This Scheduler is in Your Local Time

Program for Session Times (Eastern) here:
https://www.seriousplayconf.com/2021-program/

Below you can find tentative sessions of 2021 Serious Play Conference. This Scheduler allows you to pre-select the sessions you want to attend.  You will also be able to sign into the Conference with your personal ID right from this schedule when we are in session.  The Main Conference days are Wednesday–Friday. Preconferences, which require a separate registration, are shown on Tuesday and Saturday. All times subject to change until confirmed late Spring. 
 
Search Results Web results How to … Check that Zoom Works for You

Serious Play Conference sessions speakers will present in Zoom. Attendees can access live sessions from any personal computer or mobile devices.
Before the actual conference dates, use your unique code to test that your computer or device is all set up to work. Go to http://www.zoom.us/test
How to … Attend a Session

Use the Scheduler to select the sessions that interest you.
 
You can go straight into the conference from here, but we recommend you take some time to review session descriptions ahead of time and choose the presentations you most want to hear. See “How to … Mark Sessions to Attend” below. Since we will have only 30 minutes between talks and workshops, this will help you be on time. All session times will be your time zone, based on your Browser setting.

You can use the dropdown function if you plan to stick to one track.
 
You can also search for a key word of interest with the search box.
 
Click in a session box in the calendar to see session details/abstract and a link to the speaker bio. 
 
On conference day, you click on the session button to join a session. 
 
Zoom will ask you for your sign in ID email and password. Use the ones we provided to you. Sign in as you normally would when entering a Zoom meeting. See above instructions under “Webinar Platform” if you are a new Zoom user. You will be attending as a silent participant.  Your speaker, however, may opt to let you ask questions in the chat window.
 
In between sessions, you will return to this schedule page to select and enter the next session the same way you exit any meeting in Zoom. 
 
How to … Mark Sessions to Attend ⭐


If you are having a hard time choosing between sessons, you can pick more than one and make your ultimate chice on the day of the conference. You actually can also hop to another session during the conference, if you discover the content of that sessions is not what you thought.
 
When you are finished, click the “Show My Picks” button.
You can come back to the Scheduler and enter the Conference by opening the box for each of your choices on the day we are actually in session by clicking anywhere in the box.
 
To print a copy, click the “Print This Page” button. (You must first click the “Show My Picks” button).

  • Tuesday 22 Jun 2021
  • Wednesday 23 Jun 2021
  • Thursday 24 Jun 2021
  • Friday 25 Jun 2021
  • Saturday 26 Jun 2021

Tuesday 22 Jun 2021

10:00 am - 4:30 pm

The Gamification of Learning; a Certification Course

Monica Cornetti, CEO, Sententia Gamification Consortium, Jonathan Peters PhD, CMO, Sententia Gamification ConsortiumTrack 1 CORP/NP/MIL/GOVT

Development Officers, Training Leads, Faculty with Leadership Responsibility and Adult Education Professionals

 

Monica Cornetti
CEO
Sententia Gamification Consortium
Click for Speaker Bio

Jonathan Peters
CMO
Sententia Gamification Consortium
Click for Speaker Bio

Cost: $350 *
6 hours
*Purchase these workshops separately. These special skill sessions are not included in a Main Conference Registration.

Overview:

Experience gamification in real-time as you learn in a fully gamified educational environment. The Sententia Gamification Certification is a complete immersion experience – come prepared to play full out. You’ll leave feeling creatively inspired and challenged to technically master the time proven process for adapting a gamification strategy for your programs.

Upon completion you will be able to effectively create a detailed learning proposal for any course using the 5-step Sententia Gamification of Learning framework. Plus, this is the ONLY Gamification Certification that earns you recertification* credits with SHRM and ATD.

NO CODING SKILLS REQUIRED!

Tools You Will Receive to Keep:
Below is a list of the tools and resources that each participant will receive to aid in performance support during the course, and in learning transfer after the course has been completed
• Game the System™ Treasure (Learning) Map
• Game the System™ Strategy Playing Cards
• Totally Awesome Training Activity Guide – Put Gamification to Work for You eBook
• Gamification Apprentice Playbook
• Wellness Program Case Study
• Rules of the Game
• Narrative Cards
• SMART Goal Setting Playsheet
• OKRs Game
• Storyboard Starter Playsheet
• Game Mechanics Starter List
• Action Plan
• Gamification Surveyor Badge with Meta

Tue 10:00 am - 4:30 pm
Pre-conf Workshop

Game Creator Boot Camp

Paul Pivec, CranberryBlue R&D, Austria; Maja Pivec FH Joanneum, Univ of Applied Sciences, AustriaTrack 2 HIGHER ED

An All Day Learning for Educators and Entrepreneurs
Paul Pivec
CranberryBlue R&D, Austria

Click for Speaker Bio

 

Cost: $200 *
3 hours

*Purchase these workshops separately. These special skill sessions are not included in a Main Conference Registration.

During this fun, all day workshop, attendees with or without coding skills will create a 3D world using Unity as a game engine and Game Creator as a visual scripting tool.

Serious Play’s workshop hosts will guide attendees through a rapid development process for a serious game using only a drag and drop technique. This valuable day that will provide the basic knowledge and transferable skills attendees can use to make a serious digital game on any platform.

Used within education, by indie developers and commercial companies, Unity with the Game Creator plugin enables anyone to drag and drop highly efficient and functional code into their creation. This allows anyone, from students and teachers through to commercial developers to decrease their timeline to focus on the aesthetics, mechanics, and learning outcomes of the resulting product.

Game Creator can also be used as a teaching tool for the programming process. With scripting modules called triggers, conditions, and actions, users can learn about programming logic with variables, collisions, and loops, but only if this is a desired outcome. However, much of this logic will become obvious while using the plugin.

This 3 Hour workshop will be engaging and informative and most of all, the attendees will learn easy to use computer-based tools that will let them create their own serious digital game. An complimentary Educational version of Game Creator will be provided to all participants, along with digital assets needed to complete the workshop, totaling around $200 in value.

Please Note:
To maximize learning within the allotted time, all participants should bring their laptops (Mac or PC) with Unity already installed. Instructions can be found here: https://www.piveclabs.com/how-to-documentation

Tue 10:00 am - 4:30 pm
Pre-conf Workshop

Make A Game Workshop

Chris Crowell, Chief Creative, Crowell InteractiveTrack 3 HIGHER ED

Click for Speaker Bio

Cost: $350 *
5 hours

*Purchase these workshops separately. These special skill sessions are not included in a Main Conference Registration.

In this 6 hour workshop, Chris will take self-formed teams of educators and company training personnel 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 their decisions about resources, game design and player experience, providing an understanding of the key elements in a serious game framework.

During the process, attendees learn how to figure out WHAT to build by discussing together the process and game theory. By the end of the day, they will have experiential learning about creating an experiential learning experience; it’s like some kind of “Experience-ception”!

Attendees also come away with an ‘ugly paper prototype’ that they can take back to their classrooms or companies or software support team for further development.

Tue 10:00 am - 4:30 pm
Pre-conf Workshop

Wednesday 23 Jun 2021

8:00 am - 8:45 am

Check with a Tech Support if you need help, Volunteers available from 8 a.m. Eastern, if necessary: https://www.seriousplayconf.com/tech-support/

8:45 am - 9:00 am

Welcome, Announcements: Sue Bohle, Executive Director, Serious Play Conference

Sue Bohle, Executive Director, Serious Play Conference

Wed 8:45 am - 9:00 am

9:00 am - 9:50 am

Keynote Panel: The Future of Learning

Moderator: James Piechocki, Lightvalve Learning.Panelists: Daniel Eckert, Managing Director, Emerging Technologies, Price Waterhouse Cooper; Christopher Earle, Senior Lead Engineer, Augmented and Virtual Reality, Booz Allen Hamilton; Belinda Lange, Research Lead (Technology), Caring Futures Institute at Flinders University, Australia; Penn Arthur, CEO, Immersicom; Mitch Weisburgh, Founding Partner, Academic Business Advisors

Moderator: Jim Piechocki
Consultant
Click for Speaker Bio

Panelists: Daniel Eckert
Managing Director
Emerging Technologies
Price Waterhouse Cooper
Click for Speaker Bio

Christopher Earle
Senior Lead Engineer,
Augmented and Virtual Reality
Booz Allen Hamilton
Click for Speaker Bio

Belinda Lange
Research Lead (Technology)
Caring Futures
Institute at Flinders University
Click for Speaker Bio

Penn Arthur
CEO
Immersicom
Click for Speaker Bio

Mitch Weisburgh
Cofounder
Games4Ed
Academic Business Advisor
Click for Speaker Bio

Jim Legoy
Partner & Technologist
LightValve

Wed 9:00 am - 9:50 am
OPENING SESSION

10:00 am - 10:45 am

Why They Don't Play: Designing for Personas

Jonathan Peters, Chief Motivation Officer, SententiaTrack 1 CORP/NP/MIL/GOVT

Click for Speaker Bio

When it comes to creating gamified or game-based learning experiences, most practitioners throw game mechanics at a program without a methodology or rational strategy. They assume that what is fun for them will be fun for their participants. The results are hit-or-miss. When budgets and time are in short supply, organizations cannot afford such an approach.

This session outlines a practical approach to determining which game mechanics will motivate a targeted audience. You will learn how an empirically-based taxonomy of core human desires predicts what will be “fun” for specific participants, why some people like competition while others prefer quiet concentration, and still others enjoy letting it all ride on black.

Now, instead of trying to force everyone to play the way you play, you will create experiences they want to engage with.

Wed 10:00 am - 10:45 am
CORPORATE/NON PROFIT, HIGHER EDUCATION, MIL/GOVT

AR Tools for Surgical Navigation and Training

Dmitriy Babichenko, Clinical Associate Professor, University of PittsburghTrack 2 HEALTHCARE

Click for Speaker Bio

About 40% of the global population plays video games, and that number doubled during the height of the COVID-19 pandemic lockdowns. Binging video games is never good, but when they are played in reasonable doses they can have positive effects on brain plasticity and behavior.

In this session, we'll take a closer look at how games have been shown to increase, not decrease, efficiency in the brain networks that control attention. We'll consider the cognitive demands associated with multitasking in a game-based environment, and how those skills can help players navigate their increasingly complex world. You'll also learn how games can positively impact eyesight, attention and visual processing.

Once we recognize the cognitive impact of games, we can start thinking about how to harness their benefits to improve learning. We'll look at different types of educational games and discuss how they can help you develop different cognitive skills. We'll also show you virtual games that can be used to foster friendly competition and interaction, and increase attention and engagement. Ultimately, this session will show you how to leverage the power of games to make the brain work smarter, better, and faster.

Wed 10:00 am - 10:45 am
GAME / INSTRUCTIONAL DESIGN, HEALTHCARE, VR, AR

PANEL: Top Ten Research Findings on the Effectiveness of Games

Clint Bowers, Pegasus Professor, U. of Central Florida; Alicia Sanchez, Game Czar, Defense Acquisition UniversityTrack 3 HIGHER ED

Clint Bowers
Click for Speaker Bio

Alicia Sanchez
Click for Speaker Bio

Voluminous amounts of research is completed every year focused on the effectiveness of using games in learning. In this session, Dr. Clint Bowers & Dr. Alicia Sanchez will reprise a popular session at serious games conferences in the past, distilling and curating all of the 2020 research into one Top 10 list!

In this session attendees will have the opportunity to learn more about research findings related to games!

Wed 10:00 am - 10:45 am
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION, MIL/GOVT

Harnessing the Full Potential of Games to Spur Learning for Kids

Abby Jenkins Sr. Dir, Content PBS Kids DigitalTrack 4 GAMES IN K-12

Click for Speaker Bio

There is a huge potential to create playful learning experiences for early learners. This session will cover:

- What skillsets are best suited for game-based learning
- How technologies like AR, voice control navigation and more influence how games are built
- Why it is more essential than ever to get kids excited about learning

This session will get teachers excited about new ways to engage kids through innovative learning experience, as well as involve parents in setting their kids up for success in school.

Wed 10:00 am - 10:45 am
USING GAMES IN K-12

Play to Build: Using your Own Experience to Create Training

Juston Espinoza, Sr. eLearning & Media Production Specialist, Spectrum Health, Ty James, Learning & Development Specialist, Spectrum HealthTrack 5 GAME/INSTRUCTION DESIGN

Juston Espinoza
Sr. eLearning & Media Production Specialist
Spectrum Health
Click for Speaker Bio

Ty James
Learning & Development Specialist
Spectrum Health
Click for Speaker Bio

Creating a game to help build soft skills can be a challenge. There's a lot to consider: experiences, individual roles, and org culture.

Spectrum Health University faced these same problems in coming up with a learning solution to help our team members build their individual resilience. Through mind mapping, workshopping games, quick iterations, and a lot of crumpled sticky notes we were able to build a game that pushed players to their breaking point.

Join us as we share how we built a game from scratch and how you can use our framework to do the same.

  • Learn to hold gamification workshops (template handout will be provided)
  • Gain ideas and process on how to build a game
  • See the power of iteration and prototyping in development
Wed 10:00 am - 10:45 am
GAME / INSTRUCTIONAL DESIGN, HEALTHCARE

Virtual Reality Training for Operational and Equipment Training

Paul Thurkettle, NATO Training Technologies Section HeadTrack 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

NATO has investigated using VR over many years with little success. Now as technology has advanced NATO is working on three projects to incorporate VR and AR into its training capabilities to support operational as well as equipment training.

Challenges are to ensure solutions can be delivered into NATO networks and meet security requirements.

Session will review past attempts and lessons learned as well as a review of the current projects.

Wed 10:00 am - 10:45 am
MIL/GOVT, VR, AR

Federal Grant Programs for Mental Health Games

Rhonda Moore, Program Officer NIMH, NIH; Andrew Grant-Thomas, Co-founder and Co-director, EmbraceRaceTrack 7 FUNDING/RESOURCES FOR DEVS

Rhonda Moore
Program Officer NIMH
NIH
Click for Speaker Bio

Andrew Grant-Thomas
Co-founder and Co-director
EmbraceRace
Click for Speaker Bio

Mental health is the biggest single predictor of life-satisfaction. Poor mental health can impede an individual’s capacity to realize their potential, work productively, and contribute to society. Yet, despite its importance, mental illness remains one of the most neglected yet essential issues in the US and across global settings.  

Mental illness tends to be under assessed, under managed and undertreated across clinical populations, with significant disparities in high risk and vulnerable populations due to social factors (e.g., stigma, access, discrimination, cost, poverty etc.,). The social and economic costs are diverse and far‐reaching—often leading to homelessness, poor educational and health outcomes, high unemployment rates culminating in high rates of poverty. While a variety of psychological and pharmacological treatments exist for moderate and severe mental illness (e.g., depression, anxiety, bipolar disorder etc.,); the COVID-19 pandemic has resulted in profound mental health impacts among the general populations worldwide, also  accelerating the rapid expansion of adoption asynchronous virtual mental technologies and the implementation of a variety of digital mental health tools (e.g. psychotherapy sessions for enhancing access and monitoring treatments and therapeutic benefit, mental health provider training/supervision, and the use of games to augment training of mental health workers, or as a treatment for mental illness, etc.).

As we look to the future and certainly to the world post COVID-19, there are new opportunities to positively transform clinical and personal environments of mental health care. Using insight from the fields of mental health, behavioral science, neuroscience, digital psychiatry, serious game design, and narrative;  this panel will discuss practical approaches and challenges to developing analogue, interactive, playful, and virtual environments to better understand, treat and transform the experience of mental illness at this time and for the future. Practical lessons, ethical considerations and insights will also be discussed.

Wed 10:00 am - 10:45 am
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

10:45 am - 11:00 am

Break

11:00 am - 11:45 am

Gamifying Conventional eLearning Modules for Employee or Workforce Training

Enrique Cachafeiro, Education & Training Coordinator, Duke HealthTrack 1 CORP/NP/MIL/GOVT

Click for Speaker Bio

Adobe Captivate and Articulate 360 are two of the most popular authoring platforms for eLearning modules. In this presentation I will show examples of how you can Gamify your learning in Adobe Captivate using it's robust advanced functions tools in order to make remote learning more engaging and interesting to your audience.

Wed 11:00 am - 11:45 am
CORPORATE/NON PROFIT, HEALTHCARE

Developing VR Medical Simulations for USAF: The VALOR Program

Karthik Sarma, Chief Technology Officer, SimXTrack 2 HEALTHCARE

Click for Speaker Bio

We will discuss the challenges and lessons learned from our joint USAF research program (the VALOR program) focused on building VR medical simulation training scenarios and tools for US Air Force special operations medical personnel.

This will include a discussion of the strategies we used to build a shared understanding of needs and capabilities and bridge the knowledge gap between developers, medical experts, and warfighters, and the technical approach we used to build a successful, flexible simulation system that meets the needs of the special operations medics who use it by transitioning from the research lab into active use.

Finally, we will discuss the program's current work, which focuses on developing novel simulation capabilities made possible only through the use of VR serious gaming technologies.

The takeaway learning points will be:

- An understanding of how VR can be used for medical simulation training
- Tips and tricks for facilitating collaboration between research and engineering staff developing serious games and end-users who need them
- Strategies for translating serious games from the innovation phase into production use

Wed 11:00 am - 11:45 am
HEALTHCARE, VR, AR

Interdisciplinary Research Mentorship in Serious Play

Elizabeth Swensen, Nicole Feldl, Assistant Professors University of Santa CruzTrack 3 HIGHER ED

Elizabeth Swensen
Assistant Professor of Art and Design: Games + Playable Media
University of California, Santa Cruz
Click for Speaker Bio

Nicole Feldl
Assistant Professor of Earth and Planetary Sciences
University of California, Santa Cruz
Click for Speaker Bio

Academic design research regularly relies on substantial contributions from graduate students, but what if your team wishes to invite undergraduates into the design and development of serious games? How must budgeting of time, resources, and grant funding be adapted for undergraduate inclusion in university games research?

Assistant Professors Nicole Feldl and Elizabeth Swensen of UC Santa Cruz will share their strategies and production methods for recruiting, onboarding, and mentoring undergraduate game designers on interdisciplinary games and learning projects.

They will also discuss the challenges and advantages of training the undergraduate team in the scientific concepts they will be teaching to others through play.

Wed 11:00 am - 11:45 am
HIGHER EDUCATION

Designing Narrative-based Escape Games for Education

Scott Nicholson, Professor, Wilfrid Laurier UniversityTrack 4 GAMES IN K-12

Click for Speaker Bio

The power of escape rooms comes from the immersion of the players in a story that is larger than life, but teachers building escape rooms in their classrooms run into frustrations making the escape room format fit the constraints of a classroom. During this session, Scott Nicholson will present his "Ask Why" framework for designing narrative-based escape games for education, and will present different game shapes of escape games that are more appropriate for classroom settings than an escape room.

Attendees will come away with two things: a method to systematically design an narrative-based educational escape game, and a set of game shapes and when to use each to create escape games that better fit their classroom environment.

Wed 11:00 am - 11:45 am
GAME / INSTRUCTIONAL DESIGN, USING GAMES IN K-12

Zero to Playable in 45 Minutes. Make Your Game Now

Dov Jacobson, Creative Director, GamesThatWorkTrack 5 GAME/INSTRUCTION DESIGN

Click for Speaker Bio

You don't need skill, you just need an idea. You'll make that idea into a learning game with the friendly open-source authoring tool TWINE. We will review design principles for game-based-learning and the adventure-game genre. We'll go over basic TWINE syntax and dissect a sample game.

Then you make your game. We'll use advanced screen-sharing so when you get stumped, you get immediate help. At the end, we'll share our games and our critiques.

At the end, if there is time, we take a quick glimpse at advanced styling and media content.

Wed 11:00 am - 11:45 am
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN

Educational VR for K-6: Water Treatment Sim

Richard Boyd, President, UltisimTrack 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

This session will describe the process of creating a state of the art water treatment simulation in order to teach elementary school children the water cycle and the issues around community water sources. The simulation was built based on a newly designed plant in Pittsboro, NC that uses state of the art methods. The project required coordination with the engineers building the facility and the community it will serve.

Attendees will learn about coordination with engineering groups who may be unfamiliar with the medium of virtual reality and its benefits nd possibilities. Attendees will also learn about curriculum ideas that uniquely exploit the interactive 3D and VR medium.

Wed 11:00 am - 11:45 am
CORPORATE/NON PROFIT, VR, AR

Funding Opportunities for Serious STEM Games from the Science Education Partnership Award (SEPA) program at the National Institutes of Health

Tony Beck, National Institute of Health/SBIR ProgramsTrack 7 FUNDING/RESOURCES FOR DEVS

Click for Speaker Bio

 
This Interactive grant writing workshop will discujss:
• Overview of the NIH SBIR/STTR and R25 Research Education STEM Games funding programs
• NIH grant application and review processes explained
• Examples of funded STEM Games projects
• A look inside a NIH grant review panel.
• Q&A session will follow the formal presentation.

Wed 11:00 am - 11:45 am
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

11:45 am - 12:00 pm

Break

12:00 pm - 12:45 pm

Group Dynamics for a Gamified Collaboration Mindset

Ronald Dyer, Senior Lecturer, Sheffield UniversityTrack 1 CORP/NP/MIL/GOVT

Click for Speaker Bio

In this session we explore the essence of creating a collaborative environment for design and implementation of serious games in organizations. Too often the challenge with serious games integration is not the idea but getting the requisite collaborators to the table.

The talk pulls from personal experiences of creating two games and how utilization of group dynamics approaches assisted in ensuring a useful end-product. Key tenets of the discussion will focus on how do we move from storming to forming and what should collaborative capabilities look like to inform optimum performance during the design process.

Key takeaways:
1. The role of understanding/integrating "good" group dynamics strategies as part of your serious games design & implementation processes
2. Understand how to get teams formed and working in a shorter period of time
3. Understand the importance of the style(s) of collaborators as part of design & implementation
4. Identifying lessons learnt through the group dynamics process to inform future projects

Wed 12:00 pm - 12:45 pm
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, HEALTHCARE, HIGHER EDUCATION

Simulated Case-Based Learning, COVID-Style

Tracy Mendolia-Moore, Lead Instructional Designer, Western University of Health SciencesTrack 2 HEALTHCARE

Click for Speaker Bio

Without a doubt, the pandemic pushed education outside of its comfort zone. Universities adopted new technologies and reinvented what it means to be a remote student. This urgent pivot to online learning allowed for the development of new and innovative teaching and learning avenues. Case-based Learning is a common method of teaching within medical education, yet how faculty envision the case information and deployment of that content varies by instructor.

In this session we will take a look at a variety of digital CBL modules that were created during the pandemic, each unique to the vision of the instructor and case content.

- The veterinary medicine case design brings in use of a simulated electronic medical record database.
- The case for the physician assistant course employs progressive disclosure.
- The case for pharmacology allows students to choose their learning path.
- The case for the interprofessional practitioner education (IPE) focused on gamification with time limitations.

With Articulate Storyline designers begin with a blank canvas, but the program possibilities are endless.

In this session I would like to showcase various case-based learning examples that were used within medical education. These were created by our instructional designers as faculty were trying to create recreate case based learning within the digital platform. A digital Toolbox will be included within this session that will provide attendees with links to a curated list of YouTube videos explaining how to use Articulate Storyline, as well as a general template document that will help them outline the basics of their case as part of the design preparation process.

Wed 12:00 pm - 12:45 pm
GAME / INSTRUCTIONAL DESIGN, HEALTHCARE

Using Drawing as a Thinking Tool

Ashton Rodenhiser, Graphic Recorder, Mind's Eye Creative ConsultingTrack 3 HIGHER ED

Click for Speaker Bio

Have you ever gotten in trouble from doodling in the classroom? Did you know that doodling can increase memory retention up to 29%. During this session you'll learn how you can use drawing as your best thinking tool and reframe how you define drawing as an action instead of something to be admired. We'll dissect a drawing that was created during this morning's keynote to show you that visual note taking is not rocket science. Grab a pen and paper and get ready to draw along.

Wed 12:00 pm - 12:45 pm
HIGHER EDUCATION

How to Get American Rescue Plan Funding (ARP) for Your K12 Program

Michael Campbell, President Advancing Global EDU, inc.Track 4 GAMES IN K-12

Click for Speaker Bio

With billions of dollars being released to States and districts this Spring, school districts are under an enormous amount of pressure to ensure they are leveraging federal stimulus funds to optimize their learning environments and eliminate equity gaps. We will provide insight into the latest and largest round of funding through the American Rescue Plan (ARP) as well as eligibility and reporting requirements. Hear the recommendations for collaborating cross-departmentally to build sustainable, scalable, and holistic digital ecosystems using stimulus funds, as well as what solutions will qualify for funding.

Wed 12:00 pm - 12:45 pm
USING GAMES IN K-12

How to Turn Games/Activities into Tools of Evaluation and Assessment

Marcia Downing, CEO, Marciaz ConsultingTrack 5 GAME/INSTRUCTION DESIGN

Click for Speaker Bio

Engaging participants through games and activities provide learning experiences through seeing, hearing, and doing. Join me in this session to learn how to not only use games and activities to learn but, to evaluate and assess whether learning has occurred and expectations met.

Wed 12:00 pm - 12:45 pm
GAME / INSTRUCTIONAL DESIGN

Virtual Labs, Simulation and HE Training from Virtually Anywhere

William Ballo, Faculty Academic Technology, Madison CollegeTrack 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

After the COVID 19 shutdown, our students lost the opportunity to meet in person to complete their lab and clinical skills requirements; our state of the art sim labs sat empty and dark. Students were forced to delay their graduation, and we vowed to find a way to make sure that if this happens again we will be better prepared to support those hands on skills for which solutions were lacking. Virtual Reality became that solution.

During the session, attendees will be encouraged to ask questions of the presenter and the developer either through the chat (distance) or in the Q&A session to follow the main presentation. The presenter will facilitate a robust discussion centered around the hands-on and clinical skills that were initially thought of as impossible to complete via distance education. Attendees will also have the opportunity to:

  1. Learn what virtual patient simulation looks like from home.
  2. Learn about and see the assets that we are currently using to build patient simulation for Allied Health, Nursing, and EMS students.
  3. Learn about and see the assets we are currently using for teaching HVAC technicians to troubleshoot and repair air-handling systems.
  4. Learn about our plans for future branching out and building more immersive environments from distance with and without VR hardware.

Questions we would like the attendees to consider are, but not limited to:

  1. What limitations do I have in my own classes that are similar to what the faculty at Madison College experienced?
  2. How can I use this technology in my own classes to supplement my teaching and enhance my students learning?
  3. What barriers to learning can I break down with the help of virtual reality?
Wed 12:00 pm - 12:45 pm
HIGHER EDUCATION, VR, AR

National Science Foundation America's Seed Fund: Investing in High-Risk, High-Impact Tech

Diane Hickey, SBIR/STTR Program Dir America's Seed Fund National Science FoundationTrack 7 FUNDING/RESOURCES FOR DEVS

Diane Hickey
SBIR/STTR Program Director
National Science Foundation
Click for Speaker Bio

WE INVEST UP TO $2 MILLION IN SEED FUNDING. AND TAKE ZERO EQUITY. America's Seed Fund, the National Science Foundation's Small Business Innovative Research and Small Business Technology Transfer Research programs. For 40 years, America’s Seed Fund powered by NSF has helped startups and small businesses transform their ideas into marketable products and services. We focus on high-risk, high-impact technologies — those that show promise but whose success hasn’t yet been validated — and each year, we award $200 million in funding to entrepreneurs across the country. Our goals are to foster innovation and help create businesses and jobs in the United States, and companies seed funded by our program have since gone on to tremendous success. We are a congressionally mandated program — Small Business Innovation Research (SBIR) and Small Business Technology Transfer (STTR).

During this presentation, Dr. Hickey will provide an overview of the program, define what qualifies as a small business, explain the process for applying to the program and provide general guidelines around submission. Throughout the talk, small business awardees will be highlighted as well as their path and direction. There should be time for audience questions.

Program Director Dr. Diane Hickey will have an interactive conversation with two recent NSF SBIR program recipients about their experience with the program, why they chose to apply and what it has meant to their company and their future success.

Wed 12:00 pm - 12:45 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

12:45 pm - 1:00 pm

Break

1:00 pm - 1:45 pm

Ethics and Technology Leadership

Phaedra Boinodiris, Academy of Technology Member, IBMTrack 1 CORP/NP/MIL/GOVT

Click for Speaker Bio

What happens when you can't see the biggest threat to your company and its right in front of you?

With Data and AI you can disrupt your industry, but if you don't mitigate unwanted bias and ensure Fairness, your company runs the risk of being part of cancel culture.

Artificial Intelligence (AI) enhances and amplifies human expertise, makes predictions more accurate, automates decisions and processes, optimizes employees' time to focus on higher value work, improves people's overall efficiency, and will be KEY to helping humanity travel to new frontiers and solve problems that today seem insurmountable.

But, as you scale AI, you also scale your risk of calcifying unwanted bias systemically.

In this session, learn how to mitigate those risks holistically and learn how to be a steward of responsible AI.

Wed 1:00 pm - 1:45 pm
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN

Serious Game Development in University Settings (Starting with Healthcare)

Joshua Peery, Lead Game Designer for Instructional Technology, East Carolina UniversityTrack 2 HEALTHCARE

Click for Speaker Bio

As students change Higher Learning Education is going to have to change in order to achieve the same learning outcomes of the past. It behooves universities to implement Serious Games into their courses. To achieve the best outcomes, in-house design and production of Serious Games provides for a uniquely tailored approach.

This session will share the experiences at East Carolina University's College of Nursing. This includes working with instructors, in this case Nurses, who are more practice than pedagogy based, and less tech savvy instructors, and how to overcome resistance/hesitance to using Serious Games.

Attendees will learn how what started as one Serious Game, the Virtual Clinic Learning Environment (VCLE) which catered to a very narrow set of students, courses, and instructors has expanded beyond those frontiers to cover a much broader range of topics, learners, and instructors.

Speaker will then cover the steps taken to improve the VCLE, which led to building a focused Serious Game Dev team, which in turn led to new uses of the VCLE as a research tool, and for new Serious Game projects and initiatives to take root: -- Serious smartphone games for research and intervention into Public Health, Gamified Apps to help self-care of Hypertension, and more.

Wed 1:00 pm - 1:45 pm
HEALTHCARE, HIGHER EDUCATION

PANEL: Using Digital Games in Higher Education

Dan Norton, Filament; Eric Brown, Director - Alice, Carnegie Mellon University; Cheryl Bodnar, Rowan Univ; Sarah M. Cavanaugh, Cardiology, Ross UnivTrack 3 HIGHER ED

Moderator:
Dan Norton
Chief Creative Officer
Filament Games
Click for Speaker Bio

Panelists:

Eric Brown
Director - Alice
Carnegie Mellon University
Click for Speaker Bio

Cheryl Bodnar
Associate Professor
Experiential Engineering Education Dept., Rowan University
Click for Speaker Bio

Sarah M. Cavanaugh
Assistant Professor of Cardiology and Respiratory Medicine
Ross University School of Veterinary Medicine
Click for Speaker Bio

By now, it’s no secret that game-based learning is effective... but how exactly are today’s leading colleges and universities harnessing the power of games as a learning medium?

In this session, Cheryl Bodnar (Associate Professor of Experiential Engineering Education (ExEEd), Rowan University), and Sarah M. Cavanaugh (Assistant Professor & Small Animal Medical Skills Program Coordinator, Ross University) join moderator Dan Norton (Chief Creative Officer, Filament Games) for an actionable, evidence-backed look at how their institutions are leveraging the unique affordances of digital games as instructional tools.

From helping nursing students study key medical terminology concepts on their mobile devices, to using games to teach key chemical safety and risk management skills to engineering students, and even equipping veterinary students with the tools needed to digitally simulate cardiac auscultation for canine and equine patients, join us for a closer look at how universities across the globe are using digital games to explore the relationship between learning and play, building experiences that successfully communicate vital learning outcomes.

Session attendees will:

  • Understand the relationship between learning and play, with a specific focus on game-based learning applications for higher education instruction
  • Explore how other universities and colleges can harness game-based learning in order to successfully teach and support students
  • Discover how experts from West Coast University, Rowan University, and Ross University are leveraging the power of digital games as a learning medium
Wed 1:00 pm - 1:45 pm
HIGHER EDUCATION

INTERACTIVE SESSION: Guidelines for Using Board Games for SEL

Matthew Pinchuk, CEO, All Aboard GamesTrack 4 GAMES IN K-12

Click for Speaker Bio

This session will look at the use of modern board games to promote social emotional development.

The majority of SEL programs use games as a way to discuss topics related to this type of learning. The game is just a method of engagement and not the actual tool. I would argue that a game itself can be the tool in a more organic manner. The world of modern board games provides a variety of authentic game based experiences that can be used directly for skill based improvement.
We have used games as part of our programs and I would love to share with everyone our observations.

The speaker provide a complete list of games, their main SEL skill and how to debrief after a play.

Wed 1:00 pm - 1:45 pm
USING GAMES IN K-12

Everyone Can Build an Online Business Game; I'll Show You How

Leif Sørensen, CEO, ActeeTrack 5 GAME/INSTRUCTION DESIGN

Click for Speaker Bio

In the session we will make a business game together on a self-authoring digital platform. But more importantly, you will get to see how you can create simple training games for change management, leadership training or to improve communication skills yourself without having any technical skills at all (as easily as answering emails!).

You will learn:

• How to prepare for a game making session
• The steps you need to take to create a simple game-based training for use in a company
• How to lock a group into a training session. I’ll explain the difference between having everyone play at the same time or whenever participants want to (synchronically or a-synchronically gameplay)
• Look at a theory player profile (a personal profile - telling the player how they have done from theory imbedded in the game perspective. The profile is built on choices made by the player)

Prior to the session I will prepare the elements of a small, interactive business training game that we will customize and then play together. After the session you will be able to use the same game with a group in your own company.

All attendees will receive a free subscription to the Actee platform, which will allow you to play hundreds of games that other subscribers have created as well as make customized games fitting any training need you have for your company. You will be able to create quizzes to be used alone or in longer training workshops; play games from the popular change management section or try any of the “bobble” games, which demonstrate better examples of communication style employees might use; or choose to play the card games in the leadership section.

In all sections, you can create your own short training games from scratch or build on top of any of the 100+ premade games by other human resource and training professionals.

The game theories employed for learning on this platform are adopted from the principles of training experts including John Kotter, an internationally known Harvard University professor and widely regarded speaker on the topics of Leadership and Change, and Rick Maurer, another internationally renowned Change Management expert,

You will also be able to choose a game but change the theory to, for instance, Agile, aligning it to the company theory already used when teaching about change.

After the session, you will be able to start your own customization or do as business school students from the renowned Danish university (ITU) do, create business games to teach about a specific management theory or create games based on principles you create yourselves.

Wed 1:00 pm - 1:45 pm
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN

From Script to Headset: VR Training for Government Programs

Khaled Shariff, CEO, Project Whitecard. IncTrack 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

Khal is entering his fifth year crafting virtual reality training experiences for government contractors. Khal will discuss the process, from conception to script to craft to final product with an emphasis approaches in North American driver training.

Attendees will learn how to inspire their team with solid workflow and efficacy in mind for a serious training program for young and older adults.

Attendees will learn how to write an interactive script for VR that carefully manages scope and budget, but still exceeds client expectations.

The result? Attendees will learn how to shape a large VR training project positive efficacy for learning goals through the unique cognitive dissonance and experiential markers offered by virtual reality

Wed 1:00 pm - 1:45 pm
MIL/GOVT, VR, AR

Federal Funding for Game-Based Educational Ideas in Museums; Free Education Resources from the National Archives

Helen J. Wechsler, Institute of Museum and Library Services Free Educational Resources from Federal Government Agencies; Carl Rauscher, Interactive Products Designer, Museum Programs, National Archives and Records AdministrationTrack 7 FUNDING/RESOURCES FOR DEVS

Federal Funding for Game-Based Ideas in the Humanities and Funding Opps for Libraries

Helen J. Wechsler
Institute of Museum and Library Services
Click for Speaker Bio

IMLS Museum Grant programs support the development and use of games for educational purposes in museums of all types, for collections data crowdsourcing, to present museum content and stories in an interactive way, to build 21st century skills in students through game design programs, or to develop deeper relationships with community. This session will present the grant program goals and applicant eligibility, examples of successful game-related project, and tips for submitting competitive applications.


Free Education Resources from the National Archives

Carl Rauscher
Interactive Products Designer, Museum Programs
National Archives and Records Administration
Click for Speaker Bio

Making educational games is hard enough, so identifying content resources you can use at an affordable price is a priority. What is surprising is that there are agencies and institutions dedicated to making primary source materials available to the public and few game developers have yet to explore their assets! This panel will introduce the valuable content held by federal resources like the US National Archives, describe where and how you can access these resources, and see examples of how these resources were used to develop a variety of educational games.

Audiences will learn about the broad range of available primary source materials covering the role and significance of historical events in shaping current social and political dynamics and then explore ways they can use these resources to enhance the educational impact of their games.

Wed 1:00 pm - 1:45 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

1:45 pm - 2:00 pm

Break

2:00 pm - 3:15 pm

Stress Storm/New Norm: How Role-Playing Sims Can Help

Susan Rivers Executive Director, Nicole Taylor, Dir of Comm iThrive GamesTrack 1 CORP/NP/MIL/GOVT

Susan Rivers
Executive Director and Chief Scientist
iThrive Games Foundation
Click for Speaker Bio

Nicole Taylor
Senior Director of Communications
iThrive Games Foundation
Click for Speaker Bio

Role-playing simulations have the potential to assist human resources/organizational development professionals in spotting opportunities for coaching and support of people managers. The ability to practice social and emotional skills such as self-management, emotional awareness, social awareness, and responsible decision making under stress is necessary for a healthy culture and optimal performance. Being able to observe how leaders perform under stress is a high value opportunity provided by role-playing simulations. Using iThrive Sim: Lives in Balance, presenters will share how a role-playing simulation can be used both to observe stress behaviors, assist people managers in identifying and working with their stress response, and provide opportunities for coaching to improve how staff members manage themselves and others.

Attendees will learn:
- How organizations can use role-playing simulations, paired with coaching, can promote opportunities for professional growth.
- A rubric for mapping social and emotional competencies back to organizational culture.
- How stress and change impact individual and team performance, and how training with role-playing simulations can mitigate impact during crises

Wed 2:00 pm - 3:15 pm
CORPORATE/NON PROFIT

The Card Game Used by the Army for its COVID Response

David Metcalf, Eric Kant, Michael Eakins METIL, UCF Institute for Simulation and TrainingTrack 2 HEALTHCARE

David Metcalf
METIL at UCF IST
Click for Speaker Bio

Eric Kant
METIL at UCF IST
Click for Speaker Bio

Michael Eakins
METIL at UCF IST
Click for Speaker Bio

In this session we will present multiple initiatives to the COVID-19 pandemic leveraging advanced training and simulation techniques to help a wide range of clinical, patient, and population health initiatives. One of our key projects in 2020 was assisting the VHA with a modification of their deployed their award-winning PPE mobile game for rapid personal protective equipment training. This specific version was created with COVID-specific information.

Second, we will present an advanced initiative that goes beyond training and operations with a modification of an NIH grant to provide COVID imaging of lung tissue for AI-based review and blockchain-based rollout and verification of data streams.

Finally, we will showcase the Trusted Ops platform from Kant Consulting, NEMA, IAEM, and Microsoft which was modified from its usual disaster management (hurricanes) deployment to provide information to over 100,000 users on population health and current infection rates from a number of sources, including blockchain-based information streams in one unified portal for easy access. These initiatives provided advanced, rapid-response through coordinated efforts during this time of pandemic and national / international scale training deployments.

In this session we will present multiple initiatives to the COVID-19 pandemic leveraging advanced training and simulation techniques to help a wide range of clinical, patient, and population health initiatives. One of our key projects in 2020 was assisting the VHA with a modification of their deployed their award-winning PPE mobile game for rapid personal protective equipment training. This specific version was created with COVID-specific information.

Second, we will present an advanced initiative that goes beyond training and operations with a modification of an NIH grant to provide COVID imaging of lung tissue for AI-based review and blockchain-based rollout and verification of data streams.

Finally, we will showcase the Trusted Ops platform from Kant Consulting, NEMA, IAEM, and Microsoft which was modified from its usual disaster management (hurricanes) deployment to provide information to over 100,000 users on population health and current infection rates from a number of sources, including blockchain-based information streams in one unified portal for easy access. These initiatives provided advanced, rapid-response through coordinated efforts during this time of pandemic and national / international scale training deployments.

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Wed 2:00 pm - 3:15 pm
HEALTHCARE, MIL/GOVT

WORKSHOP: 5 Steps for a Gamified Learning Experience

Rob Alvarez Professor Game IE University SpainTrack 3 HIGHER ED

Click for Speaker Bio

This workshop is an introduction for the habilities that an educator needs to use gameful strategies for learning. It is based on five steps that anyone in the educational space can take to start creating their own gamified experiences. This comes from the experience of interactions with almost 100 experts of games-based learning and gamification through the Professor Game Podcast as well as my own experience with games-based approaches at IE Business School in Madrid. Take a plunge into your own creations with this session!

Wed 2:00 pm - 3:15 pm
GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION

WORKSHOP: Practical Ideas for Enhancing Your Classroom Games

Andrew Easton Digital Learning Coordinator Nebraska ESUTrack 4 GAMES IN K-12

Click for Speaker Bio

Join us for a session focused on practical ideas for how to take your educational game from good to great through the creative utilization of various tech tools and game mechanics. Together we will explore how to marry these game elements with your current course curriculum in a way that enhances the learners' experience and, most importantly, the learning itself. Additionally, attendees will have time and space to ask questions and share their experiences/ideas as well.

This session will share a digital graphic organizer that will help attendees take notes and begin to think about the implementation of their new ideas.

Wed 2:00 pm - 3:15 pm
USING GAMES IN K-12

WORKSHOP: Making Well-Designed, Meaningful, Intrinsic Reward Structures

Kevin Miklasz, Senior Director, Learning Analytics, Noggin "Track 5 GAME/INSTRUCTION DESIGN

Click for Speaker Bio

Intrinsic rewards are rewards that have the form “do this, to do this more,” or rewards in which the ultimate reward for doing the action is to do more of the action. This is in contrast to an extrinsic reward, which has the form “do this to get that” where the reward is extrinsic or separate from the action. Intrinsic rewards form a cyclical loop, with some reason being a pull for why to continue engaging with the loop.

Many different genres of video games can be explained by having a genre-specific version of the intrinsic reward loop: for instance puzzle games are built on the repeated loops of increasing levels that add extra challenge, whereas adventure games are built on the loop of gaining discrete powerup to allow further exploration.

This talk will explore what the intrinsic reward loop is, how it is expressed in different game genres and non-game systems, and what are the different causal reasons that explain why we like to loop through intrinsic reward structures. This will give a framework and guidance for attendees to use in designing their own intrinsic reward structures, whether in game or educational systems.

This talk builds upon the ideas in my book “Intrinsic Rewards in Games and Education” (freely available as a digital download or for purchase in print), helping bring the ideas to life while also going beyond the ideas solely offered in the book. Participants will walk away with a good understanding of how to think about reward design, and a plan for how to redesign their existing system of rewards.

Wed 2:00 pm - 3:15 pm
GAME / INSTRUCTIONAL DESIGN

INTERACTIVE SESSION: Best Practices for VR Training Programs. Session also to Allow for Networking for Virtual Reality Developers. Field Any Questions

Bernard Francois, CEO, Preview LabsTrack 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

Having overseen the development of prototypes for over 200 concepts, Bernard has learned a lot about the best practices for rapid prototyping with game technology. A recurring pursuit while prototyping for VR is to find a way of interaction that feels ‘natural’ – as opposed to ‘realistic’. By using more intuitive ways of interaction, this can be taken to a new level in VR. Bernard will talk about what he and his team have learned over the years, and will show how these best practices apply to VR projects using a few related project cases.
 

Wed 2:00 pm - 3:15 pm
GAME / INSTRUCTIONAL DESIGN, VR, AR

3:15 pm - 3:30 pm

Break

3:30 pm - 5:00 pm

Workshop Sessions

WORKSHOP: How Scenario-Based Games Can Enliven Your Existing Learning Content

John Shulman, President, AlignorTrack 1 CORP/NP/MIL/GOVT

Click for Speaker Bio

Many of us have been forced to migrate our existing learning content to online platforms in a hurry and with limited budgets.

In this session, you will learn how you can integrate online scenario-based learning games into your existing learning content to create engaging new adaptive learning journeys that delight learners and generate powerful data analytics for leaders.

Presenter John Shulman has worked with L&D teams in numerous Fortune 100 organizations to develop learning games that address key skills for sales negotiations, managing through change, and difficult conversations. John will share how L&D teams have embraced gamification to create adaptive learning journeys suitable for the new norms of online learning.

The session will explore how you can use diagnostic data from learner game playing to identify learner strengths, diagnose gaps to be addressed, and partner with leadership to obtain support for engaging learners through enhanced online learning content.

Wed 3:30 pm - 5:00 pm
CORPORATE/NON PROFIT

INTERACTIVE SESSION: Business Models for Healthcare and Education Training

Doug Whatley, CEO, BreakAwayTrack 2 HEALTHCARE

Click for Speaker Bio

Education and healthcare are segments of business that require different (and continually changing) business styles. The 'customers' of these business are most often not the actual users and the consequences of failure extraordinary - which leads to slow acceptance of innovation and massive regulatory environments.

Trainings/Education in these sectors is changing to adapt to these realities. This discussion will talk about business models to approach these sectors and maximize serious play within them." The pros and cons of different business models for the healthcare and education sectors.

Attendees will learn the pros and cons of different business models for the healthcare and education sectors.

Wed 3:30 pm - 5:00 pm
HEALTHCARE, HIGHER EDUCATION

PANEL: Spice up Your Online Teaching: GBL for Higher Education

Alexandre Lillo, Elaine Beaulieu, Mish Boutet, Lynne Bowker, Thomas Burelli, Jackie Carnegie, David MacDonald, Colin Montpetit, Steven Ousko, University of OttawaTrack 3 HIGHER ED

Moderator: Alexandre Lillo
Postdoctoral Researcher, University of Ottawa
Click for Speaker Bio

Panelists:
Elaine Beaulieu
Assistant Professor, University of Ottawa
Click for Speaker Bio

Mish Boutet
Digital Literacy Librarian, University of Ottawa
Click for Speaker Bio

Lynne Bowker
Full Professor, University of Ottawa
Click for Speaker Bio

Thomas Burelli
Assistant Professor, University of Ottawa
Click for Speaker Bio

Jackie Carnegie
Associate Professor, University of Ottawa
Click for Speaker Bio

David MacDonald
Specialist, Educational Development and Digital Learning, University of Ottawa
Click for Speaker Bio

Colin Montpetit
Assistant Professor, University of Ottawa
Click for Speaker Bio

Steven Ousko
Assistant Professor, University of Ottawa
Click for Speaker Bio

Game-based learning is an increasingly popular approach in universities. This is especially the case in the context of online teaching. Nevertheless, for many educators, the transition can appear both challenging and complex.

This is why the Educational Game Group (The EGG), a Community of practice based at the University of Ottawa, decided to gather a list of game-based strategies to make online learning more stimulating and engaging for students. They were compiled in an eBook entitled: Using Game-Based Learning Online “A Cookbook of Recipes" (The book can be accessed here: https://ecampusontario.pressbooks.pub/gamebasedlearning/).

During this session, the authors of the cookbook, a panel of nine interdisciplinary experts, will present several recipes for integrating different types of game-based learning activities in the context of remote teaching, including, but not limited to, trivia games, escape games, co-operative games, and crossword puzzles.

Each author will briefly share strategies and tools about the game-based learning recipes they wrote in the eBook. This will also be an opportunity to reflect about its implementation in online teaching environments. Those short presentations will be followed by a Q&A period.

Wed 3:30 pm - 5:00 pm
HIGHER EDUCATION

PANEL: The Esports Experience: Empowering Every Learner Through Inclusive Gaming

Steve Isaacs, Epic Games; Jesse Lubinsky, Ready Learner One; Chris Aviles, Garden State Esports; Christine Lion-BaileyTrack 4 GAMES IN K-12

Moderator:
Steve Isaacs

Epic Games
Click for Speaker Bio

Panelists:
Jesse Lubinsky

Chief Learning Officer
Ready Learner One
Click for Speaker Bio

Christine Lion-Bailey
Chief Strategy Officer
Ready Learner One
Click for Speaker Bio

Chris Aviles
Garden State Esports
Click for Speaker Bio

Esports has become a dominant force in schools and has become the athletics of remote learning. Affording equitable opportunities for all learners, esports serves as a field for inclusion greater than other sports. The presenters authored The Esports Education Playbook: Empowering Every Learner Through Inclusive Gaming which emphasizes the role that esports plays in creating opportunities for students regardless of gender, race, or socioeconomic status. Whether you are completely new to esports, looking to start your own program, seeking out ways to make your existing program even better, or just curious, this session will offer something for everyone.

Attendees will receive handouts (supplements to the book, The Esports Education Playbook) and receive an overview of Esports in Education including how to get started, the curricular benefits of esports (SEL, CTE, STEM, Career Readiness, etc)

Wed 3:30 pm - 5:00 pm
USING GAMES IN K-12

Lifelong Learning Games for 100 Million 50+ Year Olds

Bob De Schutter, Professor; Northeastern University; Game Designer, Lifelong GamesTrack 5 GAME/INSTRUCTION DESIGN

Click for Speaker Bio

The 50+ year old demographic is about to take center stage within the audience of digital games. Today, a 65-year-old retiree would have been 18 when Pong arrived and even a 50+ year old has already lived through 4 console generations before turning 25.

This presents a major cultural shift for the game industry, as older players of today and tomorrow will now often have a strong cultural connection to digital games, which they have cultivated throughout their lives. The shift from mostly uninformed novices to many savvy gaming literates among older players presents game academia and both the entertainment and gamification industry with a few challenges and many opportunities, as older players are looking for design approaches beyond brain training or fall prevention games.

In this talk, I will introduce how the topic of games and aging has inspired my work as a scholar and a game designer for over 15 years. I will debunk familiar stereotypes that surround 50+ year old players, and I will outline how aspiring game developers can make better games for aging players, by focusing on lifelong learning and age-oriented aesthetics.

Attendees will learn about the challenges and opportunities in designing for the new 50+ year old demographics. Attendees will be introduced to
- Demographic projections and overview of why this audience is relevant to everyone,
- A motivational segmentation to help understand the new demographic and inform their own designs,
- A practical design framework that can be applied to their own work, and
- An overview of the stereotypes that are relevant to design for 50+ year olds and how to move past them

Wed 3:30 pm - 5:00 pm
GAME / INSTRUCTIONAL DESIGN

INTERACTIVE SESSION: Creating Immersive Augmented Reality Applications for Learning

Maria Harrington, Assistant Professor, University of Central FloridaTrack 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

The talk will demonstrate an immersive, multimodal, interactive augmented reality application, The AR Perpetual Garden App, free to all attendees.

This app is unique as it is a data visualization at true world scale, and a virtual diorama open to exploration and learning inside or outside. Participants will be able to download and install the AR app on their Apple or Android devices and use it in the session. Short video clips, showing high user-learner engagement, embodiment, and presence, will be shown from an informal learning UCF IRB approved research study conducted in the Hall of Botany at the Carnegie Museum of Natural History over the summer of 2019. Data showing increased learning (40%), while no different than the control condition of using a book, survey results, indicating excellent user experiences and emotional outcomes, will be presented, and significant correlations between the AR design features and learning outcomes - what made it work so well - will be covered.

The audience will not only have a new immersive virtual diorama AR app in their pocket, but will gain the skill to create effective informal learning AR apps of their own. The main Take Away is the knowledge of this "secret sauce." Download the apps here: https://the-harrington-lab.itch.io/

Wed 3:30 pm - 5:00 pm
GAME / INSTRUCTIONAL DESIGN, VR, AR

DEVELOPER PANEL: Finding Funding for Your Serious Game Idea

Dana Lombardy, Lombardy Studios; CK, KooApps; Maureen Powers, Eyes in SyncTrack 7 FUNDING/RESOURCES FOR DEVS

Dana Lombardy
Owner
Lombardy Studios
Click for Speaker Bio

Maureen Powers
Eyes in Sync
Click for Speaker Bio

Chun-Kai (CK) Wang
CEO
Kooapps
Click for Speaker Bio

Three developers, all of whom found funding for their game, will discuss their different paths to financial backing. One secured two successive National Science Foundation grants; another a grant from the Department of Education and the third went to Go Fund Me. Join this session to hear how they approached their goal.

A "How-To" download will be available to help organize and implement a crowdfunding campaign.

Wed 3:30 pm - 5:00 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

5:00 pm - 5:15 pm

Break

5:15 pm - 6:30 pm

Workshop Sessions

WORKSHOP: Creation vs Consumption: How to Really Engage Learners

Melanie Martinelli, L&D Coach, Co-Founder, The Learning GymTrack 1 CORP/NP/MIL/GOVT

Melanie Martinelli
L&D Coach, Co-Founder
The Learning Gym
Click for Speaker Bio

The biggest hurdle in the way of organizations creating cultures of learning and innovation is the over emphasis on superstar facilitators standing in the front of the room armed with content-heavy PowerPoint slide decks telling learners the important of the information and how to apply it to their jobs and life. This approach simply hasn't proven effective at achieving the purpose of training - creating a behavioural change in employees which will result in business results.

This session is focused on helping L&D professionals transform their participants into fully engaged learners. You'll discover how to convert passive learners into active doers who take charge of their own learning and create retention of this learning for themselves and others. You will discover how applying the 8 guiding principles of Accelerated Learning to your lesson design and classroom delivery will transform your classroom (virtual or in-person) from trainer-centric to learner-centric.

In this workshop you will experience several Accelerated Learning activities that perfectly demonstrate learning as creation by the learners not consumption of information shared by the facilitator. You will

- receive a fun 8 AL principle Jobaid
- leave with lots of simple / low-tech ideas on how to transform traditional presentations to learner engaging content and techniques
- discover what it takes to help participants unlock their full learning ability
- unlock ideas on how to make learning fun for you and for your learners
- get encouraged to "steal" our activity ideas and use them for your own programs

Wed 5:15 pm - 6:30 pm
CORPORATE/NON PROFIT, MIL/GOVT

INTERACTIVE SESSION: Immersive VR Trainings for Medical Education

Michael Barrie, Emergency Physician, Medical Oversight Board Member, SimX; Tyler Andre, Director Of Business Development, SimXTrack 2 HEALTHCARE

Michael Barrie
Emergency Physician, Medical Oversight Board Member
SimX
Click for Speaker Bio

Tyler Andre
Director Of Business Development
SimX

Medical educators have been applying serious game teaching strategies in simulation for decades. Simulation allows learners to practice in a safe environment without risk of patient harm. Recent technology advancements now allow creation of virtual reality scenarios to provide an immersive digital teaching experience. While the VR experience is visually immersive, scenario developers make design decisions for the overall sense of participant immersion in the clinical scenario.

In this session, we explore educational theory that supports fully immersive teaching scenarios and strategies on how to design more immersive teaching scenarios in virtual reality. We will also explore specific situations when the experience should be designed with less sense of participant immersion. This technology and design principles can be applied to a broad range of learners, from beginners to experts in many different fields.

Our group specifically works with the medical field, such as nurses, medical students, EMS, providers and physicians, but these sorts of scenarios have broad applications to any field where simulation is beneficial.

Attendee's will have the opportunity to explore what it means to have an immersive learning experience in virtual reality, and how our company has addressed challenges with participate immersion. I plan to create a handout for this talk.

Wed 5:15 pm - 6:30 pm
HEALTHCARE, VR, AR

Global School Partnerships Through Role-Playing Games

Lev Horodyskyj, Founder / Visiting Assistant Professor, Science Voices / University of the Virgin Islands; Tara Lennon, Senior Lecturer, Arizona State UniversityTrack 3 HIGHER ED

Lev Horodyskyj
Founder, Science Voices
Visiting Assistant Professor, University of the Virgin Islands
Click for Speaker Bio

Tara LennonSenior Lecturer
Arizona State University
Click for Speaker Bio

We will discuss an environmental stewardship program that my colleague and we have been developing over the last few years called Greenworks. Central to this program is a diplomacy role-playing game built around a scientifically realistic world that students use to tackle challenging real-world challenges such as climate change, plastic pollution, and deforestation. This program incorporates students from the Global North (US) and Global South (Indonesia and Brazil) as they work to build partnerships and develop skills for local community transformation (which we then fund through crowdsourcing). We will explain the philosophy behind role-playing for learning Earth science and public policy, explore the challenges and rewards of designing scientifically realistic models to improve world building and student decision-making, and discuss the challenges of working across language, cultural, and timezone barriers.

Benefits will include a roadmap on how to develop and cultivate international partnerships; how to simplify scientific models so that they don't overwhelm students. Additionally, we will happily welcome new partners who may want to join and help develop the program.

Wed 5:15 pm - 6:30 pm
HIGHER EDUCATION

WORKSHOP: Teaching Games as Literature and Literary Games

Robbie Boerth, English Teacher, Trinity Preparatory SchoolTrack 4 GAMES IN K-12

Click for Speaker Bio

While teachers across disciplines have used game-based learning and gamification in their classrooms, the teaching of games as such is largely confined to physical education and select computer science classes. I will make a case for teaching games in social science and language arts courses. We will discuss the challenges of bringing this focus into the curriculum and the value of doing so. The session will include some practical approaches to teaching games themselves as part of course content.

Wed 5:15 pm - 6:30 pm
USING GAMES IN K-12

WORKSHOP: Immersive Learning Experience Production

Jim Kiggens, CEO, inciteVRTrack 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

In this workshop, attendees experience and discuss how the Immersive Learning Experience Production (ILXP) methodology is used to design, develop, deploy, support, and research immersive learning experiences (learning delivered in VR supported by AI) for nurse practitioner clinical training. Attendees will experience the process first-hand through a case-study analysis of the Clinic Immersives™ Lab Enterprise. Using Mozilla Hubs, workshop attendees will experience how the tools and processes in the ILXP model were applied in the publishing of NP Skills Labs in use at the School of Nursing, Purdue University Global. The workshop is Intended for educators and designers that are interested in immersive learning for higher education. The focus of the workshop is on lessons learned and best practices across the product lifecycle. Previous experience with VR/AI is not required, but experience in learning design and delivery is strongly recommended.

Wed 5:15 pm - 6:30 pm
GAME / INSTRUCTIONAL DESIGN, VR, AR

PANEL: Should I Apply for an SBIR Grant? Why Did You?

Diane Hickey, Program Manager, SBIR Funding, NSF. moderator; Anurupa Ganguly, CEO, Prisms; Kristen Moisio, CEO, DIsect360Track 7 FUNDING/RESOURCES FOR DEVS

Diane Hickey
Program Manager
SBIR Funding, NSF
Click for Speaker Bio

Anurupa Ganguly
CEO
Prisms
Click for Speaker Bio

Kristen Moisio
CEO
DIsect360
Click for Speaker Bio

Program Director Dr. Diane Hickey will have an interactive conversation with two recent NSF SBIR program recipients about their experience with the program, why they chose to apply and what it has meant to their company and their future success. The two company representatives are
• Anurupa Ganguly of Prisms (https://www.prismsvr.com/) whose team is creating the new paradigm for math education, learning math through movement, experience, and meaningful discovery. After successful completion of their Phase I NSF SBIR project, they launched their beta test “Pandemic” on the Oculus App Lab as the second educational app out there. https://www.sbir.gov/sbirsearch/detail/1705147
• Kirsten Moisio, of Dissect360, has a passion for teaching dissection at the Cadaver Lab at Northwestern University, and has taken the observation of the competitive nature of her students, combined with reality that every dissection is different, and is using NSF SeedFunding to technically validate, “Anatomy Reimagined in an Educational Tool with Gaming and 3D Models.” If technically successful, the team imagines that this game will revolutionize the teaching of anatomy everywhere – from medical colleges who don’t have the facilities for a cadaver lab, to rural colleges that need exposure to a wider population of samples, to cultures where dissection of humans is considered taboo, as well as a simply competitive game to drive future medical professionals (or armchair docs) to compete and achieve levels of knowledge untenable in a lecture hall or lab. https://seedfund.nsf.gov/awardees/phase-1/details/?company=dissect-360-llc

Wed 5:15 pm - 6:30 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

6:30 pm - 7:00 pm

Break

7:00 pm - 9:30 pm

Game Night at Serious Play

Game Night Hosted by Steve Isaacs; Sponsored by Board Game Arena. Free to All AttendeesTrack 7

Play casual games online with other attendees. We'll start with a social gathering where our Game Night Host Steve Isaacs will explain game play. You will then be assigned to a room to play the first game with 6-10 other attendees, play for 45 minutes and then rejoin the social discussion. Then be assigned to another group for another 45 minutes. At the end of the evening, return to see who won prizes for game play or good behavior.

Wed 7:00 pm - 9:30 pm
GAME NIGHT

Thursday 24 Jun 2021

8:45 am - 9:00 am

Schedule Changes/Announcements: Sue Bohle, Executive Director, Serious Play Conference

1

Thu 8:45 am - 9:00 am

9:00 am - 9:45 am

Teamwork Meets Science — How Group Behavior Makes Better Games

John Kolm, CEO, Team Results USA; Amanda Biller, Operations Manager, Team Results USATrack 1 CORP/NP/MIL/GOVT

John Kolm
CEO
Team Results USA
Click for Speaker Bio

Amanda Biller
Operations Manager
Team Results USA
Click for Speaker Bio

We've all experienced Uncanny Valley, that strange and certain feeling we have when a game is not lifelike. Lifelike games are far more than just believable avatars. The team and group actions, thoughts and feelings of game -generated entities must also be lifelike, or we quickly experience suspension of disbelief.

This session will leverage modern discoveries about team and group behavior to help you create believable and compelling scenarios in your games that people will want to engage with. Recent years have seen some remarkable scientifically-validated insights into the ways work teams and groups operate, and this session will present these in a straightforward and practical way aimed at incorporation and use by game designers to create believably human scenarios.

Thu 9:00 am - 9:45 am
CORPORATE/NON PROFIT

Mobile Medical Education: A Journey to Create 1 Million Smiles

Aaron Oliker, Chief Innovation Officer, Bio DigitalTrack 2 HEALTHCARE

Click for Speaker Bio

In 1999 an innovative charity, Smile Train, set out to tackle the problem of cleft deformity in the developing world by educating the local physician with sophisticated surgical techniques. To address this problem they harnessed the power of 3D technology with BioDigital to develop one of the most widely distributed virtual surgery simulators. This session will describe the technological 20-year journey to change the lives and smiles of over 1,000,000 children around the world, and the development and evolution of the BioDigital Platform. This session will detail the development from the first surgical animation in 2000, to the February 2021 release of the mobile surgery simulator.

Thu 9:00 am - 9:45 am
GAME / INSTRUCTIONAL DESIGN, HEALTHCARE

Performance-Based Content Generation for Language Learning

Kostas Karpouzis, Research Director, Institute of Communication and Computer Systems, AI, Learning Systems Lab, Athens, GreeceTrack 3 HIGHER ED

Click for Speaker Bio

Generation of appropriate content for serious/educational games is an extremely important concept since it can make all the difference between adoption and retainment of the game, which increase the possibility to achieve its learning objectives, and attrition.

In the iRead project, we are creating a serious game and supporting applications for entry-level language learning. Content for the game is generated based on language models for each school year, learning models (sequencing of features that need to be mastered) and student performance with respect to each language feature.

Several teaching and learning objectives are enforced through rules which govern content generation, such as fostering motivation and efficacy, promoting accuracy before automaticity, and allowing revision of already mastered language features." The main takeaway of the proposed lecture will be a flexible way to model language, teaching priorities and student mastery, allowing for personalized learning and student analytics. This modeling approach can be extended to different languages, as long as each of them can be modeled as a set of features, taught sequentially; based on that, personalized content selection may be used to select words, sentences or passages of text, suited for each student based on their performance and teacher-selected learning objectives.

Thu 9:00 am - 9:45 am
HIGHER EDUCATION

Empowering Kids K-8 to Become Active Learners Using Low Cost Tools

Shalini Chauhan, Educator, Indirapuram Public School, IndiaTrack 4 GAMES IN K-12

Click for Speaker Bio

Speaker will share her experience working with children ages 9 to 13, teaching them to use low cost, available digital tools like Flipgrid, 3D bear, Wakelet and Padlet to learn about subject like math and the need of the hour, Sustainable Development Goals.

The children will demonstrate mastery of Augmented Reality and Flipgrid to create concepts/lessons they've learned in class. Then the speaker will show videos where the children themselves explain what they learned and actually teach other children how to do use the software to create their own stories and games.

The videos demonstrating the children have acquired knowledge, skills and confidence in themselves as they explain their projects.

The speaker will share other tips on engaging children and motivating them to learn on their own and helping children become Global Citizen by developing 21st century skills in students: I'll share a Wakelet collection of my students' work on different Tech Tools for their reference. Attendees will be able to relate their learning during the session with their classroom practices.

Attendees will learn how to engage young children children and motivate them to learn on their own. The session will also help children become Global Citizen by developing 21st century skills in students.

Thu 9:00 am - 9:45 am
USING GAMES IN K-12

How Games Change Your Brain

Stephen Baer Managing Partner, Head of Creative, The Game AgencyTrack 5 GAME/INSTRUCTION DESIGN

Click for Speaker Bio

About 40% of the global population plays video games, and that number doubled during the height of the COVID-19 pandemic lockdowns. Binging video games is never good, but when they are played in reasonable doses they can have positive effects on brain plasticity and behavior.

In this session, we'll take a closer look at how games have been shown to increase, not decrease, efficiency in the brain networks that control attention. We'll consider the cognitive demands associated with multitasking in a game-based environment, and how those skills can help players navigate their increasingly complex world. You'll also learn how games can positively impact eyesight, attention and visual processing.

Once we recognize the cognitive impact of games, we can start thinking about how to harness their benefits to improve learning. We'll look at different types of educational games and discuss how they can help you develop different cognitive skills. We'll also show you virtual games that can be used to foster friendly competition and interaction, and increase attention and engagement. Ultimately, this session will show you how to leverage the power of games to make the brain work smarter, better, and faster.

Thu 9:00 am - 9:45 am
GAME / INSTRUCTIONAL DESIGN

Leveraging VR for Behavior Training: Tokyo 2020 Olympic Games

Matteo Bottini, Managing Director, Ikosaeder BV, Netherlands; Todd Harple, Intel; Teymur Tahmazov, IkosaderTrack 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

During this session we will be sharing our experience, benefits and challenges of using VR technology for training and capability building purposes.

Our project focused on building a VR experience for key decision makers who would be involved in running the operations of Olympic venues during the Tokyo Games. While designing the solution we soon realised that VR (to our knowledge) had so far been mostly utilised for procedural training e.g. exercising and testing the knowledge of a clearly defined step-by-step procedure.

In our case however that was not enough since what we really wanted was to leverage VR to immerse users in a realistic environment that allowed these to practice a certain set of ‘behaviours’ which are required to manage a dynamic complex operational site with agility.

The ‘behaviours’ we needed users to practice are more common to a management level role such as rapid decision making on key matters impacting the running of the competition and spectator safety, situational awareness, issue management, delegation of authority, information sharing and more.

The system has been built to track user metrics and provide insights over a number of KPIs to be then used for readiness reporting and assurance, coaching and continuous improvement purposes.

Attendees will get valuable insights on how to evaluate whether a strategy is implementable or not, how to deal with a non-English speaker audience and how to present with the interpreters' help.

Participants will also discover how to build behavioral capabilities using VR and what are the challenges related to this process.

Thu 9:00 am - 9:45 am
VR, AR

How Canada is Getting Serious About Gaming in Education

Bob Martellacci, President, Mindshare Learning TechnologyTrack 7 FUNDING/RESOURCES FOR DEVS

Thu 9:00 am - 9:45 am
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

9:45 am - 10:00 am

Break

10:00 am - 10:45 am

Developing a Learning Game with Non-linear Dialogues: “Now We're Talking” (Developed for Vets But Applicable for Many Uses)

Peter Leveille, Principle Software Systems Engineer, MITRE; Tony Donadio, Data Scientist, MITRETrack 1 CORP/NP/MIL/GOVT

Peter Leveille
Principle Software Systems Engineer
MITRE

Click for Speaker Bio

Tony Donadio
Data Scientist
MITRE

Click for Speaker Bio

Suicide and homelessness are two of the biggest issues facing our Veterans today. These and many other issues often stem from the dissolution of couples’ relationships. Access to professional relationship advice is mainly limited to urban areas, and many couples fall back on videos, websites, or even entertainment media. These alternative forms of information are often not based on science and can cause greater harm than good.

This talk will discuss the development of a serious game to help educate Veterans about relationship conversation skills in an immersive and interactive way. The game is based on behavioral science research and utilizes non-linear branching dialogue. We will demonstrate how the game works and share lessons learned on using non-linear branching dialogue to achieve learning objectives in an educational game.

Attendees will learn how non-linear dialogues can be used in games for education while ensuring all learning objectives are covered.

Thu 10:00 am - 10:45 am
MIL/GOVT

Burn Injury Training on Mobile Platforms

Austin Baird, Senior Engineer, Virtual Heroes Division of Applied Research Associates (ARA)Track 2 HEALTHCARE

Click for Speaker Bio

The U.S. Army is transforming how they train medics to treat serious burn injuries. In development is a 3D training application called BurnCARE, which stands for Burn Computer Application for Research and Education. BurnCARE features new, high-fidelity virtual burn patient models currently not available to the Army for training.

The application is designed to run on mobile devices, which means that medics, even those who don’t usually treat burn patients, can train anywhere, including on the road during deployment.

This session will be led by Austin Baird, Senior Engineer at Virtual Heroes (a division of ARA) and PI of BurnCARE. He will demonstrate this immersive application, which currently trains two procedures: estimating Total Burn Service Area (TBSA) and performing an escharotomy.

Measuring TBSA is important in estimating fluid resuscitation requirements, since patients with severe burns will have massive fluid losses due to the removal of the skin barrier. Medics tend to overestimate the TBSA, which could mean patients receive more fluids than necessary. An escharotomy treats the most severe (third-degree) burns, where both the epidermis, dermis, and sensory nerves have been destroyed. Medics must cut tough, leathery skin to relieve pressure and restore blood circulation. An escharotomy can save a patient’s extremity—a hand, a foot, an entire leg—when the burned skin is acting like a tourniquet.

 

Thu 10:00 am - 10:45 am
GAME / INSTRUCTIONAL DESIGN, HEALTHCARE, MOBILE

Using Minecraft to Create Interdisciplinary Curricula for Higher Ed

Jami Woychesin, Instructional Designer, UNT Health Science CenterTrack 3 HIGHER ED

Click for Speaker Bio

Online learning has been gaining popularity for quite some time now, but never before has it been as much in demand as today. Given the lockdown induced by the Coronavirus pandemic, physical campuses of schools and colleges worldwide are now closed and online classes have become the norm, no longer just an optional format. Which raises a rather crucial question: how can teachers - in particular those who have been hitherto teaching only in physical classrooms - make a virtual classroom as efficient as an in-person session?

This question was put to the test in June 2020 during a course in which approximately 240 medical students enrolled at The University of North Texas Health Science Center's (UNTHSC) Texas College of Osteopathic Medicine, participated in a training hosted by the Interprofessional Education and Practice (IPEP) Department with the use of Minecraft.

Learning in a 3D classroom is not restricted by brick and mortar walls as in a traditional learning environment. This was evidenced by the utilization of MinecraftEdu as an interdisciplinary tool. The speaker will talk about the benefits of cross-collaboration, project-based, and problem-based learning and talk about how a similar approach could be used for History, Chemistry or most other disciplines and answer questions.

Links to lesson plans and premade Minecraft worlds will be given to participants.

Minecraft builds a community of learners. Learners utilizing 3D environments acquire knowledge beyond the stated objectives of the lesson.

Thu 10:00 am - 10:45 am
HIGHER EDUCATION

A DIY Game that Saved a School from COVID Ennui

Paul Darvasi, Educator, Royal St. George's College/University of Toronto; Nicholas Vassos, President, NJAV ProductionsTrack 4 GAMES IN K-12

Paul Darvasi
Educator
Royal St. George's College/University of Toronto

Click for Speaker Bio

Nicholas Vassos
President
NJAV Productions
Click for Speaker Bio

Circle 1964 is an online game designed and developed by a teacher and student team in response to the Covid-19 lockdown. The DIY game was played over the course of a month and employed a potent elixir of freely-available tools and platforms to create a memorable and engaging narrative puzzler experience. The game leveraged the school's digital archives, including images, maps, documents and yearbooks to build puzzles and foreground the school's rich history. Additionally, location-based tools were used to invest the physically separated community of teachers and students in the urban school's physical location by virtually incorporating popular neighborhood haunts, streets, and businesses in the game. Participation was voluntary, and hundreds of students and faculty joined and played during the month-long event, many claiming it was the perfect antidote to the strict pandemic lockdown.

The presentation hosted by the teacher-student team will discuss the compelling story of how the game was conceived and developed, while also reviewing the various tools and software that were creatively repurposed to develop the engaging online experiences. The presenters will share many of the tips and tricks that they learned. The game's emphasis on activating archival material would also be of interest to libraries and museums seeking to engage their communities. Regardless of technical proficiency, this session will empower and inspire attendees to experiment and create their own games to help bring people together at a time where community has never been more important.

Attendees will learn:

- About the online game's unique structure and mechanics
- How to connect patrons and communities to archival material
- How to leverage location-based services to simulate geographic access
- How to re-purpose free online tools to create games

Thu 10:00 am - 10:45 am
USING GAMES IN K-12

What Serious Game Designers Can Learn from the World of Espionage

Leslie Gruis, Author, Privacy: Past, Present and FutureTrack 5 GAME/INSTRUCTION DESIGN

Click for Speaker Bio

Much of our understanding of the ways in which games are played, and of what is meant by the term “serious game”, comes from the shadowy world of espionage. The basic concepts of game theory and decision analysis were all motivated by a need to understand competition between nations. Today we see the same strategies being very effectively used by large international operators like Google and Facebook for commercial gain.

Award-winning privacy author Dr. Leslie Gruis worked for the National Security Agency for 30 years. In this session, she will discuss some basic ideas of espionage and gameplay which will give an insider advantage to any serious game designer. Whether it's the invasion of privacy through stealth and by offering apparently attractive benefits that seem free of charge, understanding where complexity comes from in game design, or finding ways of thinking that go beyond the very simple designs understandable from classical game theory, the basic ideas are the same throughout.

You will leave with an understanding of four basic guidelines for designing and implementing serious games that leverage what is known from decades of spycraft. You will also be able to avoid some of the coming regulatory pitfalls awaiting game designs that gather personal data, while also staying in the competitive sweet spot that helps make best use of what we know about human motivation.

Thu 10:00 am - 10:45 am
GAME / INSTRUCTIONAL DESIGN

Developing a Mobile Training Game for Professional Education

Vasco Torres, Co-founder and CTO, inciteVRTrack 6 VIRTUAL REALITY/MOBILE

Vasco Torres
Co-founder & CTO
inciteVR

Click for Speaker Bio

Angeline Brown
Senior Director of Product Management
Becker

Click for Speaker Bio

In this session, the lead developer and the product owner for the awarding winning Accounting for Empires Mobile Game for Accounting Professional Education will share their experiences related to developing, deploying, and supporting mobile game-based learning that is in use by over 14,000 accounting students in the CPA Exam Review Course offered by Becker Professional Education. They will highlight best practices in delivering and assessing learning outcomes, design and development iterations to improve efficacy, engagement, and balance. They will also review surprises and lessons learned and measuring return on investment (ROI) for a mobile training game.

The session is Intended for both creators and training professionals that are interested in developing mobile game-based learning for higher education or professional training.

Attendees will experience the case study mobile training game first-hand by downloading and playing their own copy (free) of Accounting for Empires for iOS or Android. Attendees will also receive their own copy (pdf) of the expansive design document for Accounting for Empires — which details the design and development requirements and exemplifies how those changed over three major releases of the game.

Thu 10:00 am - 10:45 am
CORPORATE/NON PROFIT, HEALTHCARE, MOBILE

GRANT WRITING WORKSHOP: Filling out and Submitting Grant and Funding Submissions

Alicia Sanchez, DAU Jennifer Murphy, Quantum Improvements ConsultingTrack 7 FUNDING/RESOURCES FOR DEVS

More details soon.

Thu 10:00 am - 10:45 am
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

10:45 am - 11:00 am

Break

11:00 am - 12:00 pm

PANEL: Achieving Immersion in Military Maintenance Training

Randy Brown, VP, Division Manager Virtual Heroes, an ARA Division; John Hayward, CEO, Disti; James Cooper, XR Division Head, Design InteractiveTrack 1 CORP/NP/MIL/GOVT

Moderator: Randy Brown
ARA
Click for Speaker Bio

John Hayward
CEO
Disti
Click for Speaker Bio

James Cooper
XR Division Head
Design Interactive
Click for Speaker Bio

Classically, military maintenance training has been delivered through classroom-based passive educational content followed by on-the-job training, despite the proven advantages that simulation brings. This is not a new topic: a 1981 Institute for Defense Analyses report (https://bit.ly/2PmC1yh) (40 years ago) studied and found clear cost-effectiveness through maintenance simulation versus actual equipment trainers. Today’s learner demographic demands modern learning approaches, and the DoD’s targets for training-hour cost-effectiveness along with ever-increasing facility/equipment access limitations require military training organizations to evolve to address these needs.

This panel will discuss current innovations in immersive military maintenance training and applications of the latest immersive hardware solutions.

Thu 11:00 am - 12:00 pm
MIL/GOVT

Serious but Not Tedious: Blending Fun and Science Effectively

Noah Falstein, President, The InspiracyTrack 2 HEALTHCARE

Click for Speaker Bio

"Serious Play" - to some it's an oxymoron. Yet as attendees of this conference know, it is possible to make something that is fun, but has a purpose beyond entertainment.

This session will delve into just why making a good game based on verifiable science is so challenging on a fundamental level, and use several real-world examples of how companies have done so over a range of budgets and scales. The examples will be from digital health and training, but the principles apply to serious games in general.

Theoretical and practical reasons can make it difficult to make a title that is engaging and fun and also scientifically accurate and rigorous. Specific examples will be given from several companies that have created games and game-based training that have been verified by accreditation boards, cleared by the FDA and received a CE Mark, and have conducted multiple randomized controlled trials. Then several procedures will be demonstrated for designing and implementing these titles, including practical ways to spark lateral thinking, to harness the power of disparate expertise applied to a common goal, and to teach game developers and scientists how to play nicely together!

Thu 11:00 am - 12:00 pm
GAME / INSTRUCTIONAL DESIGN, HEALTHCARE

Serious Games and Society: A Free Honors Course

Ryan Schaaf, Associate Professor of Educational Technology, Notre Dame of Maryland UniversityTrack 3 HIGHER ED

Click for Speaker Bio

Ludology has a lot to teach mainstream academia! More importantly, it offers incredible potential for the learners of the digital generations.

This interactive presentation chronicles the launch of an innovative, interdisciplinary semester honors course for undergraduates called Gaming and Society.

Attendees will witness this course's genesis as it challenges the students to perform a deep dive into gaming's intersections with big business, art, psychology, gender, race, education and health. They will see first-hand how the course's learners cultivate critical next-generation skills such as problem-solving, creativity, communication, collaboration and critical thinking using alternative and authentic assessment types all educators should consider using in their real-world or virtual classrooms.

Finally, attendees will see how the students are able to create their own serious game studios and then develop and deliver a professional game proposal including a design, technical writing and a pitch for support for final development to a real-world company of their choosing.

The speaker will share the syllabus of the course and entertain questions during his presentation.

Thu 11:00 am - 12:00 pm
HIGHER EDUCATION

Teaching Historical Empathy with Serious Games

Shawn Clybor, History Teacher, Dwight-Englewood SchoolTrack 4 GAMES IN K-12

Click for Speaker Bio

How can high school history teachers more effectively approach the implementation of a history curriculum that incorporates games and game-based learning? This workshop will explore my holistic and iterative approach to designing game-based curriculum in my high school history classes, focusing specifically on the development of curricular units on the late Middle Ages that use the board game Lost & Found and the grand strategy game Crusader Kings 3. Instead of presenting comprehensive units with pre-written lesson plans, my goal is to focus on broader guidelines and design principles that can help teachers identify their own curricular outcomes and the means of achieving them. Practical and logistical questions involving tech setup and access to the games will be an important part of this conversation.

Attendees will be provided practical advice on the unique challenges of developing curriculum using games and game-based learning. This will include a power-point presentation with actionable steps, recommendations for various resources and services necessary for teaching with games (including creative ideas regarding how students can access/play them), and practical examples of two games that have significant potential as teaching tools.

Thu 11:00 am - 12:00 pm
USING GAMES IN K-12

Hour of Code with Fortnite Creative and Unreal Engine Description

Steve Isaacs Education Program Manager Epic Games; Brian Dickman, President, Cleverlike Studios; Ian Southwell, Creative Director, Cleverlike StudiosTrack 5 GAME/INSTRUCTION DESIGN

Moderator:
Steve Isaacs

Epic Games
Click for Speaker Bio

Panelists:
Brian Dickman

President
Cleverlike Studios
Click for Speaker Bio

Ian Southwell
Creative Director
Cleverlike Studios
Click for Speaker Bio

More details soon.

Thu 11:00 am - 12:00 pm
GAME / INSTRUCTIONAL DESIGN, USING GAMES IN K-12

Post-Pandemic Learning with VR, Simulations and Mobile Games

Anders Gronstedt, President, Gronstedt Group; Brian Foss, CTO, Gronstedt GroupTrack 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

The holodeck is here. Better – it’s both accessible and scalable. Get the inside scope on the new generation mobile games and virtual reality (VR) simulations where students learn by doing, progressing at their own pace, multiplying reps and sets of practice, and building muscle memory. Walmart’s mobile game “Spark City” has been downloaded half a million times and upends how companies attract and develop managers. Pfizer minimize travel with a hyper-realistic virtual reality lab where students and instructors can interact remotely. Learn how these and other successfully organizations are transforming how we learn, in the age of physical distancing.

Smart learning organizations are using coronavirus down time to reimagine post-pandemic futures driven by multi-player VR simulations and mobile games. We’ll walk through nine important steps of prepping your organization for the day when the dark, COVID-clouded skies clear and it’s safe to leave the house again.

  • From building the VR and game-based business case to building the pilot
  • From pilot purgatory to enterprise-scale VR and games
  • From single- to multiplayer
  • From standalone VR and games to advanced analytics and LMS reporting

We’re in the midst of a once-in-a-generation opportunity (at least) to reimagine how organizations can unlock “10x” learning effectiveness.

Participants will get our Whitepaper “Reimagining a post-pandemic future of learning with virtual reality.”

Thu 11:00 am - 12:00 pm
CORPORATE/NON PROFIT, VR, AR

How to Achieve Successful International Business Expansion

Diane Glass, Commercial Director, ISC ResearchTrack 7 FUNDING/RESOURCES FOR DEVS

Click for Speaker Bio

The world's K-12 international private schools market presents huge opportunities for all vendors offering latest technology innovations.

ISC Research is the world's leading provider of data and intelligence on the international schools market and works with many hundreds of education vendors to support their successful outreach to and expansion within this important and unique education sector. This session will provide a detailed understanding of the scale and characteristics of the international schools sector and explain why every education vendor should be seriously examining the opportunities it offers their organisation.

The audience will learn latest international schools market data and how to establish data-driven strategic international expansion plans. How to use data to understand where exactly the best opportunities are for their business; why international schools are proving to be such a profitable market for so many education vendors and how to establish a successful and lucrative presence internationally. A copy of the slide presentation will be made available.

Thu 11:00 am - 12:00 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

11:15 am - 11:30 am

Break

12:00 pm - 1:00 pm

Changing/Innovating Approaches to Serious Games for Military Training

Wesley Williams, Director of Serious Gaming, Microsoft FederalTrack 1 CORP/NP/MIL/GOVT

Click for Speaker Bio

There are very few things that cannot be game/exercised, and humans can be empowered with digital capabilities and enhancements to create more useful gaming experiences. However, current thinking is that it is a slow and laborious process; either to build it or to bring it to life in the DoD space through a contract. Our perspective is by quick prototyping or learning fast (aka failing fast) you actually save more resources and get to a desired end state much sooner. I would like to present on how Microsoft "stumbled" down this road in the DoD Serious Gaming space, and how we see the space as a ecosystem of connected partners, rather than a lot of specialized one-offs.

Attendee will learn a different methodology or approach to game design/execution as well as how to work with large institutions to make their game/exercise experience more realistic.

Thu 12:00 pm - 1:00 pm
GAME / INSTRUCTIONAL DESIGN, MIL/GOVT, VR, AR

The Patient’s Role in Successful Game-Based Care Services

Lucia Pannese, Imaginary Milan, ItalyTrack 2 HEALTHCARE

Click for Speaker Bio

"Serious Play" - to some it's an oxymoron. Yet as attendees of this conference know, it is possible to make something that is fun, but has a purpose beyond entertainment.

This session will delve into just why making a good game based on verifiable science is so challenging on a fundamental level, and use several real-world examples of how companies have done so over a range of budgets and scales. The examples will be from digital health and training, but the principles apply to serious games in general.

Theoretical and practical reasons can make it difficult to make a title that is engaging and fun and also scientifically accurate and rigorous. Specific examples will be given from several companies that have created games and game-based training that have been verified by accreditation boards, cleared by the FDA and received a CE Mark, and have conducted multiple randomized controlled trials. Then several procedures will be demonstrated for designing and implementing these titles, including practical ways to spark lateral thinking, to harness the power of disparate expertise applied to a common goal, and to teach game developers and scientists how to play nicely together!

Thu 12:00 pm - 1:00 pm
GAME / INSTRUCTIONAL DESIGN, HEALTHCARE

Partnerships with Public Universities: The Interplay of Law, Compliance, Processes and Culture

Jonathan Wade, Senior Ed Technologist, Western Carolina UniversityTrack 3 HIGHER ED

Click for Speaker Bio

As an IT project manager and learning system administrator in a public university, Dr. Jonathan Wade has had the interesting experience of balancing innovation and technical advancement with process, budget, and organizational culture. Having made the transition from being a faculty member focused on innovation, content, and student engagement to being a manager for institution-wide systems, he has a unique understanding of the processes and cultures are at play in non-elite institutions of higher education.

This session is primarily focused on helping end-users like faculty innovators and salespeople and founders in educational and gaming technology companies to understand the cultural, process, and organizational issues that can lead to a successful implementation or pilot at an institution of higher education.

Thu 12:00 pm - 1:00 pm
HIGHER EDUCATION

Fake News Fibbage

Andrew Menfi, Social Studies Teacher: 11th Grade Advanced Placement United States History, New Visions Charter High School For Advanced Math & Science, New YorkTrack 4 GAMES IN K-12

Andrew Menfi
Social Studies Teacher: 11th Grade Advanced Placement United States History
New Visions Charter High School for Advanced Math & Science, New York

Using a fake news generator website, students begin the game by creating a believable fake news story [complete with text and an image taken from the internet] and then submit the story to a google form. After every student has made a submission, I then mix in five real stories with the fake ones and share students with all of them. Students then use another google form to guess which ones are in fact real. Students get points for every student they tricked into thinking their fake story is real. The winner is whoever is the best at fooling their classmates!

Fake news, conspiracy theories, and flat out lies are an epidemic on social media where our students spend a great deal of their time. This game is part of a unit in my Civics class on fake news in which I train students to identify, fact check, and be skeptical of potential fake news. The goal of this game is to show that it is so easy to be tricked by false stories that even their classmates can easily fool them with only a few minutes of effort. Hopefully after the game students are that much more aware and skeptical of every story they see.

Thu 12:00 pm - 1:00 pm
USING GAMES IN K-12

Accessible and Universal Design for Games

Bill Fischer, Professor of Digital Art and Design, Kendall College of Art and Design of Ferris State UniversityTrack 5 GAME/INSTRUCTIONAL DESIGN

Click for Speaker Bio

In this presentation, you will learn about the legal requirements for accessibility as they apply to public education as well as state and federally funded games. Attendees will gain an understanding of the important differences between accessible and universal design. Tools for measuring compliance for both digital and physical games will be reviewed and demonstrated. Methods for creating accessible games will be outlined.

Bill and his team at Kendall College of Art and Design, along with field experts, and students have been creating and user-testing innovative media that aims to elevate the inclusiveness of education, and training, all as part of The EPIC Project. Our knowledge, based on our successes and failures, is shared, for free, as a public service.

A free, digital, phone-ready, pocket design guide will be made available for all attendees.

Thu 12:00 pm - 1:00 pm
GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION

Opportunities for Your Education Games Business in the Middle East, Overseas

George DeBakey, President, DeBakey InternationalTrack 7 FUNDING/RESOURCES FOR DEVS

Click for Speaker Bio

The international education market is growing and attractive for education technology firms. Are you looking at expanding overseas?

There are over 12,000 international K-12 schools worldwide and thousands of universities. What is the market potential? How do you sell overseas? What are the options for potential partnerships? What are the issues for doing business overseas? What resources do you need to expand overseas both financial and human resources? Are you aware of federal and state government funding to support your expansion overseas? How do you find resellers to represent you in certain countries?

Game-based learning is a growing area in the past few years in the international education market. This session will discuss the market potential for doing business overseas and the practical suggestions to start looking at the international education market.

Attendee will receive handouts of market potential overseas including the international school market. Other handouts will be suggestions for strategy and listing of resources for doing business such as education trade shows, government funding sources and international education associations. You will also have useful TakeAways to implement in your marketing/sales/business development activities.

Thu 12:00 pm - 1:00 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

12:15 pm - 12:30 pm

Break

1:00 pm - 1:45 pm

Game-based Learning: No Gamification Gimmicks

Aisling O'Connell Academy Manager GameLearn Madrid, SpainTrack 1 CORP/NP/MIL/GOVT

Click for Speaker Bio

Game-based Learning theory has been used for a number of years to develop technical skills. But with the emergence of new technologies, training soft skills has become equally in demand. Throughout this process, software providers have been popping up left and right, packaging their gamified solutions as Game-based Learning products...but we think REAL Game-based Learning has a lot more potential than just points, badges, and rankings. This is why many L&D and Instructional Design professionals in the industry have been frustrated in the past. We understand that.

The aim of this session is to filter through the noise. We will talk about REAL Game-based Learning and NOT gamification gimmicks. Through the use of quality storytelling, real-life simulations, personalized feedback, and (of course) gamification, Gamelearn has produced its award-winning catalogue of training video games. More than 5,000 clients across the globe have already partnered with Gamelearn to reskill and upskill professionals using serious games.

Ready to make learning fun again? Join us for a REAL conversation about Game-based Learning — we are looking forward to meeting you!

The attendees will learn how to differentiate both concepts as well as understanding how to apply them in the serious games they are developing to train professionals. We will provide a one-pager explaining Game-based Learning which includes a practical exercise that will help them differentiate techniques.

Thu 1:00 pm - 1:45 pm
CORPORATE/NON PROFIT

Revolutionizing the Anesthesia Learning Process through Virtual Reality

Peter Stallo Torch Technologies; Sébastien Lozé, Industry Manager Training and Simulation, Epic GamesTrack 2 HEALTHCARE; GAME/INSTRUCTIONAL DESIGN, VR

Peter Stallo
Simvana Anesthesia Subject Matter Expert
Torch Technologies

Click for Speaker Bio

Sébastien Lozé
Industry Manager Training and Simulation, Epic Games

Click for Speaker Bio

Navigating their way through a nascent technology, a medical education company and a military defense contractor form an unlikely collaboration aimed at improving the operational efficiency of medical education in North America and decreasing the anesthetic mortality rate in sub-Saharan Africa. This presentation describes the motivations, difficulties, and successes they experience along the way. In their fight to positively impact the outcomes of medical education, the team has to: discover new ways to deal with the peculiarities associated with navigating a virtual environment, determine a way to deliver medical information effectively in a three-dimensional space, develop a complete re-imagining of objects as mundane as a clipboard, calculate the physics of complex interactions such as tangled electrical cords, mitigate motion sickness in susceptible individuals, and even research the most intuitive way to open a door. This is the story of a team learning to solve problems by looking at ordinary things in an extraordinary way.

Developing medical simulations in the virtual world offers numerous solutions to the problems and limitations of traditional mannequin simulations. However, it also comes with a wide range of problems inherent to the technology that must be overcome or mitigated. In this presentation, you’ll learn: how including virtual reality simulation can provide the missing piece of the puzzle left by mannequin simulation, how to deal with user interface issues in VR, the most effective ways to present information in a spatial context, how to think outside the box to overcome virtual boundaries, how to reduce the likelihood of motion sickness, and how VR technology can be used in the future to improve outcomes in underserved areas of the world.

Thu 1:00 pm - 1:45 pm
GAME / INSTRUCTIONAL DESIGN, HEALTHCARE, VR, AR

Level Up Your Learning! 10 Ways to Incorporate Gamification Into Classes

Robin Bagent, Professor, Business Management, College of Southern IdahoTrack 3 HIGHER ED

CANCELED - Robin sends apology, had personal emergency

 

Click for Speaker Bio

People love games. They help make boring activities more interesting. In this session we'll examine ten ways you can incorporate gamification into classes to increase engagement...and make learning more fun! Prizes will be awarded.

Attendees will leave with fresh ideas for modifying training/coursework through gamification.

A handout will be provided with instructions for each topic discussed.

The audience will leave with fresh ideas for modifying training/coursework through gamification. A handout will be provided with instructions for each topic discussed.

Thu 1:00 pm - 1:45 pm
HIGHER EDUCATION

Learning in Lockdown: Educators Discover Virtual Game Play

Bron Stuckey, Innovative Educational Ideas, AustraliaTrack 4 GAMES IN K-12

Click for Speaker Bio

Across the globe educators have experienced the urgent and often ill-prepared move to online learning. How has this impacted the use of games in learning? While pundits have proffered ideas of an escalated uptake of technical innovations and gameful tools bred by this disruption and urgency, the truth is far more complex. Bron examines this truth from personal experience of supporting a community of educational innovators in Australia using Minecraft through to a synthesis of experiences reported around the world. Have we really gained from this experience? How can we leverage any opportunities created? Bring your experiences to this discussion and let’s make a plan to seize the (next) day!

Thu 1:00 pm - 1:45 pm
USING GAMES IN K-12

Fewer Papercuts: Digitizing In-Class Games

Ashley Parker, Content Development Manager, Simulations, Harvard Business School PublishingTrack 5 GAME/INSTRUCTION DESIGN

Click for Speaker Bio

Converting a live exercise to an online setting introduces challenges beyond just how to replicate the fundamentals of gameplay. This talk will demonstrate three cases in which browser-based simulations were built from existing paper games, covering:
• An overview of the design and development process.
• Why they "needed" to become electronic, and what benefits (intended or accidental) came from these conversions.
• Test-driving our own snap judgements and assumptions about what to keep and what to scrap; was it the right call?
Join this timely talk, as the world of higher education grapples with replicating the in-class experience in an online course setting.

Thu 1:00 pm - 1:45 pm
GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION

Why We Pursue Serious Games and How We've Done It

Noah Falstein, President, The Inspiracy; Attila Szantner, CEO, Massively Multiplayer Online Science; Matthew Lee, Chair, IGDA Serious Games SIG, Moderator; Kelli Dunlap, Psychologist and Game Designer, Independent, Community Manager, Take ThisTrack 7 FUNDING/RESOURCES FOR DEVS

This Dev/Tech session, sponsored by the IGDA, brings together a diverse array of speakers to provide insight into the motivations that developers, designers, and entrepreneurs at all levels of experience have for pursuing serious play, the variety of pathways by which they've done so, and the resources they've found to support them. The panelists - Noah Falstein, Attila Szantner, and Kelli Dunlap - will discuss their background / history with "serious games", from how and why they first got into the field (including the challenges they faced and how they overcame them), to their views on the field now, what they've learned after years of practice, and what advice they have for others interested in pursuing serious games.

Attendees will gain an understanding of some of the various pathways through which individuals at all levels of experience with games/tech entrepreneurship might pursue serious play, as well as some of challenges that they might encounter and practical examples of how these were overcome. Practical takeaways to improve collaboration between developers/stakeholders, an overview of potential funding sources (and the benefits and drawbacks), and some basic design tips will also be covered.

Thu 1:00 pm - 1:45 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

1:45 pm - 2:00 pm

Break

2:00 pm - 2:45 pm

Leveraging xR in Solving Gnarly DoD Challenges

Katie Blyth, Sr. Artist, and Emily Mintman, Assistant Program Mgr, Tactical Advancements for the Next Generation Program (TANG) at JHU APLTrack 1 CORP/NP/MIL/GOVT

Katie Blyth
Sr. Artist
Tactical Advancements for the Next Generation Program (TANG) at JHU APL
Click for Speaker Bio

Emily Mintman
Assistant Program Mgr
Tactical Advancements for the Next Generation Program (TANG) at JHU APL
Click for Speaker Bio

In this discussion we will touch on how we tackle DoD challenges by bringing the mindset of empathy and collaborative design to our sponsors, --and how we're seeing gaming and simulation take a more active role in helping support those missions.

Thu 2:00 pm - 2:45 pm
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, MIL/GOVT, VR, AR

Designing Effective Games for the Pharmaceutical Industry

Kevin Millar, Senior Vice President, Creative & Medical Science, INVIVO CommunicationsTrack 2 HEALTHCARE

Click for Speaker Bio

In the demanding world of pharmaceutical education and promotion, being able to capture and hold a physician's attention is key. Serious games have become a powerful tool that encompass a spectrum of activities, including defined goals, a set of rules and a feedback system to assess whether goals are being achieved.

Through case studies, this presentation will demonstrate the variety of ways in which serious games are being used to engage with physicians. We will explain how mechanics, drivers, and dynamics can make content more memorable for a healthcare professional audience. We will also describe the important role that storytelling, clinical data and patient scenarios can play in improving medical knowledge, motivation, and skills.

The session will also identify how to choose the right platform for your medical game, whether it be touchscreen, web-based, or even mixed reality. Based on the current conference environment, we will show how we have made the shift from live in-person events to the deployment in the virtual setting.

Thu 2:00 pm - 2:45 pm
HEALTHCARE

Using an LMS to Create Game-based Courses

Janna Kellinger, Associate Professor, UMass BostonTrack 3 HIGHER ED

Click for Speaker Bio

This session will focus on using a Learning Management System (LMS) to create game-based courses. Participants will learn how to use the key feature in LMS's to create game-based courses, tips and tricks to leverage the affordances of LMSs, and how to use features of LMSs to avoid pitfalls of game-based courses.

Different structures for LMS-based game-based courses will be explored including using a game story as a framework for class activities; embedding content into the game story and using Non-Playable Characters to represent different ideologies; having an overarching game story with mini-games throughout; and a quest-driven adventure game story where students have to learn to code to save the world. The session will conclude with an opportunity to brainstorm and share ideas.

Participants will walk away from this presentation with the ability to leverage features of their LMS to create game-based courses as well as insight into different game-based techniques such as using a river-and-lakes story structure; customization; and stealth assessments.

Thu 2:00 pm - 2:45 pm
HIGHER EDUCATION

Reading Video Games and Playing Books in K-12 Education

Leslie Haas, Asst Prof, Literary Education, Buena Vista University; Jill Tussey, Assistant Professor of Literacy Education, Buena Vista UniversityTrack 4 K12

Leslie Haas
Asst Prof, Literary Education
Buena Vista University
Click for Speaker Bio

Jill Tussey
Asst Prof, Literary Education
Buena Vista University
Click for Speaker Bio

Literacy is key to human communication, development, and interaction. In today’s society, literacy includes multimodal experiences including those found embedded in online video games. Embedding video game literacy into the academic setting is one way to engage students while honoring their personal literacy practices.

This presentation will explore how K-12 educators can harness video games to support literacy learning in the classroom through “reading video games” and “playing books”. Reading video games includes in-game dialog, questing systems, chat options, and instant messaging. Playing books offers interactions with multimodal texts connected to video game concepts, ideas, and themes. Examples of K-12 teaching and learning methods and strategies will be provided.

Attendees will be provided with examples of teaching and learning methods and strategies on how to successfully incorporate video game literacy into K-12 classrooms.

Thu 2:00 pm - 2:45 pm
USING GAMES IN K-12

A Grantee's Perspective on How to Apply For, and Win Funding

Jasminka Criley, CEO, Indelible Learning; Stuart Criley, Founder, Indelible LearningTrack 7 FUNDING/RESOURCES FOR DEVS

Jasminka Criley
CEO
Indelible Learning
Click for Speaker Bio

Stuart Criley
Founder
Indelible Learning
Click for Speaker Bio

Education in healthcare and K-12 schools have both benefited from federal support for innovative research in new technologies.

But even for successful awardees, much of the preliminary work was done with little or no funding.

How can you take an idea for a new learning game or educational technology all the way to commercialization?

This session will describe our challenges, setbacks, and successes from over 20 years in medical education, and over 10 years in K-12 education. From paper prototypes to published software, we will share how to build a team around specific projects, obtain funding, and find a commercial partner.

Thu 2:00 pm - 2:45 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

2:45 pm - 3:00 pm

Break

3:00 pm - 3:45 pm

How to Avoid “Shiny Thing” Syndrome and Achieve Success in Military or Any Simulation

Tom Constable, VP - Innovation, SimCentric; Sébastien Lozé, Industry Manager Training and Simulation, Epic GamesTrack 1 CORP/NP/MIL/GOVT

Tom Constable
VP - Innovation
SimCentric
Click for Speaker Bio

Sébastien Lozé
Industry Manager Training and Simulation
Epic Games
Click for Speaker Bio

Presentation overview: Tom Constable, VP of Innovation at SimCentric will explain how they managed to navigate the treacherous “shiny thing” minefield in order to take their Unreal Engine based defence simulation platform from concept through to delivered product in less than a year.
The presentation will focus on how they nailed down the training outcomes and core needs of the customer first which provided the ammunition to fighting off the “wouldn’t it be good if” ideas club.

Thu 3:00 pm - 3:45 pm
GAME / INSTRUCTIONAL DESIGN, HEALTHCARE, MIL/GOVT, VR, AR

GBL Training For Clinical Staff

Robert Baum Director, Tammy Salewsky, Deputy Director, eLearning Division, Veterans Health Administration, Employee Education SystemTrack 2 HEALTHCARE

Robert Baum
Direct
eLearning Division
Veterans Health Administration
Employee Education System
Click for Speaker Bio

Tammy Salewsky
Deputy Director
eLearning Division
Veterans Health Administration
Employee Education System
Click for Speaker Bio

In this session, representatives from the Veterans Affairs, Veterans Health Administration, and Employee Education System will discuss our Game-based Learning (GBL) roadmap and current approaches to delivering GBL learning products to our over 350,000 clinical base staff at 1,255 facilities.

The panel members will showcase three different GBL delivery approaches use, once determined, GBL is the best solution to meet customer learning requirements. We will highlight some of the current efforts, our process to produce engaging training tactics to ensure impact, and share our roadmap for the future.

Become aware of the current efforts of the Veterans Affairs, Veterans Health Administration, and Employee Education System and how we are using GBL to train our clinical staff.

Thu 3:00 pm - 3:45 pm
HEALTHCARE, MIL/GOVT

What to Have, In a College Game Design Curriculum

Roger Pedersen, Game Designer, Psi SoftwareTrack 3 HIGHER ED

Click for Speaker Bio

What should a four year serious game dev career program provide to a student to earn a parent's hard earned tuition money?

• Core courses that all game majors (serious game and entertainment degrees) would need?
• Specialized courses for serious game majors:

o Healthcare: Creating simulations for hospitals, nuclear power plants, astronauts, military, education for nursing, doctor operations
o Education
o Corporate applications

• Inservice program, where students form teams and work for local organizations, hospitals, etc
• Game Lab
• Other valuable electives (For instance sociology, psychology, entrepreneurship

With this kind of curriculum, what kind of job/salary would be a potential for your students?

Thu 3:00 pm - 3:45 pm
HIGHER EDUCATION

Create a Mobile Game to Teach Solar System in Middle School

Sa Liu, Assistant Professor, Harrisburg University, Brian Grey, Lecturer, Software Engineer, Harrisburg UniversityTrack 4 GAMES IN K-12

Sa Liu
Assistant Professor
Harrisburg University

Click for Speaker Bio

Brian Grey
Lecturer, Software Engineer
Harrisburg University

Click for Speaker Bio

To create a mobile science learning game for middle school students on Android devices, a team of 20 members (including faculty, graduate, undergraduate and high school student interns) worked together for the past two years on the design, development, and testing (See SpacEscape: https://harrisburgu.edu/spacescape/ ).

During the presentation, we will share our experience in recruiting students, game design, development, test, and research process. Particularly, we will talk about the how we utilized various tools to manage the project before and during the pandemic (i.e., Github, Microsoft Team, and Google Forms).

Thu 3:00 pm - 3:45 pm
USING GAMES IN K-12

PANEL: From Classroom to Studio: How Teachers Are Partnering with Game Developers

Paul Darvasi, Gold Bug Interactive; Shawn Clybor, Dwight-Englewood School; Elisa Navarro Chinchilla, Gold Bug Interactive; Vit Sisler, Charles GamesTrack 7 FUNDING/RESOURCES FOR DEVS

Moderator:
Elisa Navarro Chinchilla
Educational Video Games Developer
Gargamel Studio
Click for Speaker Bio

Panelists:
Paul Darvasi

Educator
Royal St. George's College/University of Toronto

Click for Speaker Bio

Shawn Clybor
History Teacher
Dwight-Englewood School
Click for Speaker Bio

Vít Šisler
Co-founder
Charles Games
Click for Speaker Bio

Thu 3:00 pm - 3:45 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS, GAME / INSTRUCTIONAL DESIGN, K12

3:45 pm - 4:00 pm

Break

4:00 pm - 5:00 pm

Going in Circles: The Iterative Process of Game Design

Jennifer McNamera, Vice President Serious Games and Strategic Partnerships, BreakAway GamesTrack 1 CORP/NP/MIL/GOVT

Click for Speaker Bio

All game design is iterative. In serious game design, there are normally stakeholders outside of the development team involved in design. Whether these stakeholders are clients, subject matter experts, product owners or representative end users, their input has a role in shaping role the design evolution. These stakeholders often don’t know what to expect from the design process nor understand the impact of their input.

This session will discuss the general stages of design across a standard project sharing representative artifacts, the impact the client has on iteration, appropriate types of feedback for each stage of a project, and how iteration impacts timelines and cost.

Examples of initial design concepts and their final released product will be shared to illustrate the impact of iteration across a team.

Thu 4:00 pm - 5:00 pm
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, MIL/GOVT

Mainstreaming Adult Learning Principles in Simulation Training

Amelia Geary, Adult Learning Specialist, Independent ConsultantTrack 2 HEALTHCARE

Click for Speaker Bio

Session aims to reach out across industries, to recognize how proven and evidence-based adult principles should be integrated into simulation training, including the development of serious gaming. Session will provide a high-level summary of common and proven adult-learning techniques, the importance of these techniques, where are we going with adult learning, what is the future? Will also highlight how these principles are key to all industries, government, military, health and non-profit.

Takeaways:

  1. General understanding of adult learning principles
  2. Application to their industry
  3. Confluence of serious gaming and adult learning
  4. Resources in adult-learning
Thu 4:00 pm - 5:00 pm
CORPORATE/NON PROFIT, HEALTHCARE

Playful Design is Serious Business

Monica Cornetti, Sententia GamesTrack 3 HIGHER ED

Click for Speaker Bio

It seems obvious why children like to play games for learning, and for most, learning stopped feeling like play, and being fun, by about third grade.
For the adult learner there are compelling reasons why we gravitate to learning experiences that are fun and playful. The element of fun often helps to reduce what in other circumstances might be perceived as threatening and gives learners the opportunity to experiment with rules, emotions, and social roles. They get to make mistakes, get immediate feedback, and try alternatives.
And here is where gamification enters in. Not just another shiny object, well designed gamification IMPROVES learning outcomes. In this featured session, you will learn best practices for implementing gamification and why:
• Adults need to learn in a game-like environment with built in feedback loops
• Course designers should encourage trial and error and give permission to fail
• A well-structured game world depends on players making mistakes
• Play provides a sense of wonder and is an essential part of the creative process
The most important educational purpose of gamification is to create a fun and engaging experience that promotes task or concept mastery. Join us in exploring why Gamification is a powerful method to support engagement and skill development in adult learning programs.

Thu 4:00 pm - 5:00 pm
CORPORATE/NON PROFIT, HIGHER EDUCATION, MIL/GOVT

Game Based Learning Across the Curriculum and Across a State

Tammie Schrader, Science/Computer Science Coordinator, Washington State Association of Educational Service Districts; Dave Gamon, Teacher, Mead School, District State of WashingtonTrack 4 GAMES IN K-12

Tammie Schrader
Science Computer Coordinator
Mead School District
State of Washington
Click for Speaker Bio

Dave Gamon
Teacher
Mead School District
State of Washington
Click for Speaker Bio

In this session we will be modeling how to build games across content for K-12 and higher education. We will be highlighting games that are used and also model how to build, revise, and implement games to best support the NGSS and Common Core State Standards. We will be infusing Computer Science and ISTE standards into game play as well. Participants will be interacting with their colleagues and competing for prized of the "best" game.

Participants will take away a game they can use in their education programs as well as new knowledge of standards and how they play a role in education K-12 and higher education.

Thu 4:00 pm - 5:00 pm
USING GAMES IN K-12

Moving Educational Tabletop Design into the Digital Realm

Michelle Goodridge, Liaison Librarian, Wilfrid Laurier University; Jacqueline Reid-Walsh, Associate Prof, Wilfrid Laurier UniversityTrack 5 GAME/INSTRUCTIONAL DESIGN

Michelle Goodridge
Liaison Librarian
Wilfrid Laurier University
Click for Speaker Bio

Jacqueline Reid-Walsh
Associate Prof
Wilfrid Laurier University
Click for Speaker Bio

This session will explore taking a traditionally analog game design component presented to university students in education into the digital realm.

This partnership between an academic librarian at a Canadian institution and a faculty member in education took students through the process of designing meaningful games for their future classrooms using available technology during the pandemic. This session not only will offer discussion on the merits of the activity in general, but also how to facilitate a traditionally analog workshop online.

The workshop was designed to teach the principles of game design and inspire participants to develop a game to teach literary terminology. Topics covered include accessible game design, adapting literary works to games, the importance of playtesting, and designing games to support curriculum.

Given our current climate, we had to adapt the workshop for the digital environment, while maintaining the approachability of creating analog games versus the somewhat involved process of digital game design. We ran the workshop twice and hope to share our successes, challenges and knowledge to inspire others."

Attendees will hopefully walk away inspired to experiment with bringing traditionally analog components into their online learning. We also hope that this inspires folks who are in the business of educating our future educators or are educators themselves to explore ways to use games in curriculum.

Thu 4:00 pm - 5:00 pm
GAME / INSTRUCTIONAL DESIGN

Panel: A Distracted Navigator VR Game for Teens - Preventing Injuries

Andy Hashikawa, J.J. Bouchard, C.S. Mott Children's Hospital, U of Mich; Will Gribbin, U of Mich MedSchool; Bernard Francois, Chris Janocha, Jerry van den Heuvel, Preview LabsTrack 6 VIRTUAL REALITY/MOBILE

J.J. Bouchard
Founder and Manager of the Patient Technology and Therapeutic Gaming Program
C.S. Mott Children’s Hospital in Ann Arbor Michigan
Click for Speaker Bio

Andy Hashikawa
Clinical Associate Professor at Michigan Medicine and Pediatric Emergency Medicine Physician
C.S. Mott Children's Hospital
University of Michigan

Click for Speaker Bio

Will Gribbin
Medical Student
University of Michigan Medical School

Click for Speaker Bio

Bernard Francois
Founder
PreviewLabs

Click for Speaker Bio

Chris Janocha
Game Designer
PreviewLabs

Click for Speaker Bio

Jerry van den Heuvel
Studio Manager
PreviewLabs

Click for Speaker Bio

When using VR to prevent injuries caused by distracted driving, it's key to avoid reinforcing behavior where the player feels they can "win" by "practicing" driving while distracted. We chose to steer away from this approach and developed a game with and without distractions, allowing the learner to see how different distractions can impact critical tasks. After brainstorming, multiple ideas were prototyped and the winning concept was iterated on further. After a quick explanation of the brainstorming and development process, the panelists will highlight aspects and challenges from the injury prevention, emergency medicine, XR intervention, and game development viewpoints.

Attendees will benefit from:

• A method for brainstorming
• Approach to rapid prototyping
• Lessons from play testing
• Different types of distractions
• How the gameplay was tuned to lead to a better experience
• How we iterated and learned along the way

Thu 4:00 pm - 5:00 pm
HEALTHCARE, K12, VR, AR

PANEL: Developers Talk about How They Won a Dept of Ed Grant

Josh Chan, CEO, LightUp; Chris Whitmer, CEO, Parametric Studio; Greg Trefry, Partner & game Designer, Gigantic MechanicTrack 7 FUNDING/RESOURCES FOR DEVS

Josh Chan
CEO
LightUp
Click for Speaker Bio

Chris Whitmer
CEO
Parametric Studio
Click for Speaker Bio

Greg Trefry
Partner & Game Designer
Gigantic Mechanic
Click for Speaker Bio

Thu 4:00 pm - 5:00 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

5:00 pm - 5:15 pm

Break

5:15 pm - 6:00 pm

Developing Serious Games on Little (to No) Budget

Michael DiPonio, Instructional Designer, AmeriSave Mortgage CorporationTrack 1 CORP/NP/MIL/GOVT

Click for Speaker Bio

Developing serious games within an enterprise environment is frequently borne from a passion for the idea, but is often accompanied by a "show me first" requirement from the business, which usually means you'll have little-to-no budget for developing your proofs of concept. There are a number of resources out there that can help you accomplish getting your games made; the trick is knowing where to look. This session will cover, through anecdotes based on practical experience, where you can find the resources available to you to develop the proof of concept games you need to get your program off the ground.

Thu 5:15 pm - 6:00 pm
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN

How Virtual Reality Is Driving Higher Levels of Thinking in Surgical Education

Danny Goel, Orthopedic Surgeon and CEO ,PrecisionOS; Sébastien Lozé, Industry Manager Training and Simulation, Epic GamesTrack 2 HEALTHCARE

Danny Goel
Orthopedic Surgeon
CEO
PrecisionOS
Click for Speaker Bio

Sébastien Lozé
Industry Manager Training and Simulation, Epic Games
Click for Speaker Bio

This session will identify fundamental principles absent from healthcare education. Learning principles based in science are limited in the medical sphere. Virtual reality offers an evolving realization of a new potential driving higher levels of thinking.

The objective of this presentation will be to demonstrated gaps in healthcare education, the science of learning, the evidence behind the current gold standard (cadavers) and that of virtual reality.

Thu 5:15 pm - 6:00 pm
HEALTHCARE

PANEL: Building An Online Library Orientation Game

Jacquelyn D'Eall Sundberg, Outreach and Special Projects, McGill University Library, Elisa Navarro Chinchilla, Educational Video Games Developer, Gargamel Studio, Nicholas Vassos, President, NJAV Productions, Paul Darvasi, Educator, Royal St. George's College/University of TorontoTrack 3 HIGHER ED

Moderator: Jacquelyn D'Eall Sundberg
Outreach and Special Projects
McGill University Library

Click for Speaker Bio

Panelists: Elisa Navarro Chinchilla
Educational Video Games Developer
Gargamel Studio

Click for Speaker Bio

Nicholas Vassos
President
NJAV Productions

Click for Speaker Bio

Paul Darvasi
Educator
Royal St. George's College/University of Toronto

Click for Speaker Bio

In response to the 2020 Pandemic campus closure, a team of McGill librarians, archivists, game designers, and artists mobilized to share the McGill campus and library collections with students, despite the crisis.

The panel, composed of the development team's diverse constituents, will discuss the procedures and tools they employed to move beyond traditional academic library practices and collaboratively design and develop an online long-form narrative escape room. "Raising Spirits: A Timely Diversion" engages participants in a multimedia experience and introduces them to McGill's campus, history, library spaces, key resources, and even librarians.

Although the pandemic prompted this project, this method of presenting the campus and collections through online games will outlast the crisis. The game provides an alternative environment that lowers barriers to entry, inspires experimentation, and drives engagement with new resources. The game's focus on university history and locations builds campus connection and engagement despite campus closure and remote teaching. By bringing library collections and campus spaces to an interactive virtual space using 3D photospheres, puzzles, and an engaging interactive storyline, we managed to increase our reach well beyond the typical library user-base, bringing students and alumni into the virtual library spaces.

This discussion provides multiple viewpoints on game creation - an expert game designer, a librarian, a digital artist, and that of a student and videographer. Attendees will learn how the designers used existing, freely available tools and web platforms to build two games during the COVID-19 closure of campus. These games used accessible, familiar tools, including social media accounts and websites, to design puzzles and game elements in a novel way. These tools include 3D virtual tour platforms, Instagram, Twitter, Google sites, Unity, and more.

Key takeaways :
- Inventive provision of remote services.
- Ideas for campus connection and innovative student engagement.
- Skills for creative product development using tools and resources that are free and openly available.
- Ideas for a game that lets players see familiar tools - e.g. social media accounts and websites, in a novel way.

Thu 5:15 pm - 6:00 pm
HIGHER EDUCATION

PANEL: Teacher Tales: Experiences with Board Games in the Classroom

Catherine Croft, Co-Founder/CEO, Catlilli Games; Kathleen Mercury, Teacher Facilitator using RPG and Boardgames; Nigel Scarfe, Founder, Imagination GamingTrack 4 GAMES IN K-12

Moderator:
Catherine Croft
Co-Founder/CEO
Catlilli Games
Click for Speaker Bio

Panelists:
Kathleen Mercury
Teacher
Facilitator using RPG and Boardgames
Click for Speaker Bio

Nigel Scarfe
Founder
Imagination Gaming
Click for Speaker Bio

Popular modern board games can be great tools for learning, but how can we best implement them in the classroom?

Schools provide unique challenges for practically incorporating games in an effective manner. In this panel, teachers will present tips and tricks for best incorporating board games into K-12 classrooms. Our range of panelists will recount experiences from a variety of educational settings, including general classes in public high school, gifted classes in public middle school, and school enrichment programs for K-12.

Come join us to discuss experiences with using games as educational tools in the classroom, including successes, challenges, and preliminary research.

We will provide handouts with lists of games that are most appropriate to use in classroom settings, arranged by subject area. These will include general critical thinking skills as well as content knowledge. We will also give tips for playing some of these games virtually, as many schools are currently facing challenges using board games due to COVID-19 restrictions.

Thu 5:15 pm - 6:00 pm
USING GAMES IN K-12

Using "Values at Play" in Undergraduate Analog Game Design

Matthew Mosher, Assistant Professor, UCF, Rachel Donley, PhD Student, Georgia TechTrack 5 GAME/INSTRUCTION DESIGN

Matthew MosherAssistant Professor
UCF
Click for Speaker Bio

Rachel Donley
PhD Student
Georgia Tech

Click for Speaker Bio

In this talk the presenters will give a post mortem on their experience teaching undergraduate board game design using the "Values at Play" framework, originally developed by Mary Flanagan and Helen Nissenbaum for digital games.

After briefly introducing the framework, they will discuss the curriculum used and their modifications to extend it and translate for analog games. Using examples from the course they will investigate what succeeded, what failed, and what improvements could be made. The overall premise of the "Values at Play" framework is that games impact our collective social ethics, and we aim to contribute to and further this endeavor through sharing our experience and key takeaways for attendees.

Attendees will leave the session with several tips for running their own versions of the "Values at Play" curriculum, including: team formation strategies, issue selection strategies, modifications to the reading list, and an updated suggested game play list. The latter two items will be provided as a handout for attendees.

Additionally, the presenters will discuss several pitfalls of our course, such as: students' struggling to connect mechanics and values, disconnects between designer concept and player interpretation, and difficulty acquiring a deep understanding of some social and political issues. For each, possible solutions or workarounds to these challenges will be proposed." In this presentation we will share our own takeaways from our experience designing and teaching this course. Attendees will leave the session with several tips for running their own versions of the "Values at Play" curriculum, including: team formation strategies, issue selection strategies, modifications to the reading list, and an updated suggested game play list. The latter two items will be provided as a handout for attendees. Additionally, the presenters will discuss several pitfalls of our course, such as: students' struggling to connect mechanics and values, disconnects between designer concept and player interpretation, and difficulty acquiring a deep understanding of some social and political issues. For each, possible solutions or workarounds to these challenges will be proposed.

Thu 5:15 pm - 6:00 pm
GAME / INSTRUCTIONAL DESIGN

How ARP/ESSER Funding Can Be Used by Schools To Purchase Education Products from Developers

Michael Campbell, President, Advancing Global EDUTrack 7 FUNDING/RESOURCES FOR DEVS

Click for Speaker Bio

With billions of dollars being released to States and districts this Spring, school districts are under an enormous amount of pressure to ensure they are leveraging federal stimulus funds to optimize their learning environments and eliminate equity gaps. We will provide insight into the latest and largest round of funding through the American Rescue Plan (ARP) as well as eligibility and reporting requirements.

Hear the recommendations for collaborating cross-departmentally to build sustainable, scalable, and holistic digital ecosystems using stimulus funds, as well as what solutions will qualify for funding.

Thu 5:15 pm - 6:00 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

6:00 pm - 6:30 pm

No workshops in this session.

6:15 pm - 7:30 pm

Catalysts, Purchase Trends, Best Opportunities for Investors and Developers in the 2021-2026 U,S, Game-Based Learning Market

Sam Adkins, Principal Analyst, MetaariTrack 3 HIGHER ED

Catalysts, Purchase Trends, Opportunities for Investors and Developers in the 2021-2026 U.S. Game-Based Learning Market

Click for Speaker Bio

Thu 6:15 pm - 7:30 pm
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, HEALTHCARE, HIGHER EDUCATION, K12, MIL/GOVT

Friday 25 Jun 2021

8:45 am - 9:00 am

Announcements: Sue Bohle, Executive Director, Serious Play Conference

1

Fri 8:45 am - 9:00 am

9:00 am - 9:45 am

Is Gamification Keeping Up with Reality?

Vineet Kapoor, Dean, Chitkara UniversityTrack 1 CORP/NP/MIL/GOVT

Gamification has been plagued by a problem that affects all fads. It is being projected as a new innovation, whereas no system in the world exists for long if there is no gamification. The real issue is more about the gamification losing track due to changed Reality. As a gamifier our task should be to get Reality back to track or Rather, tween the system according to the Reality (NeoReality) - actually both. This is useful for aficionados of Gamification who would try to find answers / solutions through Gamification and are many times surprised by lack of workability of solutions. I would cover environment issues which impact solutions differently in different environments. For e.g. Social work is voluntary, employment is not (even though prima facie evidence points to volutarism element of the employment system). This is not a academic discussion - it has direct implications for practitioners from the fields of military, corporate, education

We shall discuss it through a case history on how SXILL cracked the learner's user journey through Gamification. Of course, all the learnings that came with it are for your consumption, directly from the one who redesigned Education Delivery and brought in all the Stakeholders. This would be a great takeaway for all those who need to train people whether in corporate or simply on using your product (great benefits)

Fri 9:00 am - 9:45 am
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION, K12

Empowering Black Teen Girls Regarding Sexual Health

Verocica Weser, Associate Research Scientist, play4REAL XR Lab at the Yale School of MedicineTrack 2 HEALTHCARE

Click for Speaker Bio

Black teen girls between the ages of 14 and 19 are more than twice as likely than White girls to be diagnosed with an STI. Alarmingly, STIs are associated with an increase in the risk for HIV acquisition up to fivefold.

For this reason, the Yale School of Medicine developed a multiplayer videogame intervention designed to encourage Black teen girls to practice communicating about self- and partner-STI testing and condom use, as well as promoting high standards for partner selection.

To ensure the intervention reflects the lived experiences of Black teen girls, we conducted focus groups through Zoom to inform the development of our videogame. Our aim is to create an engaging social gaming experience that communicates the risks of HIV and STIs in a manner that resonates with lived dating experiences and empowers Black teen girls to seek out healthy relationships.

By the end of this session, participants will learn strategies for running focus groups that can inform the development of evidence-informed, culturally tailored videogame interventions. The audience will also learn how Black teen girls use social media to inform their navigation of potential dating and relationship partners. Attendees will learn how Black teen girls conceptualize dating in the era of social media and how social media is used to engage in romantic relationships. In addition, participants will learn how multiplayer games can be used to stimulate peer learning and dialogue about issues related to healthy relationships, partner communication and sexual health.

By the end of this session, participants will learn strategies for running focus groups that can inform the development of evidence-informed, culturally tailored videogame interventions.

Specifically, the audience will learn how Black teen girls use social media to inform their navigation of potential dating and relationship partners.

Attendees will learn how Black teen girls conceptualize dating in the era of social media and how social media is used to engage in romantic relationships. In addition, participants will learn how multiplayer games can be used to stimulate peer learning and dialogue about issues related to healthy relationships, partner communication, and sexual health.

Fri 9:00 am - 9:45 am
HEALTHCARE, USING GAMES IN K-12

An Alternate Reality Game Useful for a 1st Year Game Design Course

Colleen Stieler-Hunt, Lecturer, Game Design, University of the Sunshine CoastTrack 3 HIGHER ED

Click for Speaker Bio

Against The Authority is an alternate reality game (ARG) embedded in a first year, first semester, introduction to game design undergraduate university course at the University of the Sunshine Coast. The game is used as a pedagogical tool to further the learning outcomes of the course.

An ARG is a pervasive game that combines an interactive storyline with clues that advance the narrative as players solve puzzles and complete real-world tasks in collaboration with other players (Definition based on the IGDA Alternate Reality Games SIG, 2006). For an overview of the game, go to www.againsttheauthority.com/tour

This session will provide you with an overview of the game and course, information on how to access the game materials and customise them to make it your own, and share some of the lessons learned along the way.

Attendees will learn how they could adapt the alternate reality game, Against The Authority, to their own courses. Links to game assets will be provided.

Fri 9:00 am - 9:45 am
HIGHER EDUCATION

Worst Practices for Learning

Mitchell Weisburgh, Founding Partner, Academic Business Advisors; Kat Schrier, Director of Games/Associate Prof, Marist CollegeTrack 4 GAMES IN K-12

Mitchell Weisburgh
Founding Partner
Academic Business Advisors
Click for Speaker Bio

Kat Schrier
Director of Games/Associate Prof
Marist College
Click for Speaker Bio

Many of us have attended sessions about how to teach effectively, how people learn, and how to maximize learning. But what if we wanted to do a really really bad job teaching? What if we wanted to be the worst teacher ever? Or perhaps, what if we wanted to learn from teaching failures so that we could be better teachers or content developers for learning?

We are not just going to look at fails, we are going to glorify epic fails, dissect them, and figure out what we can learn about them.

This will NOT be fun. Maybe.

You will learn how to be really bad at developing and delivering engaging content to learners, and perhaps ways to turn these around to be engaging and motivational to learners.

Fri 9:00 am - 9:45 am
HIGHER EDUCATION, K12

Play at Home - Starting a Children's Museum in Quarantine

Chris McEachron, Program Manager, Children's Museum in MinnesotaTrack 5 GAME/INSTRUCTION DESIGN

Click for Speaker Bio

2020 was a tough year for everybody, and it was an especially tough year to start a Children's Museum. From the beginning of the process, we knew that we needed to involve children and families in the design process of the exhibits and museum experiences.

In this session, you will learn how the Region 5 Children's Museum responded to the pandemic by utilizing Play Packets delivered to constituents around the region and facilitated community-driven, inquiry-based exhibit and experience design.

Does the way in which a child plays with a few scraps of materials 200 miles away impact how we build a Children's Museum? As we say in Minnesota, you betcha!

Attendees will gain insight into the community-driven design process, and see examples of how the pandemic resulted in new and innovative ways to engage our audience. Learn about the successes that we experienced and the pitfalls that we discovered while pivoting to remote facilitation that is not reliant on technology. We will also look at evaluation as a tool not only for future program development but also for real-time experience design. All attendees will have access to a set of Play Packet instructions that they can use with their own groups. Finally, attendees will get to experience the evaluative techniques and processes that we used to convert remote play into exhibit design.

Fri 9:00 am - 9:45 am
GAME / INSTRUCTIONAL DESIGN, MUSEUM

Games, Including VR, for K-6 Education

Deepti Chopack, Preprimary Teacher & Facilitator Ahlcon International School, IndiaTrack 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

To share a tool that helps to create Interactives and printables activities for students. To help make teaching learning experience better. The tool is Wordwall it can be used to create both interactive and printable activities. Most of our templates, like Quiz and Match up, are available in both an interactive and a printable version. Wordwall website Interactives are played on any web-enabled device, like a computer, tablet, phone or interactive whiteboard. They can be played individually by students,or be teacher-led with students taking turns at the front of the class.

Wordwall helps to access the result of every child performance.

Fri 9:00 am - 9:45 am
USING GAMES IN K-12, VR, AR

What the Military Needs Now from Game Developers

Frank Kelley, CEO, Defense Acquisition UniversityTrack 7 FUNDING/RESOURCES FOR DEVS

Click for Speaker Bio

An evolution from 2020's hit talk at Serious Play, this year hear from Mr. Frank Kelley, DAU Vice President on his new reflections on what the military needs from game developers right now.

The COVID-19 pandemic shifted many of our perspectives on education and training. Attend this session to learn how a year of working from his garage created new thoughts and new opportunities to excel.

Fri 9:00 am - 9:45 am
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

9:45 am - 10:00 am

Break

10:00 am - 10:45 am

From Fighter Pilot to Factory Floor: Data Driven VR Training

Niall Campion, Managing Director, VRAITrack 1 CORP/NP/MIL/GOVT

Click for Speaker Bio

At VRAI we've been creating bespoke virtual reality experiences for customers for nearly 5 years. About 3 years ago we started to focus our efforts on training. Over a number of projects with the likes of the United Nations Mine Action Service (UNMAS), International Airlines Group (parent to British Airways) and most recently with the Royal Air Force in the UK we have refined our process for generating insights using data collected from virtual training.

In this session we will discuss recent projects with IAG Cargo where we reduced a section of onboarding in their warehouse from 90 mins to 15 mins per person while also increasing understanding from 5/10 to 8/10.

We will also deliver insights from our current project with the RAF. In this training solution we are using a combination of data driven virtual reality and existing flight simulation software to codify airmanship characteristics in military aviators.

Attendees will learn about how data can be used to generate insights in virtual reality training. Those not familiar with the benefits of VR in general will gain insights on that. Primarily via 2 case studies from the aviation sector, they will learn how a combination of new technologies - VR, big data, cloud computing, IoT technology and AI can be used to move learning experiences towards a bespoke, personalised learning experience. They will also learn how data and insights generated in VR can be used to improve real-world operational outcomes.

From our experience, proving an ROI is the single biggest barrier to organisations embracing VR training. By way of a number of case studies with tangible ROIs we will allow them to better make the case within their own organisations for VR adoption. To further enhance this, we will provide a link to our RoI calculator a digital tool that allows users to estimate how long it will take to make a return on an investment in a VR project. In addition we will provide digital one-page handout case studies on projects discussed containing key RoI data. A limited number of printed versions can also be made available, noting our sustainability policy on printed materials.

Combined, this will allow them to build a case for embracing immersive training in their own organisations.

Fri 10:00 am - 10:45 am
MIL/GOVT, VR, AR

Scalable Voice, AI and AR Solutions Rolled Out During COVID

David Metcalf, METIL at UCF Institute for Simulation & TrainingTrack 2 HEALTHCARE; GAME/INSTRUCTIONAL DESIGN, VR

Click for Speaker Bio

Exploring emerging technology and real world examples from the METIL.Org portfolio at UCF’s Institute for Simulation and Training. See examples from scalable solutions rolled out during COVID to meet health, social and economic needs in trying times.

Fri 10:00 am - 10:45 am
GAME / INSTRUCTIONAL DESIGN, HEALTHCARE

Creating a Service Learning Model with Serious Games

Anthony Ellertson, Director of Games Interactive Media and Mobile (GIMM) Program, Boise State UniversityTrack 3 HIGHER ED

Click for Speaker Bio

The Games Interactive Media and Mobile program (GIMM) at Boise State University takes a different approach to traditional education and applying technology to our lives. Central to our work is collaboration with communities, local foundations and governments to create positive social impact using serious games, AR/VR and IOT applications.

Our approach engages with communities to identify areas of need where technology, and especially serious games, can have a positive and transformative effect. We then apply resources to those areas of need, bringing together university faculty, K-12 educators, K-20 students, community leaders, and aligned for-profit and non-profit entities. The results are real and positive impact on the lives of the people we help by working directly with them to address local challenges.

This presentation will highlight some of our latest projects using serious games & AR/VR applications to help literacy for deaf children, handwriting for children on the autism spectrum, and feeding college students with food insecurities. It will also highlight models for drawing local foundations and governments into partnerships with the university that make our communities better places to live while exploring the bleeding edge of technical change.

The presentation will discuss strategies for approaching local and state governments, school districts, and funding foundations to help solve problems in our communities using serious games, AR/VR and IOT applications. In addition, the presentation will discuss how GIMM's model for funded student development teams allows us to leverage our knowledge to help the people around us, promote our graduating students by giving them portfolio artifacts, and recruit students to the program by involving middle and high school students in our work.

Fri 10:00 am - 10:45 am
HIGHER EDUCATION

Edible Gamification of STEM

Ashie Bhandiwad, CEO & Founder, StemChefTrack 4 GAMES IN K-12

Click for Speaker Bio

The key to education is genuine interest. If you can hold the attention of children voluntarily you have achieved success.

The speaker will share her teaching process, including three keys ideas that can be implemented on an everyday basis in any situation. They are simple enough to incorporate in a small or large way yet powerful to cause a behavioral and systematic change.

Through this talk attendees will learn a fun way to engage young students and a way to facilitate an interest in STEM education among kids as young as pre-schoolers.

Fri 10:00 am - 10:45 am
USING GAMES IN K-12

Teaching Emergent Technologies: Photogrammetry for Games

Amber Johnson, Assistant Professor, Wake Technical Community CollegeTrack 5 GAME/INSTRUCTION DESIGN

Click for Speaker Bio

Teaching game development is exciting and challenging because the technology is constantly evolving. Through a National Science Foundation ATE grant titled Developing Certificates in Technical Art & Photogrammetry and Technical Animation, Wake Tech Community College has the opportunity to develop several new emergent technology courses including photogrammetry for games.

Photogrammetry is the technique of creating digital 3d assets by capturing physical objects and places. This allows artists to create accurate representations of real-world things to put in their game or simulation using photos or video.

This session covers how photogrammetry can be used to create realistic assets for games and simulations as well as an approach to teaching this new technique to students. There is also a postmortem about the entire process of creating this course from funding to execution. This includes discussing how instructors can train themselves in emergent technologies though self experimentation and externships.

Fri 10:00 am - 10:45 am
GAME / INSTRUCTIONAL DESIGN

Finding Funding from the Navy

Diana Teel, Central Florida Tech Bridge Director; Leslie Faircloth, Deputy for Small Business Programs, Naval Air Warfare Center Training Systems DivisionTrack 7 FUNDING/RESOURCES FOR DEVS

Finding Funding from the Navy

Diana Teel
NavalX Central Florida Tech Bridge Director
Naval Air Warfare Center Training Systems Division
Click for Speaker Bio

Leslie Faircloth
Deputy for Small Business Programs
Naval Air Warfare Center Training Systems Division
Click for Speaker Bio

More details soon.
 

 

Fri 10:00 am - 10:45 am
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

10:45 am - 11:00 am

Break 2

11:00 am - 11:45 am

How Serious Games Can Help Companies Create Sustainable Business Growth

Raphael Heereman von Zuydtwyck & Ningna Xie, Research Institute GEMIT, Univ of Applied Sciences, NetherlandTrack 1 CORP/NP/MIL/GOVT

Raphael Heereman von Zuydtwyck
Project Manager
Research Institute GEMIT - University of Applied Sciences Niederrhein
Click for Speaker Bio

Ningna Xie
M.Sc.
Research Institute GEMIT - University of Applied Sciences Niederrhein
Click for Speaker Bio

Games can provide the learning space in which capacities, sensibilities and strategies can develop in an experiential way. Serious gaming has been applied in learning about sustainability in education. Meanwhile, many companies are also interested in using games to help achieve their sustainability goals.

Given that small and medium-sized enterprises (SMEs) also want to become more competitive in sustainability-oriented (economic) growth, our session outlines how serious gaming can help SMEs to envision sustainability strategies in a collaborative learning environment, which also involves academic actors in the same region. Game developers struggle to combine knowledge about SMEs and wicked sustainability problems in a game-based learning environment that is effective and meaningful for this specific context. However, the big challenge remains: how can we make sure that various expertise within multidisciplinary sustainability projects can shape the game in the best way possible?

Throughout the session, the Dutch-German Interreg project STRASUS will be presented as a case study. Herein, the aim is to develop a serious game for logistics SMEs. With this direct example, attendees can broaden their thinking and learn about specific strategies on how to adapt game mechanics, content, dialogues and project management skills in using games for sustainable development.

For attendees who are interested in applying serious games to business context and digital organizational training. The STRASUS game provides an example of taking into account the commons and differences in German-Dutch business connections. The Euregio Rhine-Maas-North is an European logistics hot spot, and the activities of the logistics service providers are highly relevant for the regional economic-environmental development. By eventually sharing our insights and lessons learned, this session can also inspire attendees to acquire knowledge about game-based learning in their context of regional sustainable development.

During COVID-19 and post-pandemic times, non-physical serious games can be used in providing flexible forms of human interaction and promoting social connectedness. Acknowledging that human factors are emphasized simultaneously in game designs and sustainability concepts, attendees will learn from our successes, failures and opportunities in stimulating collaborative learning among German and Dutch SMEs and universities.

Attendees can learn from our reflections on adapting the classic design principles of serious games for sustainability purposes - what we have done differently in a university-industry project.

For attendees who are interested in applying serious games to business context and digital organizational training. The STRASUS game provides an example of taking into account the commons and differences in German-Dutch business connections. The Euregio Rhine-Maas-North is an European logistics hot spot, and the activities of the logistics service providers are highly relevant for the regional economic-environmental development. By eventually sharing our insights and lessons learned, this session can also inspire attendees to acquire knowledge about game-based learning in their context of regional sustainable development.

Fri 11:00 am - 11:45 am
CORPORATE/NON PROFIT

Lessons from Developing a Geriatrics Population Health Game for Physicians

Richard Van Eck, Associate Dean, University of North Dakota; Scott Brewster, Founder, Triad InteractiveTrack 2 HEALTHCARE

Richard Van Eck
Associate Dean for Teaching and Learning,
Monson Endowed Chair for Medical Education
University of North Dakota School of Medicine and Health Sciences
Click for Speaker Bio

Scott Brewster
Founder
Triad Interactive
Click for Speaker Bio

The 4Ms (What Matters, Medication Mentation, and Mobility) are a set of geriatric treatment principles that can reduce health care costs, reduce disease, and promote functional quality of life. However, the 4Ms are often seen as "add-ons" that take time and money away from treating patients as usual. Because the benefits of the 4Ms are most likely to be seen over time and at the scale of population health, it can also be hard for physicians to see the benefits of starting early and applying 4Ms to those who do not exhibit symptoms of disease.

We built a game, Geri Pop, to help physicians complete “Plan, Do, Study, Act” cycles on entire populations (100,000) as they age from the young-old, to the old, to the very old. By applying the 4Ms to entire populations over time, patterns become visible that would otherwise be hard to detect; more people stay healthy as they age, fewer people die, and costs go down. Further, by adding Medical Complexity, we’ve expanded the 4Ms to the 4Ms+ to show how chronic disease and comorbidity require additional consideration. We’ll share a prototype of the game and share lessons learned in developing games for health.

Attendees will learn:
- How to blend instructional design with game design
- How low-fidelity prototypes can be used to playtest and balance game design
- How Ux design elements can promote engagement while remaining harnessed to the outcomes of the game

Fri 11:00 am - 11:45 am
GAME / INSTRUCTIONAL DESIGN, HEALTHCARE

GameLab: Training Game Developers to Work in Modeling, Simulation, & Training

Erik Sand, Director, Strategic Partnerships, UCF/FIEA; Tom Carbone, Technical Director, UCF/FIEATrack 3 HIGHER ED

Erik Sand
Director, Strategic Partnerships
UCF/FIEA
Click for Speaker Bio

Tom Carbone
Technical Director
UCF/FIEA
Click for Speaker Bio

The development of a workforce to support the future needs of modeling, simulation, and training (MS&T) is becoming more difficult as the needs of the industry become more sophisticated and the technology used to satisfy those needs more advanced. Technologists are teaming with experts to combine best-of-class development methodologies with deep domain knowledge to develop sophisticated and useful solutions for complex problems. This is especially true as more gamification and game-based technologies are being used to support sophisticated MS&T solutions. Students earning degrees in game development and interactive technologies understand the domain of creating games designed for entertainment but are less familiar with the goals of MS&T, in spite of the fact that there is a significant demand for their skills in the area. In response to this, University of Central Florida has developed a course and has begun to modify the curriculum within its award-winning graduate-level game design course that directly supports this need. This paper candidly discusses the program’s evolving journey in creating this curriculum and the unique challenges faced with incorporating outside subject matter experts into the classroom, examines what factors lead to success and failure of projects, and our roadmap for future modification of the curriculum.

Attendees will learn that there are specific curriculums within academia to support the evolving needs of modeling, simulation, and training industry as it applies more game based and interactive technologies its products. An attendee will also learn how involved it is to develop curriculum to support this need and some of the success and failures UCF/FIEA has had in this undertaking.

Fri 11:00 am - 11:45 am
HIGHER EDUCATION

Design Principles for Early Education Apps

Sande Chen, Writer and Game Designer, IndependentTrack 4 GAMES IN K-12

Click for Speaker Bio

One of the most profitable sectors in educational games is the Pre-K market. Parents routinely download and test apps each week in the hopes of improving their children's aptitude but struggle to find truly educational experiences due to the sheer volume of apps that have questionable value.

How can interactive game makers balance a parent's need for educational content with entertainment while also considering UX concerns for children who may have limited motor skills?

Learn the latest research on early educational development and how that may affect the design principles for Pre-K educational games.

Fri 11:00 am - 11:45 am
USING GAMES IN K-12

Assuring Your Game Design Will Have Impact

Rosemary Lokhorst, Project Manager and Producer, The Digging Deep Project; Kevyn Eva Norton, User-Centric Design & Research, Game Thinking, Digital Strategist, Shadow’s Edge: Digital Health Game for TeensTrack 5 GAME/INSTRUCTION DESIGN

Rosemary Lokhorst
Project Manager and Producer
The Digging Deep Project
Click for Speaker Bio

Kevyn Eva Norton
User-Centric Design & Research
Game Thinking, Digital Strategist
Shadow’s Edge: Digital Health Game for Teens
Click for Speaker Bio

For a serious game, knowing your audience takes on a new meaning. Research, real world evidence, trials and other tribulations impact your development so that you may impact the behavior of your players.

Let's assume you are not a huge company with your own research department or big budgets to outsource. How can you ensure that your game is evidence based and even more important acknowledged by your players as playing an important role in their lives?

This talk will take our 5-year journey through researching and impact game design and walk you through not the types of research conducted from simple focus groups to partner-led research and full-blown clinical trials. We will show the difference in the processes and decisions we made because of the outcomes that then impacted the game as it is now.

This is not about the content of the research, but about all things behind the scenes.

It is for people who are curious about the types of different research that can, should and may inform your game design.

The audience will gain insights into the different types of research with practical examples of how it affected product development, marketing and even company strategy.

The audience will gain understanding of what it takes to find players to participate in research, how to manage such research and how to work with partners to build that base of evidence.

We will provide research results and summaries from our project and sample methodologies.

Fri 11:00 am - 11:45 am
GAME / INSTRUCTIONAL DESIGN

How Can We Make VR STEM Lessons Accessible to Everybody?

Khurram Pirov, CEO, XReady LAB CORPTrack 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

We will share our experience of VR content creation with teachers and professors from Top Universities. Also in my presentation will be highlighted the main obstacles to successful VR implementations at schools. Revie on cheap render, customisation tools for schools and how to stay tuned in such big ocean technologies.

I will show what feedback our team obtained from a large number of experiments and what developers together with content makers should think about.

1) How to collaborate with developers

2) How not to waste time on long discussions

3) Where one can find inspiration for a new STEM game

4) How competitors can be partners

5) How make VR app useful not just for 5 mins demonstration, but for the whole year

Fri 11:00 am - 11:45 am
HIGHER EDUCATION, USING GAMES IN K-12, VR, AR

Winning Contracts in the DOD

JJ Walcutt, CEO, ClayStrategic DesignsTrack 7 FUNDING/RESOURCES FOR DEVS

Click for Speaker Bio

The world of defense contracting is a mysterious and nebulous mass of chaotic pathways to success. This talk will start with the basics including what specific registrations are needed to participate then journey through the seemingly unclear underbelly of the contracting and negotiation world. It will finish with key tips and tricks that will make your submission more likely to win. Specific consideration will be given to gaming, educational technology, and the US DoD’s learning goals.

The US DoD is undergoing a learning overhaul that will demand alternative methods for training and education included but not limited to virtual reality, mixed reality, augmented reality, big data analytics, artificial intelligence, interoperability specifications and standards, and a host of new ways to teach decision making, balance cognitive load, and extend mental capacity. Winning DoD contracts will require a deep understanding of the needs of the department. Accordingly, this talk will include key elements aimed at the content expertise of this audience and how it can serve department goals. Target documents, research calls, and organized summaries of innovation solicitations that are immediately actionable will be provided.

Fri 11:00 am - 11:45 am
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

11:45 am - 12:00 pm

Break

12:00 pm - 1:00 pm

Innovating Training through Gaming: Platform Demo

Trgina R. Hunter, Customer Success Manager, RigilTrack 1 CORP/NP/MIL/GOVT

Click for Speaker Bio

• Description:
The All Power Energy Company (APEC) had a problem. They’d spent years trying to digitize their Occupational Safety and Health Administration (OSHA) onboarding and refresher training with little success - until they found Rigil and our training solution, StrataGem™.
From a four-hour in-person paper-heavy presentation to a modernized curriculum with gamification features, engaging participatory sessions and micro-bursts of activity. Their organization’s knowledge improved along with their retention.
Join the lively demo of Rigil’s StrataGem™ solution and see first-hand how it can transform learning to help you meet your mission.
• Attendee benefits:
The audience will get to view StrataGem™ through the eyes of a real-world user, a persona of a training director at the fictional All Power Energy Company (APEC) based on an actual StrataGem™ adopter. APEC supports 7 million customers across 16 states and the safety culture is vital to a healthy work environment and profitable business. Aside from live sessions via StrataGem™ and on-demand classes, employees can take their learning on the go via mobile features, take refresher courses on a quarterly or annual basis, and access thousands of pages of documentation digitally whenever they need to. The presentation will also incorporate videos that dive into some of the most complex training StrataGem™ has accommodated in the field of aviation.

All attendees will receive a free 90 day StrataGem™ trial.

Fri 12:00 pm - 1:00 pm
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, MIL/GOVT

Invite Only VR: A Vaping Prevention Game for Teens

Kimberly Hieftje, Research Scientist, Yale School of MedicineTrack 2 HEALTHCARE

Click for Speaker Bio

Invite Only VR is a story-based virtual reality videogame intervention focused on vaping prevention in teens. With input from over 100 teens and school staff The game was developed by the play4REAL XR Lab with funding from Oculus and in partnership with prototyping company, PreviewLabs, Inc. In the game, the player must navigate different types of peer pressure, including the pressure to vape in high pressure social situations. Invite Only VR uses voice recognition software, which allows the player to practice refusing peers in real time. The game takes 1.5 to 2 hours to complete. Recently, we conducted a non-equivalent control groups design of 287 participants in 7th and 8th grade across three middle schools from a Connecticut school district with a 6 month follow up. In our session, we will talk about the following topics: 1) our experience with creating and implementing Invite Only VR with the goal of reaching teens facing serious public health issues like vaping. 2) our experience with partnering with a school district to not only bring Invite Only VR into the classrooms, but to help them continue to use the technology after we leave, and 4) our research study results, including students experience with VR.

From this session, attendees will gain new knowledge regarding: 1) the development, evaluation, and implementation of of Invite Only VR, as a case study, 2) the barriers and facilitators related to implementing VR in classrooms through our experience of working with three middle schools 3) potential ways to facilitate engagement and training opportunities in VR for teachers, 4) caution and optimism about the future of bringing virtual reality to schools.

Fri 12:00 pm - 1:00 pm
HEALTHCARE, USING GAMES IN K-12

Integrating iVR in Higher Education

Rob Theriault, Immersive Technology Lead, Georgian CollegeTrack 3 HIGHER ED

Click for Speaker Bio

Immersive virtual reality (iVR) has great potential for experiential learning. Some of the many challenges of remote learning is providing context, spatial learning, experiences that change perception, critical thinking and hands-on learning. In iVR, students become immersed in a world that looks and feels real, whether it’s sitting on the steps of the Parthenon while conversing with classmates or working at heights on a wind turbine. Georgian College has embarked on multiple iVR pilots to explore its pedagogical value and evaluate whether it can enhance learning through experiences that might otherwise be dangerous, difficult, impossible or expensive.

Fri 12:00 pm - 1:00 pm
HIGHER EDUCATION

Virtual Learning Environments for Social/Emotional Learning
(Adapted Curriculum)

Michelle McCarthy, Teacher of Exceptional Children-Adapted Curriculum, Cardinal CharterTrack 4 GAMES IN K-12

Click for Speaker Bio

Within a traditional learning environment with EC children, it can be difficult to work on social and emotional skills during remote learning due to inability to develop community. Also, SEL standards and goals are difficult to meet using a traditional remote learning modality, such as Zoom and LMS.

Students struggled to extrapolate the skills discussed to practical applications. Taking data to determine successful implementation of skills learned was also difficult in these formats. I worked with Enrique Cachafeiro, who has presented at Serious Play before on the use of virtual learning environments for instruction. I discovered that working within a virtual learning environment allowed the students to work on social and emotional skills to a much greater degree of success.

During the presentation, I will discuss my findings and what worked.

After this session, users will know more about using virtual learning environments for social and emotional learning. They will hear about the challenges of teaching children with special needs remotely and how they can be overcome using virtual learning environments.

Fri 12:00 pm - 1:00 pm
USING GAMES IN K-12

Digital Robotics and the Future of Remote Learning

Brandon Pittser, Director of Marketing and Outreach, Filament GamesTrack 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

Amidst the backdrop of an ongoing pandemic, K12 robotics clubs and programs face a huge challenge: making robotics and engineering learning accessible to remote learners.

In this presentation, the speaker will explore how digital robotics represents an innovative new form of project-based learning, making hands-on STEAM learning accessible to students across classrooms, at-home and hybrid learning environments. He will discuss the potential of digital robotics to facilitate self-motivated experimentation, imparting key future-facing skills like critical thinking, creativity, collaboration, and communication among learners – all from the comfort of their computer screens.

Fri 12:00 pm - 1:00 pm
GAME / INSTRUCTIONAL DESIGN, VR, AR

Funding Opportunities with UCF

Carol Ann Logue, Director, Programs & Operations Innovation Districts & Incubation Program, University of Central FloridaTrack 7 FUNDING/RESOURCES FOR DEVS

Fri 12:00 pm - 1:00 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

1:00 pm - 1:45 pm

Break

1:45 pm - 2:30 pm

WORKSHOP:
Gamification on a Shoestring: No Budget, No Problem

Valary Oleinik, ConsultantRoom TBD

Click for Speaker Bio

In an ideal world we would have as many resources as we would like. In reality we often find ourselves having to design with many resource constraints.

Rather than looking at this as an insurmountable limitation to deploying effective and engaging learning experiences, we can view it as a creative challenge. After all, the most priceless tool of gamification is creativity.

In this gamified session I will take you on an exploration of free and low-cost tools and techniques that I have used in various types of learning initiatives. There are options for those getting started with gamification, those who are looking to augment current learning offerings, and even those ready to prototype larger-scale projects. And, who knows, with a renewed perspective, and based on some examples we will look at, you may find that you already have everything that you need.

Fri 1:45 pm - 2:30 pm
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN

Training and Simulation for Rapid COVID Response: Numbers, Results and Evidence

David Metcalf, Eric Kant, Michael Eakins METIL at UCF ISTTrack 2 HEALTHCARE

David Metcalf
METIL at UCF IST
Click for Speaker Bio

Eric Kant
METIL at UCF IST
Click for Speaker Bio

Michael Eakins
METIL at UCF IST
Click for Speaker Bio

In this session we will present multiple initiatives to the COVID-19 pandemic leveraging advanced training and simulation techniques to help a wide range of clinical, patient, and population health initiatives. One of our key projects in 2020 was assisting the VHA with a modification of their deployed their award-winning PPE mobile game for rapid personal protective equipment training. This specific version was created with COVID-specific information. Second, we will present an advanced initiative that goes beyond training and operations with a modification of an NIH grant to provide COVID imaging of lung tissue for AI-based review and blockchain-based rollout and verification of data streams. Finally, we will showcase the Trusted Ops platform from Kant Consulting, NEMA, IAEM, and Microsoft which was modified from its usual disaster management (hurricanes) deployment to provide information to over 100,000 users on population health and current infection rates from a number of sources, including blockchain-based information streams in one unified portal for easy access. These initiatives provided advanced, rapid-response through coordinated efforts during this time of pandemic and national / international scale training deployments..

Fri 1:45 pm - 2:30 pm
HEALTHCARE

Modernizing Learning: Building a National Ecosystem

JJ Walcutt, CEO, Clay Straegic DesignsTrack 3 HIGHER ED

Click for Speaker Bio

Skills and capabilities for the 21st century will necessarily differ from today's needs. These expected changes will also drive changes to the ways in which we educate individuals across all settings. Accordingly, this talk will focus on the requirements for interoperability and data analytics at the technical level as well as define new teaching requirements to develop 21st century skills of metacognition, self-regulation, and resilience. Changes in assessment and governance will also be shared.

Attendees will learn about the future vision of the learning ecosystem that is expected to span not only the United States but also globally. They will be able to explain the key elements of this ecosystem including technical specifications and standards, individual skills needed to thrive in the 21st century, and how businesses can create technology, content, and cutting-edge capabilities that will make this ecosystem possible. A book that describes all these elements will be shared with the group.

Fri 1:45 pm - 2:30 pm
HIGHER EDUCATION

Bringing Walden, a Game to Online and Hybrid Classrooms

Tracy Fullerton, Director, USC Game Innovation LabTrack 4 GAMES IN K-12

Click for Speaker Bio

Even before the start of the COVID-19 pandemic, the USC Game Innovation Lab was in the process of creating an educational version of its award-winning game Walden for classrooms. When the pandemic hit, the lab made the game free to all educators, including parents who were homeschooling, teachers moving online and those in hybrid classrooms.

The game is an open world experience where players take on the role of the author Henry David Thoreau as he builds his cabin in Walden Woods and lives simply in nature on the shores of Walden pond. Players must survive in the woods, providing for their basic needs, but also seek inspiration from those woods, living a life in balance. The results of offering this game to teachers during a time when the world was sheltering in place due to COVID, produced an incredible surge of demand for this virtual version of Thoreau's experiment. Teachers have shared back their experiences in how this unusual game engaged their students in ways that surprised and delighted them.

In this presentation, we will discuss the outcomes and learnings of this new educational version for game developers, and examine how the creativity of teachers and students in using this game can serve as an inspiration for those designing playful learning environments.

Attendees will all be given access to Walden: EDU, including all accompanying curriculum, and insights on how these materials were developed with input from teachers, students, content experts, evaluators and outreach consultants.

Fri 1:45 pm - 2:30 pm
USING GAMES IN K-12

Exploring Accessible Game Design for All Children

Wendy Sapp Director of Research Bridge Multimedia; Wendy Sapp, Director of Research Bridge Multimedia; Michelle Chen, Senior Producer Kids Media and Education at WNET; Mylo Lam, Assistant Content Director PBS KIDS Digital; Loren Lee-Flynn, Lead UX/UI Designer FableVision StudiosTrack 5 GAME/INSTRUCTION DESIGN

Moderator:
Wendy Sapp

Director of Research
Bridge Multimedia
Click for Speaker Bio

Panelists:
Michelle Chen
Senior Producer
Kids Media and Education at WNET
Click for Speaker Bio

Mylo Lam
Assistant Content Director
PBS KIDS Digital
Click for Speaker Bio

Loren Lee-Flynn
Lead UX/UI Designer
FableVision Studios
Click for Speaker Bio

Ensuring accessibility for people with disabilities to games is a challenging but worthwhile endeavor. If we start with accessibility at the forefront of the development process, we simplify the process of including all children as potential users. The panel presenters represent the team members who envisioned, designed and programmed a fully accessible, online educational game, Echo Explorers, which is available for free at www.PBSKids.org and the PBS KIDS Games App.

Part of the award-winning PBS KIDS math adventure series, Cyberchase, the game is designed to be accessible to children with a range of disabilities including blindness/low vision, deafness/hard of hearing, intellectual disabilities, learning disabilities, ADHD, autism spectrum disorder, motor impairments, and more.

Through this presentation, we will explain the process we used to create Echo Explorers, including its conception, iterative feedback from numerous experts, and continuous playtesting sessions. We will discuss characteristics of the game's design and setting options that could enhance the opportunities for a child with a disability to play online games. We will share suggestions for game developers who are interested in incorporating accessibility into their future games. Designing games for children with disabilities leads to designing games for all children.

All attendees will receive a Game Developers' Guide for Accessibility.

Fri 1:45 pm - 2:30 pm
GAME / INSTRUCTIONAL DESIGN

VR Applied to Training: Beyond the Technology

Mikel Calvo, Lead VR Designer, Ludus GlobalTrack 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

Are you planning to use Virtual Reality in your training sessions but are you afraid that it won’t be properly adapted? All the possibilities that this technology can offer can be overwhelming, to the point of digressing from the topic of our main educational goals. Furthermore, introducing virtual reality can become a challenge and requires a mindset change to all parties involved who participate in the training process.

In this session, The speaker will share design tips to help create a more useful and effective VR training solution. Also, examples currently in use in health and safety hazards training will be shown.

Lastly, the speaker will outline the process of implementation and how best to achieve the involvement of all parties.

Attendees will benefit from listening to our working in a wide audience already using the Ludus Global platform. Various design examples specifically created to the guidance and implementation of VR training system can be seen. Attendees will receive some tips to help you establish a clear focus about the application of virtual reality and to how to make sure that VR is applied in a useful and practical way. They will also learn some of the most critical parts of the creation process of a VR tool and how to avoid some of the most common mistakes of the implementation of this tool.

Fri 1:45 pm - 2:30 pm
GAME / INSTRUCTIONAL DESIGN, VR, AR

How You can Enable Innovation in the Air Force and DoD

Dylan Brown, Kessel Run; Ryan Connell National Contract Management AssociationTrack 7 FUNDING/RESOURCES FOR DEVS

Dylan Brown
Kessel Run
Click for Speaker Bio

Ryan Connell
National Contract Management Association
Click for Speaker Bio

Fri 1:45 pm - 2:30 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

2:30 pm - 2:45 pm

Break

2:45 pm - 3:45 pm

WORKSHOP: Rethinking Team Collaboration: Playful Interaction Can Improve Outcomes

Krasi Bozhinkova, Founder & Strategy Director, OwtcomeTrack 1 CORP/NP/MIL/GOVT

Click for Speaker Bio

Arguably, the single most untapped source for innovation inside an organization is tacit knowledge -- everything that falls outside facts and onto the subjective spectrum. Unfortunately knowledge that does not surface during most approaches to collect and quantify it.

During the session, the speaker will walk attendees through a new approach for extracting team knowledge and then using it to solve complex challenges -- based the use of drawing, storytelling and play. Collaboration can be a colorful experience when we introduce these components!

While participating in this workshop. attendees will discover this method can have a significant impact on innovation. By drawing simple shapes, teams can visualize situations and complications and expose emerging insights during playful interactions. Drawing collaboration is quite effective and accelerates the decision-making process in diverse groups. It is also highly engaging as the teams align actively on the vision and create better outcomes.

A key takeaway from the presentation is the potential to transform how we think, interact, learn, and work. Attendees will learn how to create an inclusive platform that is intuitive, organic, and combines diverse views. The audience will also discover one of the most defining aspects of creative thinking – the power to draw one's perspective as part of creating a shared narrative.

By challenging common assumptions about work in teams, collaboration is no longer problematic, complicated, and frustrating, but natural and rewarding. When everyone participates, and ideas combine through drawing, teams can tackle intricate problems and derive meaning from patterns of shared experience and emotions. Attendees will see results from the method's implementations in different settings and what impact it can have on culture, engagement, and outcomes.

I will also share a few templates to show how to apply it and encourage the audience to experiment with it.

Fri 2:45 pm - 3:45 pm
CORPORATE/NON PROFIT

PANEL:
How Game Can Improve Mental Health, Post Covid 19

Rhonda Moore, Program Officer NIMH, NIH, Mariam Nusrat, GRID Gaming Revolution for Inspiring Development, Noah Falstein, theinspiracy, Andrew Grant-Thomas, Co-Founder, Embrace RaceTrack 2 HEALTHCARE

Moderator:
Rhonda Moore

US DHHS
NIH
Click for Speaker Bio

Panelists:
Mariam Nusrat
GRID Gaming Revolution for
Inspiring Development
Click for Speaker Bio

Noah Falstein
theinspiracy
Click for Speaker Bio

Thomas Talbot, MD
USC Institute for
Creative Technologies
Click for Speaker Bio

Mental health is the biggest single predictor of life-satisfaction. Poor mental health can impede an individual's capacity to realize their potential, work productively, and contribute to society. Yet, despite its importance, mental illness remains one of the most neglected yet essential issues in the US and across global settings.

Mental illness also tends to be under assessed, under managed and undertreated across clinical populations, with significant disparities in high risk and vulnerable populations due to social factors (e.g., stigma, access, discrimination, cost, poverty etc.,). The COVID-19 pandemic has also resulted in profound mental health impacts in general populations worldwide, contributing to intersectional disparities and poor health outcomes. Rhonda Moore, a Program Officer with NIH will present a talk titled Serious Games for Global Mental Health under Federal Grant Programs.

In this talk, Rhonda will discuss: growing awareness of mental health as a public health crisis; the work of the Center for Global Mental Health (cGMH-NIMH) including programmatic areas; and NIMH-NIH specific funding opportunities (i.e., SD and the Global mhealth technology programs).

Fri 2:45 pm - 3:45 pm
HEALTHCARE

Gamifying a Semester Long Course in Higher Education

Thomas Burelli, Alexandre Lillo, Professors of Law University of OttawaTrack 3 HIGHER ED

Thomas Burelli
Professor in Law
University of Ottawa
Click for Speaker Bio

Alex Lillo
Part-Professor in Law
University of Ottawa
Click for Speaker Bio

What if, rather than following a class syllabus for 12 weeks, students could participate to an adventure in which they will have to complete several challenges?

Since 2017, we have worked to introduce punctual game-based learning (GBL) activities in our classes in order to make them more interactive and engaging for our students. After seeing many gains, we realized that the next step would be to better integrate game-based learning into the core content of a class, using a scenario.

In the fall 2020, with the global pandemic forcing us to go fully online, we decided to experiment, to create a whole adventure for a course. The adventure, or the story of "The Prophecy of International Environmental Law,“ provides a common thread during the entire course.

In this session, we will present the adventure/story we created. The creation process, the challenges and the implementation will be described, as well as tools for developing such adventures and tips and advice on how to create and implement a story, especially as it would be used in an online course.

We found that creating a story to integrate the core content of a class and GBL activities was far from an impossible task but does require gathering additional resources.

The participants will learn about what we consider being the three pillars of a complete and coherent game-based learning experience in higher education: a story or a scenario, the core content of the course and GBL activities. In addition, they will explore the different ways in which those pillars can interact.

We will share with the participants tips and advices on how to create and implement a story with limited resources. We will also share a variety of tools and strategies available to stage the story and implement it especially in an online course.

Fri 2:45 pm - 3:45 pm
HIGHER EDUCATION

WORKSHOP: Fostering CT in Middle Schools Through Empathic Gameplay

Dorothy Bennett, Director of Creative Pedagogy, New York Hall of Science; Nicholas Hartmann, Research Assistant, NYSCITrack 4 GAMES IN K-12

Dorothy Bennett
Director of Creative Pedagogy
New York Hall of Science
Click for Speaker Bio

Nicholas Hartmann
Research Assistant
NYSCI
Click for Speaker Bio

Discover inclusive approaches for supporting middle schoolers' development of computational thinking (CT) skills through an exploratory open-world game.

Drawing on lessons learned from a large scale study with NYC teachers, participants will learn how to leverage middle schoolers' exploratory gameplay to build foundational CT concepts and practices specifically related to algorithmic thinking — what it takes to develop, apply, and adapt algorithms - a set of step-by-step instructions that people create to solve a problem or complete a task.

Supporting CT and algorithmic thinking in particular is critical for younger students, as it expands their capacity to become active participants in shaping, creating, and testing solutions to real world problems and to participate in STEM more broadly. Yet most programs designed for young learners narrowly focus on programming, excluding many learners, and girls in particular, who tend to be weakly engaged by coding for coding's sake.

In this workshop, attendees will examine prevailing notions of what CT can look like in a dynamic open-world game, playtest gameplay challenges focused on CT practices, and gain insights into the strategies and challenges encountered in using exploratory games to foster computational thinking for different kinds of game players and learners.

Developed by NYSCI and Design I/O, attendees will have the chance to explore the Pack program, an open-world digital game where players gather resources to attract creatures with differing functions and combine them into computational sequences to tackle problems encountered in a fictional changing ecosystem. Through hands-on gameplay and offline activities, attendees will gain insights into how computational thinking is not highly technical or specialized, but a powerful approach children can use to systematically solve problems they care about. Takeaways from this workshop include frameworks for understanding children's different ways of playing games (e.g., focus on narrative, focus on logic, or focus on winning) and how these approaches can help them build foundational computational concepts. We will also share gameplay templates that enable middle schoolers to reflect on how they solve problems and create algorithms, and online and offline activities that support children in seeing the value and importance of algorithms in everyday life. Participants will be provided with one of NYSCI's twelve challenges developed for the Pack's implementation, and will explore how this challenge embodies NYSCI's strategy of scaffolding this game supports CT, algorithmic thinking, and critical thinking for diverse learners.

Fri 2:45 pm - 3:45 pm
MUSEUM, USING GAMES IN K-12

Making Games: A Game Production Crash Course

Christopher Spivey, Producer, ConsultantTrack 5 GAME/INSTRUCTION DESIGN

Click for Speaker Bio

Your organization wants to make a game, but how do you start? And how do you manage it? What happens between having an idea and having a product are what we'll cover in this session. Learn from an experienced game producer for what you can expect throughout the Discovery, Prototyping, Production, and Post-Launch phases and how to best position your organization for success.

Fri 2:45 pm - 3:45 pm
GAME / INSTRUCTIONAL DESIGN

Designing Virtual Nature Environments for Restorative VR Games

Justin Johnson, Assistant Professor of Art + Design, North Carolina State UniversityTrack 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

A substantial body of research connects exposure to nature to mental health benefits such as stress reduction and attention restoration. Recent literature shows similar benefits in exposures to virtual nature environments presented in VR. Current video game development technology allows for the creation of high-fidelity virtual environments while adding interactive elements. This combination of visuals and interactivity may enhance a feeling of presence and result in significant mental restoration. This presentation will connect the literature to designing virtual nature environments with interactivity for VR and make the case for VR games as a potential way to provide mental health benefits. Design strategies, tools, and an ongoing research project will also be discussed, as well as recommendations for future research.

This presentation will provide strategies for designing virtual environments linked to mental restoration by outlining connections to the literature and research frameworks. These strategies will include: visual aesthetics, landscape design, and game play mechanics.

Attendees will also come away will tools, such as hardware and software, for developing virtual nature environments for VR. Recommendations will be provided on how build virtual nature environments and interactivity using current video game development technology including digital nature assets, working with the Unreal Game Engine, and deploying to VR platforms.

Fri 2:45 pm - 3:45 pm
HEALTHCARE, VR, AR

Military Organizations that Counsel Developers

Matt Denny, NAVLX; Chris Benson, AFWERXTrack 7 FUNDING/RESOURCES FOR DEVS

Matt Denny
NAVLX
Click for Speaker Bio

Chris Benson
Acquisitions Officer
AFWERX
Click for Speaker Bio

 

Fri 2:45 pm - 3:45 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

3:45 pm - 4:00 pm

Break

4:00 pm - 5:15 pm

INTERACTIVE SESSION:
Creating Genuine Engagement:
From Zoom to Playful Interaction

Pablo Suarez, Associate Director for Research and Innovation, Red Cross Red Crescent Climate CentreTrack 1 GAME/INSTRUCTION DESIGN

Click for Speaker Bio

How can we harness the power of digital tools to enrich the human experience of our life online? Can your Zoom meetings and conferences be re-imagined to enhance engagement, candor, and creativity? The simple answer: YES, through serious play.

Instead of accepting that videoconferences are inferior to face-to-face meetings, the Red Cross Red Crescent Climate Centre has turned constraints into opportunities for reinventing interaction, so that fun is FUNctional to our work on risks.

Join this innovative session to play “NewsMaker,” “Timelines,” “Face It!” or “Decisions for the Season.” Building on our case studies with the World Bank, the BMW Foundation and other partners, you will learn how our simple online activities can help your team to radically improve events at-a-distance, promoting a low-carbon, low-budget, high-energy way to stimulate candid insights and genuine appetite for fruitful interaction.

Participants will experience and enjoy several new games that can help their work in non-profit sector, government, education, corporate, health and beyond. They will learn about a range of serious-yet-fun approaches that enrich virtual convenings. The online tools we will share are available for free to humanitarian non-profit organizations.

Fri 4:00 pm - 5:15 pm
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN

INTERACTIVE SESSION:
Developing Training for Healthcare:
A Cautionary Tale

Jasminka and Stuart Criley Indelible Learning, Inc.Track 2 HEALTHCARE

Jasminka Criley
CEO
Indelible Learning
Click for Speaker Bio

Stuart Criley
Founder
Indelible Learning
Click for Speaker Bio

Medicine, and the caring for patients, has long been a mix of science and practice. Reflecting this reality, training for healthcare professionals combines science education followed by practical apprenticeships.

The global pandemic threw a monkey wrench into this training: remote learning was implemented for medical and nursing students, while recent graduates who were still in training were rushed to the front lines.

In this crisis, interactive media, whether it is a smartphone app or a full-scale mannequin, has enormous potential to improve the quality of this training, and ensure standard exposure to scenarios that every trainee should encounter and master.

In this session, we will explore what works, what doesn't, and most importantly, why. We will show how the histories of medical training, as well as examination and licensure, have evolved with medical and educational technology. The failures may be forgotten, but they are a cautionary tale that can help us avoid repeating these mistakes in the future. And the successes are both surprising in their ingenuity and economy.

Fri 4:00 pm - 5:15 pm
HEALTHCARE

WORKSHOP: Microlearning Apps in 45 Minutes

Dennis Glenn President, Dennis Glenn LLCTrack 3 HIGHER ED

Click for Speaker Bio

Microlearning apps provide educators the ability to create interactive assessments that are simple, accessible, and affordable. In this workshop you will be exposed to tools that lets every subject matter expert no matter their level of technology prowess, create apps easily and quickly.

Fri 4:00 pm - 5:15 pm
GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION

WORKSHOP: Collaborative Digital Makerspace and Portfolio

Daniel Miller, Classroom Teacher, Marianne Malmstrom, Digital Design Teacher, Newlands Intermt. School; Jim Taylor, Emerging Tech. Architect, Ryan Sumner, Dev., Theta; MiniDevs, Newlands Intermt. /College StudentsTrack 4 GAMES IN K-12

COHOST VIRTUAL REALITY/MOBILE is inviting you to a scheduled Zoom meeting.

Topic: Healthcare: The Run Around
Time: Jun 25, 2021 06:00 PM Eastern Time (US and Canada)

Join Zoom Meeting
https://us02web.zoom.us/j/83566103423?pwd=VVNvS3RkVFduc0YySW1lR21EalRmdz09

Meeting ID: 835 6610 3423
Passcode: 014243

Daniel Miller
Classroom Teacher
Newlands Intermediate School
Click for Speaker Bio

Marianne "Knowclue" Malmstrom
Digital Design Teacher
Newlands Intermediate
Click for Speaker Bio

Jim Taylor
Emerging Technology Architect
Theta
Click for Speaker Bio


Ryan Sumner

Developer
Theta
Click for Speaker Bio

Mixiply is a free virtual makerspace for creating your own AR/VR content. This sandbox platform was created through a unique collaboration between New Zealand developers at Theta Innovation Lab and the MiniDevs - Students from Newlands Intermediate School. While our panel shows off "Mixiply," you will hear first hand from the developers and students about this ongoing venture.

Attendees will be given free access to a Mixiply to you for your own classrooms.

Fri 4:00 pm - 5:15 pm
USING GAMES IN K-12, VR, AR

Creating a Culture of Innovation for National Security

Michael Madrid, Executive Director, Defense Entrepreneurs Forum; Daniel Manning, Trish Martinelli (Community Team Lead), Michael Pecota (Communications Team Lead), Defense Entrepreneurs Forum (DEF); Zachary Baumann, University of Colorado; Alicia Sanchez, DAUTrack 7 FUNDING/RESOURCES FOR DEVS

Michael Madrid
Executive Director
Defense Entrepreneurs Forum
Click for Speaker Bio

Daniel Manning
Defense Entrepreneurs Forum (DEF)
Click for Speaker Bio

Trish Martinelli
Community Team Lead
Defense Entrepreneurs Forum (DEF)
Defense innovator at NSIN
Click for Speaker Bio

Michael Pecota
Communications Team Lead
Defense Entrepreneurs Forum (DEF)
Click for Speaker Bio

Zachary Baumann
University of Colorado
DAU
Co-founder of Air Force Gaming
Click for Speaker Bio

Alicia Sanchez
Game Czar
Defense Acquisition University
Click for Speaker Bio

The Defense Entrepreneurs Forum (DEF) is a national 501(c)(3) nonprofit with a mission to promote a culture of innovation in national security. Founded in 2013, DEF grew rapidly as a grassroots movement and today has thousands of members across the country, with local chapters called Agoras and events happening nearly every week of the year. DEF strives for lasting, generational culture change in the national security ecosystem, envisioning a future where innovation and entrepreneurship are truly part of the organizational DNA. In this community, you will find passionate thinkers and doers from nearly every walk of life: from the public sector to the private sector, from academia to industry, from disruptive startups to big primes, from active duty service members to government civilians and contractors. Find out more about the defense innovation movement and join the "virtuous insurgency" today!

Learn about - and better yet, join! - a grassroots movement dedicated to innovation and culture change in national security. The DEF community is home to passionate innovators and disruptors who fight against the status quo and hack bureaucracy to make our defense and intelligence organizations better.

Fri 4:00 pm - 5:15 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

5:15 pm - 5:30 pm

Break

5:30 pm - 6:00 pm

International Serious Play Award Program Gold Medal Winner Showcase

Ron Hansen, Award Program ManagerTrack 3

Ron Hansen, Award Program Manager, 2021 Judges Susan Bonner, Ferris State Univ; Kay Christy, Concept Girl; Keysha Gamor, KG2 Consulting; Dov Jacobson, Games That Work
Overview of Program; This year's Gold Winners will then demo their games

Fri 5:30 pm - 6:00 pm
AWARD SHOWCASE

6:00 pm - 6:30 pm

Higher Education: Leadership Simulation: Patient Zero

Ashley Parker, Content Development Manager, Simulations, Harvard Business School PublishingTrack 3

Fri 6:00 pm - 6:30 pm
AWARD SHOWCASE

K12 Game: Mission U.S.: Prisoner in my Homeland

Michelle Chen, Senior Producer, Kids Media and Education at WNETTrack 3.1

Fri 6:00 pm - 6:30 pm
AWARD SHOWCASE

Healthcare: Ready Teddy

Max Orozco, Product Development, Co-Founder, LumeumTrack 3.2

Fri 6:00 pm - 6:30 pm
AWARD SHOWCASE

K12 Game: Vet Veilig (Super Safe)

GAF van Baalen, CEO, &ranj b.v.Track 3.3

Super Safe (Vet Veilig in Dutch) is a game platform targeted at children aged 11 to 12. The platform enables grade schools to empower children in hazardous situations by making them more resilient. The game teaches children how to react and respond in case of a calamity, prevent the situation from getting worse and what actions and measures they can take to prevent the calamity from happening in the first place. After playing, the children will be equipped with the knowledge and skills required to make their own environment safer and to act in case something does happen. The game is scenario based and played both in a classroom setting(COVID-19 proof) and individually. The first scenario deals with the occurrence of an electrical fire in a living environment. Currently, a second scenario is in development which focuses on performing first-aid during an emergency(in this setting an accident) and teaches the children how to communicate with emergency service. We are also generating sponsorship for additional safety related scenarios.

https://www.youtube.com/watch?v=ACxqL8dZ_u4&t=1s
Fri 6:00 pm - 6:30 pm
AWARD SHOWCASE

Non-profit: Buddi Bot

Ivan Olin, Former Student, University of TexasTrack 3.4

Buddi Bot: Your Machine Learning AI Helper With Advanced Neural Networking! pushes beyond standard representations of killer robots or helpful droids to inform an audience about the societal benefits or potential harms of artificial intelligence. Anyone can play the game but the game is targeted for ages 13 years old and older.

Fri 6:00 pm - 6:30 pm
AWARD SHOWCASE

TABLETOP
Healthcare: The Run Around

Susan Rivers, Executive Director, iThrive Games FoundationTrack 3.6

The Run Around is a game designed by youth (ages 15-23) who have lived experience in the justice system or Department of Youth Services (or both) to highlight inequities of those systems in supporting the mental health and thriving of youth of color, and to work toward dismantling unjust systems. The Run Around represents some thoughts, feelings, and choices the youth designers had while incarcerated or on probation or parole—frustration, boredom, lack of purpose, and absence of agency. The game is a tool to raise awareness of these experiences and initiate conversations about systems change. The audience for The Run Around is adult stakeholders who play a role in the cradle-to-prison pipeline, including educators, law enforcement, social workers, and other community members, as well as other youth (14 and older) who may be caught in, on the verge of entering, or who bear witness to the cradle-to-prison pipeline.

Fri 6:00 pm - 6:30 pm
AWARD SHOWCASE

TABLETOP
Non-profit: Dirty Money

Xeo Lye, Capital Gains StudioTrack 3.6

Money laundering has been on the rise in recent years. The game is for 2 to 5 players, age 12 and above and comes with an education guide explaining the stages of money laundering; the types of assets used; where it can occur etc.

Dirty Money aims to make the players familiar with the mechanics of money laundering so as to be able to identify them in the event they should encounter and make police reports. The education guide also comes with some common scenarios that people may be unwittingly being used as money mules, to prevent themselves from falling prey to such schemes. Through combined efforts with international, the local governments and the regulatory bodies, we hope to combat money laundering and therefore reduce crime.

Fri 6:00 pm - 6:30 pm
AWARD SHOWCASE

6:30 pm - 7:15 pm

Open Mic: Using Games in K-6 and K-12

Host: TBDTrack 1 CORP/NP/MIL/GOVT

Fri 6:30 pm - 7:15 pm
Break/Opt-In: Social Networking

Open Mic: eSports

Host: TBDTrack 2 HEALTHCARE

Fri 6:30 pm - 7:15 pm
Break/Opt-In: Social Networking

Open Mic: How Can We Do Better?

Host: TBDTrack 4 GAMES IN K-12

Fri 6:30 pm - 7:15 pm
Break/Opt-In: Social Networking

Open Mic: Pick Your Topic

Host: TBDTrack 7 FUNDING/RESOURCES FOR DEVS

Fri 6:30 pm - 7:15 pm
Break/Opt-In: Social Networking

Saturday 26 Jun 2021

8:45 am - 9:00 am

Teacher Play Welcome

Sue Bohle, Executive Director, Serious Play ConferenceTrack 4 Teacher Play

Introduction by Sue Bohle

Sat 8:45 am - 9:00 am
Teacher Play

9:00 am - 10:00 am

Teacher Play

Staying Playful In A Serious World

Kevin Honeycutt, Staff Developer / Keynote Speaker, ESSDACKTrack 3 Teacher Play

Click for Speaker Bio

Need some new ways to engage your students? Join me for this romp through ideas, stories and resources for high school teachers and librarians that will leave you inspired and doubly ready to continue to bring big, new ideas to your learners.

You will walk away with new ideas, insights and resources for building engaging learning projects with your learners. I will share model lessons from the Life Practice PBL model I co-developed with my teaching partner Ginger Lewman.You'll gain confidence through positive examples that will reinforce your beliefs that play is the best and most effective way to learn.

All participants will receive a free download of my book Midnight Run, a roadmap for helping kids find their way out of poverty as well as access to hundreds of resources I've discovered and curated for the last 30 years.introductory video.

Sat 9:00 am - 10:00 am
Teacher Play

10:00 am - 4:30 pm

Workshops

Adding Accessibility to Serious Games (Bootcamp Required)

Dr. Paul Pivec, Director | CranberryBlue R&D | AustriaTrack 2 HIGHER ED

Follow instructions in his email

Paul Pivec
CranberryBlue R&D, Austria

Click for Speaker Bio

10 a.m. - 3 p.m.

$350
5 hours

Sat 10:00 am - 4:30 pm
Post-conf Workshop

Workshop: Create a 3D Interactive Environment for Self-Directed Learning Using Unity

Dennis Glenn, President, Dennis Glenn LLCTrack 4 GAMES IN K-12

Click for Speaker Bio

Cost: $350 *

6 hours

*Purchase these workshops separately. These special skill sessions are not included in a Main Conference Registration.
If you’re interested in creating bite-sized training activities where participants can learn in short bursts with maximum engagement, Dennis Glenn will be teaching a hands-on workshop on Micro-Learning Apps during a preconference for Serious Play Conference -- Online this year!

Participants will learn how to and actually create three micro e-learning simulations in less then one hour each during this workshop. Glenn will cover how to create a training on practically any topic, including the use of short videos, from learning to read all the way up to brain surgery. Many things don’t need an hour.

You will see how micro learning apps are created, access a site with easy-to-create samples, discuss how they can be applied to your lessons and then produce your own app.

6 hour Workshop: Beginner Level. June 26. Instructor:
Dennis Glenn, President and Chief Learning Officer | Dennis Glenn LLC
Adjunct Professor, DePaul University Graduate School for Continuing and Professional Studies

Additionally, Dennis will meet privately in an interactive one hour session after the workshop to advance your personal projects.

Sat 10:00 am - 4:30 pm
Post-conf Workshop

FREE SESSION:
Editor: The Real Game-based Learning Authoring Tool

Instructor: Fanny Sieminski | Technology Evangelist | GamelearnTrack 6 CORP

Click for Speaker Bio


Instructor:
Fanny Sieminski | Technology Evangelist | Gamelearn

This session will address the use of Editor, the authoring tool that allows you to create quality training video games without any technical programming knowledge. During this DEMO, attendees will learn how to use all the tools that Editor provides to create educational video games. First, we will cover all the parts of the tool. Then we will cover the steps needed to create a structure for the course with the principles of game-based learning methodology; the story draft and the game mechanics.

The attendees will learn step by step how to use Editor, our authoring tool that helps you create videogames without a single line of code. During this session, we will cover all functionalities and assets of the authoring tool and we will explain how to make the most out of them. Once we have presented the possibilities Editor can offer, we will create, along with the attendees, a small piece of a course to learn how to use scenes, characters, objects, triggers, and loops.

Sat 10:00 am - 4:30 pm
Post-conf Demo

10:15 am - 11:00 am

Teacher Play

Game On: Design a Video Game Controller and Start Gaming

Nathan Sekinger, Librarian, T Benton Gayle Middle SchoolTrack 3 Teacher Play

Click for Speaker Bio

Using a Makey Makey Invention Kit and Scratch Coding, students can use their natural interest in video games to make their own and learn while playing. We start by designing a video game controller using a Makey Makey, paper and pencil. This allows students to consider design and function of their controllers. Students will also learn the basics of electrical conductivity.

Once students have a working controller, we take their skills to the next level by designing a video game using Scratch, a block-based coding platform. This coding portion is customizable to the skill and age range of the intended audience, from primary to higher education and can be personalized.

All game design can include the functions of their working controller. The coding portion will be used to teach students mathematical functions and computer coding concepts such as variables, sequencing, iteration and loops.

I teach this project in a middle school library makerspace to utilize students' interest in gaming and introduce them to topics in science, art and computer science. Students need access to a Makey Makey, computer, a clipboard, paper and pencil. Attendees should consider having these resources available as well.

This introductory project is a great way for attendees to see the potential of learning tools such as the Makey Makey Invention kit and Scratch programming. Each are open-ended platforms at low or no cost that have unlimited potential for learners from primary to higher education. Attendees will learn how to introduce the Makey Makey to students to capture their interest in technology and self-expression. They will also see how Scratch can be used to allow students new opportunities in the classroom to express their interests and demonstrate their learning in any content area. Scratch is a perfect tool for project-based learning, especially in a hybrid or remote environment and adding the Makey Makey can combine the best of physical and digital projects for students. Attendees will be guided through an introduction to each of these tech tools and given takeaway resources for how they might implement these platforms in their instruction.

Sat 10:15 am - 11:00 am
Teacher Play

How to Help Your Students Prepare for a Career in Modeling, Simulation & Technology

Lindsey Spalding, Director of STEM Programs, The National Center for Simulation (NCS)Track 4 Teacher Play

Click for Speaker Bio

The National Center for Simulation (NCS) has been serving its members for over 25 years. Located in the $6 billion modeling, simulation, and training (MS&T) sector co-located with Team Orlando (Army, Navy, Air Force, Marine Corp simulation headquarters and DHS). We continue to establish partnerships and collaborations to help the MS&T industry grow through technology transfer with the military services.

Our national workforce believes in being an active part of building the future workforce through multidimensional STEM education workforce initiatives. As an industry we engage, inspire, and grow our future MS&T STEM workforce by providing serious play opportunities from early learning to careers. We nationally recognize students graduating high school and undergraduate programs who have earned the nationally recognized “NCS M&S Certification”. We also recognize the crucial role of parents, public and private educators in engaging, inspiring, and growing our future workforce.

This session will introduce the national MS&T workforce to families and educators informing them how students can prepare for a high-tech STEM career in this diverse industry. Interested parties will learn how to earn the NCS M&S Certification, which is an industry accredited certification for young professionals entering the MS&T workforce. The certification adds value to student resumes for scholarships, internships, and special event participation with the High-Tech MS&T workforce.

Sat 10:15 am - 11:00 am
Teacher Play

11:30 am - 12:15 pm

Teacher and Student Perspective on Engagement

Tim Gamwell, Teacher, Immaculata-La Salle High School; Student PanelistTrack 3 Teacher Play

Tim Gamwell
Teacher
Immaculata-La Salle High School
Click for Speaker Bio

Student Panelist

With a former student, I plan to co-present tools that we used in the classroom to build engagement, accountability, and lateral thinking.

Through a series of collaborative projects, we will show how a teacher and student perceive the use of technology, games, and role-play in the classroom and how teachers and students can take an active role in shaping these experiences.

We will demonstrate how to use platforms like Trello, Padlet, Thinglink, and Google Drive to create a hub for student communication and accountability with some examples of what worked - and what didn't - from our shared experience in the classroom.

Attendees will gain hands-on experience with Trello, Padlet, Google Drive, and Thinglink and, most importantly, how to set up a workflow between these programs to build networks for independent learning.

Sat 11:30 am - 12:15 pm
Teacher Play

The Great Phlogiston Debate

Aaron Vanek, Role-Playing Game Design instructor, Creative Learning Place (homeschool institution) STEM/Jr/HighTrack 4 Teacher Play

This educational live action role playing scenario asks students to play real world scientists who were active at the end of the Age of the Enlightenment, during the late 18th century. One of the biggest scientific principles under scrutiny at that time was the theory of "phlogiston," a substance that supposedly existed in elements that burned and was released when set afire. The concept was disproved and the correct understanding of combustion was discovered in this time.

The goals of this scenario are
- to introduce science as a developing, changing field to students, emphasize the importance of research, study, observation and experimentation
- place the study and presentation of science into a historical context
- impart comprehension of some of California 8th grade science standards

The game was run as part of a series of larps for science class; learning different scientific concepts through role-playing.

https://www.drivethrurpg.com/product/165000/The-Great-Phlogiston-Debate?cPath=24093_24261

I was creating a series of larps for one semester of 8th grade science at a charter school based on California standards. I found out that Antoine Lavoisier and his wife Marie-Anne, both chemists, would hold garden parties to discuss and debate scientific concepts with others. I thought it would be fun for students to play these historical personas and learn how science works, peer review, experimentation, etc.

Sat 11:30 am - 12:15 pm
Teacher Play

12:00 pm - 2:00 pm

FREE SESSION:
Editor: The Real Game-based Learning Authoring Tool: Session 2

Instructor: Fanny Sieminski | Technology Evangelist | GamelearnTrack 6 CORP

Click for Speaker Bio


Instructor:
Fanny Sieminski | Technology Evangelist | Gamelearn

This session will address the use of Editor, the authoring tool that allows you to create quality training video games without any technical programming knowledge. During this DEMO, attendees will learn how to use all the tools that Editor provides to create educational video games. First, we will cover all the parts of the tool. Then we will cover the steps needed to create a structure for the course with the principles of game-based learning methodology; the story draft and the game mechanics.

The attendees will learn step by step how to use Editor, our authoring tool that helps you create videogames without a single line of code. During this session, we will cover all functionalities and assets of the authoring tool and we will explain how to make the most out of them. Once we have presented the possibilities Editor can offer, we will create, along with the attendees, a small piece of a course to learn how to use scenes, characters, objects, triggers, and loops.

Sat 12:00 pm - 2:00 pm
Post-conf Demo

12:45 pm - 1:30 pm

Using Eco for Community Building and SEL in Middle School

Tim Handley, Game Designer, Educator Mindful MammouthTrack 3 Teacher Play

Click for Speaker Bio

Eco is a virtual playground of social, economic, and environmental issues. It is a whole-earth simulator where citizen-players face all the same problems as real-world citizens of Earth. How do you build economic systems that are fair and effective? How do you balance the needs of the community against the needs of individuals? And what happens when communities fail? By putting players in situations where they have to face these questions, Eco helps students to grow their social and emotional skills in a playful manner. Join us for a case study of Eco in the classroom. How does the game work? What sorts of things actually happen when you run this game with real students in a real school? How might you use games like this in your own practice? What can designers of serious games learn from the design of Eco? Come and find out.

Attendees will gain:

- Insight into how games can facilitate authentic exploration of challenging and complicated social issues

- Knowledge of how to set up their own game of Eco with their own students / colleagues / friends

- A better understanding on the potential value and impact of game-based learning in real-world classrooms

- A better understanding of challenges involved in bringing games to the classroom

- Perspective on a new portion of the serious games landscape

Sat 12:45 pm - 1:30 pm
Teacher Play

Teaching History Concepts through Game Play

Tom Young, Teacher, Park Place Christian Academy, HumanitiesTrack 4 Teacher Play

Helping students understand concepts can be more important than the more trivial pursuits of fact. In this day of smartphones where anybody can look up any answer in a few seconds, I stress the importance of the concepts in history class. I teach high school 9-10th grade in Florida.

I will use examples. For example in my Medieval unit, groups build catapults (science/physics/math) and play a Bubonic plague game where the goal is NOT to survive but to make a living. The concept shows students the stress of trying to live life while avoiding the plague was so hard.

During our Japan unit, we play a "hostage" game where negotiations and alliances abound. However; often when a team is out of their territory they are attacked by others which demonstrates the concepts I wanted to be taught.

I will explain how I use games to help students understand WHY people chose the actions they chose in history, instead of just teaching the people, places and things in history.

Attendees will see how to develop a game based on a concept they wish to teach. I will share the games I use in my classroom. I can share the pdf files with attendees if they wish to print and play the games I share. If time is available I would love to have a breakout session where we divide into small groups with each group taking a concept in history and developing a game based on it. I will monitor the groups, adding advice, and guiding groups towards developing a useful game.

K-12 Education / Using Games in the Curriculum (We love to have some K-6 sessions this year)

I hope that the concept of teaching concepts can be conceptualized in a future conference. I have taught for 20 years and have utilized games in many of my units successfully. I actually attended this conference back in 2019.

Sat 12:45 pm - 1:30 pm
Teacher Play

2:00 pm - 2:45 pm

The Majesti

Ivan Kaltman, Occupational Therapist, Grade K-5 Stony Brook School. NJ Literacy, K-6Track 4 Teacher Play

The Majesti is a family-friendly (though intense at times) story-rich JRPG. Students get to experience different points of view playing as animals from the three Majesti factions; herbivore, carnivore, and scavenger. Since the main characters are animals, all children can role-play and identify with equally regardless of race or gender. The Majesti was designed as a Future Ready Read Aloud. The digital interactive format increases student engagement more than novels, especially for reluctant readers who benefit from built-in supports. Unlike leveled middle-grade novels, students at different reading levels can read aloud together because the text is differentiated. We are currently piloting The Majesti in a fifth grade class where classified students are normally pulled for ELA resource room. During The Majesti, all students read aloud together, even though we have a Fountas and Pinnell range of eight levels. Students volunteer to read and are assigned characters based on their P & F level (all of our resource room students have volunteered multiple times!). This way all students can read fluently, yet also be exposed to higher level text via their more advanced peers. There is robust vocabulary for several of the characters to challenge the top readers in the class as well.

The game will be released on Steam this summer. Gameplay videos can be seen on my website. http://www.wisedadgames.com/the-majesti.html

At present we are piloting The Majesti beta version in a fifth grade class.

Windows OS is required. When my daughter needed to improve her reading fluency in third grade, I spent a long time looking for good educational games to make reading practice more enjoyable. Though many games existed for grades K-2 that focused on phonics, none were designed for reading fluency and comprehension in grades 3-5. That was the impetus to develop my own game. In 2016, Sydney's World was piloted simultaneously by gamers as entertainment on Steam, and students to read better than they normally did with traditional text. Based on teacher feedback over several years using Sydney's World in different fourth grade classes, I set out to design a true game that could be used by teachers with no RPG experience. RPG Maker MV is the game engine.

Sat 2:00 pm - 2:45 pm
Teacher Play

3:15 pm - 4:00 pm

Converging Motivation & Career Guidance

Ariel Dagan, Library Media Specialist, Tri County Regional Vocational Technical High SchoolTrack 3 Teacher Play

Click for Speaker Bio

In this session Ariel will present findings from the pre exploratory activity our Freshman high school students participated in this year as part of selecting their shops. The "game" empowered them to navigate through and embark on a career quest, draw on elements of their personal character and illustrate how these elements tie into their future career goals.

Through the interactive online game play, they assembled a story about themselves, the game quests and challenges helped them determine a career path in which they reflected on how their personality matches their career choice. They got to know better their character strengths and understood how they can shape themselves into who they are, and what they ultimately want to be in this world! As part of the placement process, this Game they embarked on helped them not only with the decision making process, but also it will help the admin gather data to guide them in the right direction during and after your high school experience. Levels 1, 2 and 3.

By attending this presentation participants will see ways we can reach students and help empower them to use credible library resources and media literacy tools to pave their journey into the future they desire that fits in with their character traits. This approach can be modified to empower students in all schools.

Sat 3:15 pm - 4:00 pm
Teacher Play

Mathemagician's Duel: How I Created a Match Game that Students Enjoy

Scott Kelly, Teacher, grade 8, math and science, The Valleys Sr. Public School, STEM Middle SchoolTrack 4 Teacher Play

Click for Speaker Bio

In this talk, Scott will share the thoughts and decisions that went into creating his math-based card game, Mathemagician’s Duel. You will hear his thoughts about what makes a game fun and engaging, and how he tried to harness that into a game about practicing math skills that students would actually enjoy playing, rather than shy away from simply because it explicitly involved math.

Players create "incanquations" by playing numerals and operators to reach the value that matches the Casting Value of their spell to weaken their opponent. I ran a tournament, and students also choose to stay in at lunch to play each other. It helps them practice mental math skills and develop strategies and arithmetic fluency. Also, but watching them play, I can assess their thinking and proficiency with arithmetic.

https://m.youtube.com/watch?v=LfR3RClw7YI

I saw how students would play games like Pokémon, Magic: the Gathering, and Yugioh, and know all of the characters and what they do, so I wanted to create something with the similar competitive mechanic, but with explicit learning goals. So I made a game in which players create an equation to hit a target value to cast spells to weaken their opponent, like dueling wizards. This way, they are constantly doing mental arithmetic, but in a way that doesn't feel like homework. I made cards using index cards on my printer, then had a friend illustrate news cards, which we had professionally printed.

Sat 3:15 pm - 4:00 pm
Teacher Play

4:30 pm - 5:30 pm

Interactive 3D in the Classroom: Bringing Out the Creator in All Students

Steve Isaacs, Education Program Manager, Epic GamesTrack 4 Teacher Play

Steve Isaacs
Epic Games
Click for Speaker Bio

Educators will be introduced to interactive3D and real-time technology across various industries, including advertising, game development, architecture, engineering, automotive, film, and entertainment. Learn about the potential of Fortnite Creative, Twinmotion, and Unreal Engine and leave with an understanding of the suite of Epic Games’ 3D interactive teaching resources that equip students with real-world skills using industry-standard tools.

Sat 4:30 pm - 5:30 pm
Teacher Play