This document discusses serious games and their benefits, particularly for women. It outlines how serious games can incorporate elements like backstories, rules and graphics to create an immersive learning experience while improving skills like problem-solving, memory and strategic thinking. The document presents examples of serious games used in K-12 education, medical training, higher education, vocational training and language learning that address topics like science, employment for those on the autism spectrum, and Chinese culture. It acknowledges gender stereotypes in games and how mobile games are growing as a platform. In the conclusion, it prompts the reader to discuss the audience, goal and learning potential of an example game.
The opening song to the 80's sitcom, Cheers, reminds us that we all need a space where we're welcomed, valued, and part of a community. Ray Oldenburg calls these Third Places. For many of our students today, Minecraft and other multiplayer online games, have become that third place. This year, I launched a 24/7 Minecraft server for our district's students. This presentation shares how it has become both a third place and a world that fosters powerful, informal learning!
In this presentation, you'll connect play with learning, explore the instructional side of video games, get 11 tips for integrating video games into your classroom, and explore a few examples of games you can use in the classroom.
Innovative Pedagogies for ESD and GCED - UNESCOMEGA Generation
Presentation used in the debate “Innovative pedagogies for ESD and GCED: Is game-based learning the future?” organized by the UNSECO MGIEP during the UNESCO Week for Peace and Sustainable Development that took place in Ottawa, Canada.
The opening song to the 80's sitcom, Cheers, reminds us that we all need a space where we're welcomed, valued, and part of a community. Ray Oldenburg calls these Third Places. For many of our students today, Minecraft and other multiplayer online games, have become that third place. This year, I launched a 24/7 Minecraft server for our district's students. This presentation shares how it has become both a third place and a world that fosters powerful, informal learning!
In this presentation, you'll connect play with learning, explore the instructional side of video games, get 11 tips for integrating video games into your classroom, and explore a few examples of games you can use in the classroom.
Innovative Pedagogies for ESD and GCED - UNESCOMEGA Generation
Presentation used in the debate “Innovative pedagogies for ESD and GCED: Is game-based learning the future?” organized by the UNSECO MGIEP during the UNESCO Week for Peace and Sustainable Development that took place in Ottawa, Canada.
Gamification:the new key to success.How gamification is applied in education.Dorina.Izbisciuc
"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.
What does it look like to gamify teacher professional development? In this session, which is also a game itself, participants will learn more about Lucas' latest project, EPIC Academy, a game-inspired, playable professional development program for district educators.
Slides from my breakaway sessions at the International Boys Schools Conference at Wynberg Boys on 14 March. What are games? Why do they work? What does gamification mean, and what is a "serious" game?
Answers to all these questions, plus links and comprehensive resources to get you started on using games in your own classroom.
This presentation introduces the SAGA (Story and Game Academy) project. A program designed to enrich students' experiences through the exploration of games and the storytelling in games.
This Thanksgiving Party game can be used with small or large groups. The key objective is to remember a long and growing list of Thanksgiving related items.
Gamification:the new key to success.How gamification is applied in education.Dorina.Izbisciuc
"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.
What does it look like to gamify teacher professional development? In this session, which is also a game itself, participants will learn more about Lucas' latest project, EPIC Academy, a game-inspired, playable professional development program for district educators.
Slides from my breakaway sessions at the International Boys Schools Conference at Wynberg Boys on 14 March. What are games? Why do they work? What does gamification mean, and what is a "serious" game?
Answers to all these questions, plus links and comprehensive resources to get you started on using games in your own classroom.
This presentation introduces the SAGA (Story and Game Academy) project. A program designed to enrich students' experiences through the exploration of games and the storytelling in games.
This Thanksgiving Party game can be used with small or large groups. The key objective is to remember a long and growing list of Thanksgiving related items.
Talk given at Lean Kanban Central Europe 2016
Update 23/12/2016:
This updated version of the presentation corrects an error on the summary slide, which should have read: "Staff liquidity – allocate high skilled, multi-skilled staff after less flexible staff"
Improving Post-Click User Engagement on Native Ads via Survival AnalysisMounia Lalmas-Roelleke
In this paper we focus on estimating the post-click engagement on native ads by predicting the dwell time on the corresponding ad landing pages. To infer relationships between feature of the ads and dwell time we resort to the application of survival analysis techniques, which allow us to estimate the distribution of the length of time that the user will spend on the ad. This information is then integrated into the ad ranking function with the goal of promoting the rank of ads that are likely to be clicked and consumed by users (dwell time greater than a given threshold). The online evaluation over live traffic shows that considering post-click engagement has a consistent positive effect on both CTR, decreases the number of bounces and increases the average dwell time, hence leading to a better user post-click experience.
There are the slides of our WWW 2016 paper. This is work with Nicola Barbieri and Fabrizio Silvestri.
Presentation from the SiS Catalyst and EUCU.NET Technucation conferernce at the University of Porto, 28th November to 1st December 2013. Workshop A - The Content.
At this event, we will explore game mechanics and how they can be used to improve digital products, going beyond pure entertainment, to solve real world problems. This new trend is gaining in popularity and brands are reworking their digital resources. Solutions have appeared in a rich assortment of industries, including health, education, finance. Game mechanics can be used to facilitate communication, leverage common interests, create change, and locate missing persons. Some refer to this trend as serious games. Bottom-line: the use of game mechanics allow companies to solve problems, forge a stronger connection with their customers, and create a better user experience.
How video games can enhance graduate attributesUofGlasgowLTU
This workshop begins by seeking to determine which graduate attributes participants feel they currently possess, and reflect upon how and where these attributes were developed. Inspired by preliminary research into students’ views on video games and their relationship with learning, the workshop then examines each of the University’s stated graduate attributes and invites discussion around the assertion that many of these attributes can be – and are already being – developed as a result of engagement with modern video games.
Video games are considered to be played by teen-aged boys, considered to create more violent and depressive person, socially isolated human being. and above all, video games supposedly are just a waste of your time because you cant learn anything from it.
Well, lets bust these myths about gaming, gamers and games.
Shown at the Researchers' Night, Israel, 2016.
Leveraging the Potential of Mobile LearningDanni M
Keynote Presentation for Faculty Development Day at PCCC given on May 15, 2014. Discusses the potential of mobile learning in the context of higher education. Links to resources are provided.
Digital Badges Preconference workshop NMC 2013Danni M
Michael Soupios, Danielle Mirliss and Chris Petruzzi conducted a three hour long preconference workshop on the use of digital badges at the New Media Consortium 2013 conference held in Hilton Head, South Carolina on June 4-7.
Presentation delivered at the NMC Summer conference highlighting the work done to prepare for the launch of a digital badge initiative aimed at engaging incoming Freshmen.
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.
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.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
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.
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.
1. Serious Games for Serious Women
Danielle Mirliss, Associate Director, TLT Center
Mary Zedeck, Instructional Designer, TLT Center
2. Welcome
• Do you like to play games?
• Do you play games that you have installed on
your computer or online?
• Do you believe there are gender stereotypes
in games?
• Do you think that games can support
education?
3.
4. Elements of a game include:
– Back Story
– Game Mechanics
– Rules
– Immersive Graphical Environment
– Interactivity
– Challenge/Competition
– Risks and Consequences
8. Research on Games
APA reports
“Certain types of video games can
have beneficial effects, improving
gamers’ dexterity as well as their
ability to problem-solve…”
* Fordham University – video games can improve cognitive and perceptual skills
* Iowa State University – games increase suturing skills, spatial skills and hand-dexterity
* University of Wisconsin at Madison - game-based learning can supplement textbooks and
science labs in fostering scientific thinking.
http://elianealhadeff.blogspot.com/2008/08/study-serious-gaming-boosts-cognitive.html#
9. 6 Benefits Of Game-Based Learning
1. Increases A Child’s Memory Capacity
2. Computer & Simulation Fluency
3. Helps With Fast Strategic Thinking &
Problem-Solving
4. Develops Hand-Eye Coordination
5. Beneficial Specifically For Children With
Attention Disorders
6. Helps Children With Particular Skills (e.g. map
reading)
11. Science Education
“Perhaps the most fatal flaw in the education of young people is that we apprentice
young people into 19th century science rather than letting them play 21st century scientist”
Science Game Center (SGC) serves as a clearing house for all types of
Serious Games for science education.
14. Vocational
A Serious Game designed to increase employability of people on the Autism
Spectrum and related special needs.
http://seriousgamesmarket.blogspot.com/2013/01/serious-games-preparing-affected-by.html
19. Let’s Play!
• Who is the audience?
• What do you think was the goal of the game?
• Does it support learning?
• Is it female, male or gender neutral?
• Other comments
20. Thank You!
Danielle Mirliss Mary Zedeck
Associate Director Instructional Designer
TLT Center TLT Center
danielle.mirliss@shu.edu mary.zedeck@shu.edu
Editor's Notes
Talk about the difference between different types of games as defined by Adobe Casual Games – purely for entertainment, they may include everything from solitaire to Halo Advergames – drawing from both casual and serious games, these use public persuasion techniques to promote a product, brand, cause or political candidate. Arcade style Card, logic and board games Text Adventure (aka Interactive Fiction) Graphical Adventures Simulation (aka Sims) Strategy (aka Strats) First Person Shooter (aka FPS) Side Scrollers Third Person Shooters Role Playing Game (aka RPG)
Every game has a back story, it is the rationale for the game play Game mechanics handle the specific functions within a game including the how the physical world behaves, in game weather, actions of the characters Rules are the constraints in game play on every player’s actions and abilities Immersive Graphical environment – sensory representation of the experience layer of the game Interactivity Challenge/Competition – heart of any game, against the game, onself or other players Risks and consequences – safe in the game environment where the consequences of an action or decision do not impact the real world
Serious Games are designed with the intention of improving some specific aspect of learning, and players come to serious games with that expectation. Serious games are used in emergency services training, in military training, in corporate education, in health care, and in many other sectors of society. They can also be found at every level of education, at all kinds of schools and universities around the world. US Depart of Defense originally coined the term “serious game” as a more acceptable way to talk about “war games” with congress and the public
Games are a form of organized play, a game that is well designed yields meaningful play. Meaningful play is what occurs when the relationships between actions and outcomes in a game are both discernible and integrated into the larger context of a game. There is widespread consensus that games motivate players to spend time on task mastering the skills a game imparts. A number of distinct design elements, such as narrative context, rules, goals, rewards, multi-sensory cues, and interactivity, seem necessary to stimulate desired learning outcomes.
1. Increases A Child’s Memory Capacity Games often revolve around the utilization of memorization This not only relates to games whereby children have to remember aspects in order to solve the game, memorize critical sequences, or track narrative elements. 2. Computer & Simulation Fluency This is something which is very important because we live in a world which is dominated by technology. Playing on games via the internet allows children the license to get used to how a computer works and thus it becomes second nature to them. There are websites, such as Cartoon Network games, which provide young children with fun and exciting games which also teach them to utilize the mouse and keyboard properly, not to mention browsing, username and passwords, and general internet navigation. 3. Helps With Fast Strategic Thinking & Problem-Solving Most games require children to think quickly. Moreover, they have to utilize their logic in order to think three steps ahead in order to solve problems and complete levels. This is great because it is something which helps children in later life as they develop their logic, their accuracy and their ability to think on their feet and outside of the box. 4. Develops Hand-Eye Coordination As mentioned earlier, Cartoon Network games and similar fare require children to use a gamepad or a keyboard and the mouse to operate the games. Not only does this get them more tuned to how a computer works, but it also helps to develop hand-eye coordination because children have to look at the action on the screen whilst using their hands to control what is happening at the same time. 5. Beneficial Specifically For Children With Attention Disorders Research has revealed that online games can actually help children who experience attention disorders. This was concluded by a professor at Nottingham University (CNN covered it here), and is a notion which has been repeated by many in related studies. 6. Helps Children With Particular Skills (e.g. map reading) A lot of games contain certain aspects which help children with specific skills. For example, a lot of mystery and adventure games contain maps which children will have to read. This obviously helps their map reading skills and practical thinking. Moreover, there are games, such as football management games, which introduce children to managing finances and general project management. As you can see, there are a whole host of reasons as to why online games can be beneficial for children. Thus, education and gaming certainly aren’t enemies; in fact many would say that they are more like best friends. This is a contributed post from Celina Jones, a fre
There have always been educational games for students to play at home or in school, but these days that variety and accessibility is growing rapidly. Educators hoping to increase interest in subjects like math, history and science have begun bringing games into the classroom, allowing students to play while they learn. Often online or on mobile devices, students can access these games from anywhere making them perfect learning vehicles at all grade levels. Calculation Nation offers students the opportunity to practice their mathematics skills individually or in a head-to-head format playing against other students. The site features five online games and a customized game room where thousands of students can challenge one another to test their math skills. Quandary is a free, online game for players aged 8-14 that presents engaging situations purposefully designed to build competency in ethical thinking. Quandary is a unique gaming experience that puts players in charge of a colony on the planet Braxos, where human settlers are trying to create a thriving civilization. Players will have to consider urgent moral and ethical dilemmas that are integral to the livelihood of their colony. Each decision will have serious consequences for the settlers of Braxos. In their interactions with other settlers in the colony, players must consider facts, opinions and solutions, just like in real life. http://www.quandarygame.org/ http://seriousgamesmarket.blogspot.com/2010/09/ipad-serious-games-to-revolutionize-way.html Photo: http://1.bp.blogspot.com/-JSY52Co6ATA/TZNj7UVY_2I/AAAAAAAAOhs/ZammadfNOaE/s1600/934+Serious-Games.jpg
Key to the value the SGC offers is the opportunity for educators, scientists and players to post their reviews of the games. These reviews inform teachers about how the games have been used by others and provide constructive feedback to game developers about the accuracy of the scientific representations and how much players enjoy the games.
Pulse!! is a serious game for learning complex medical practices and technical knowledge : diagnosis of all types of illnesses, ER services and complex surgical procedures. Through immersion in a virtual environment which simulates complex situations such as medical history, physiological responses to drug treatments, etc., Pulse! validates the knowledge that could be acquired in traditional modes of learning. Movie - http://www.dailymotion.com/video/xb1dnf_pulse-le-premier-serious-game-sante_videogames#.UUn7jhcccpE On Call - The multiplayer Serious Game simulates an Emergency Department and is designed to sharpen quick-thinking skills for emergency medical personnel. On Call allows students to use social network-style game mechanics to play different medical team roles in a fast-paced setting. Students have the opportunity to assess, evaluate, and treat patients while balancing factors such as time, efficiency, and resources.
McGraw Hill Government in Action - https://www.youtube.com/watch?feature=player_embedded&v=k-dxhDYo6Gs Other Examples: http://www.mhpractice.com/ Government in Action is an online multiplayer game where you role play a member of Congress as a way of exploring American Government. Your goal is to maximize your Political Capital while balancing the need to achieve re-election every 2 years with having success in Washington DC. You have limited resources to spend and cooperation with other players is crucial to finding success in the game. Practice Marketing is the first in a series of 3D, multiplayer business strategy games designed for McGraw-Hill Education's new line of digital learning products. A multiplayer simulation of the backpack industry, Practice Marketing enables students to put their marketing skills to the test in a fun and competitive, real-world environment. Practice Operations is a learning resource that brings operations management to life, while reinforcing key concepts in a way that promotes critical thinking and strategic decision making.Practice Operations is a 3D, interactive, game-based simulation that allows students to manage operations of a clothing manufacturing and distribution company.
iSpectrum simulates a job interview and the first day at work, allowing players to familiarize themselves with certain possible situations in a variety of work environments. Users are able to learn, understand and act out different social roles as an employee and carry out a series of tasks to develop employability and social interaction skills.
Zon is a multiplayer, online learning environment designed to teach Chinese language and culture through gameplay. As a web-based site, Zon provides real-time, on-demand connection to interactive learning activities and authentic cultural information.Zon is a virtual environment where the community of Chinese language learners can connect, practice their language skills and learn about the Chinese culture. Participate in tutor sessions, live classes and practice one on one with other players. Every item in Zon has information attached, allowing you to explore culture and language at your own pace.
http://www.breakawaygame.com/info.php?lang=EN http://www.breakawaygame.com/info.php?lang=EN Breakaway is a free online game intending to reduce violence against women across the globe. Players join a youth football (soccer) team and learn about being a team player on and off the field. They must build their relationships with their teammates between practices and matches, navigating the conflicts that arise when a girl finds a place on the team. The United Nations Population Fund helped create it. Breakaway is a game that offers youth the chance to discover how to become a champion. The game offers an engaging and fun way to develop successful intrapersonal skills that can end poverty. Through the game, the player encounters real life situations that resonate with a teen’s experience such as peer pressure, competition, collaboration, teamwork, bullying and negative gender stereotypes. Breakaway gives the player choices that allow them to make decisions, face consequences, reflect, and practice behaviors in a game and story format that relies on:
The average gamer is 30 years old and has been playing for 12 years. Sixty-eight percent of gamers are 18 years of age or older. Forty-seven percent of all players are women, and women over 18 years of age are one of the industry's fastest growing demographics. Today, adult women represent a greater portion of the game-playing population (30 percent) than boys age 17 or younger (18 percent). Sixty-two percent of gamers play games with others, either in-person or online. Seventy-eight percent of these gamers play with others at least one hour per week. Thirty-three percent of gamers play social games. Gamers play on-the-go: 33 percent play games on their smartphones, and 25 percent play on their handheld device. Not only this, but it appears that finally the video game industry is beginning to catch on. “Our industry’s innovative titles are reaching new consumers in broader, deeper and more-engaging ways,” said Michael D. Gallagher, president and CEO of the ESA. As women appear to be the fastest-growing demographic and make up over a third of players above age 18 (37% to be exact), there is some serious cash to be made by appealing more to the female buyer! The gaming industry is beginning to focus more on recruitment of female developers, and is reaching out to attract, encourage and inform women interested in working in games. David Smith, founder of Women in Games Jobs pointed out that, “ those looking from outside of the games industry can now see evidence that key figures in the games industry are taking steps to address the gender imbalance that exists in the video and online games industry, ” which is good news.