surgery also lowers error rates.
74. RULES
•Gamers figure things out on their own
better than non-gamers
•Probetheir environment for
understanding
75. RISK TAKING
•Gamers are risk takers
•Gamers are more likely to try
different strategies
•Enlightened trial and error
76. GAMES TEACH STRATEGY
• Cause and effect
• Long term winning versus short term gains
• Order from seeming chaos
• Complex system behaviors
• Counter-intuitive results
• Using obstacles as motivation
• The value of persistence
77. 10 YEAR OLD GAMERS
LEARNED.
• Everyone can save the world if they try
• Two against one isn’t fair
• Don’t shoot people
• Have patience
• The good guys always win
• Don’t trust everyone you meet
• Help your friends
78. SOME OF MY GAME PROJECTS
• Black Bear Island
• VirtualIsland for studying
virtual worlds for teaching
and learning.
• Offered courses on the
island
• http://slurl.com/secondlife/
Black%20Bear%20Island/
144/100/31
79. SOME OF MY GAME PROJECTS
• UMaine OpenSim
• Virtual
Island Server that is
free and open source
• Planto offer free, private,
virtual space to Maine schools
• http://
opensim.umeedu.maine.edu
80. SOME OF MY GAME PROJECTS
• OS X Virtual World App
• Virtual World
software for
your computer
• Can load different worlds -
like the Matrix
• http://www.edutim.com/
opensim-app
81. FOUR QUESTIONS
1.Why are you doing what you're doing to beat the game?
2.What aspects of the game lead you to that approach?
3.Where are you taking risks, and where are you playing it safe?
4.What skills do you need to develop to get better at this game?