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 for Talent Development Officers, Training Leads & Faculty w/ Leadership

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

Create Serious Games without Coding: Using Visual Scripting - Mon

Paul Pivec, CranberryBlue R&D, Austria; Maja Pivec FH Joanneum, Univ of Applied Sciences, AustriaTrack 3 HIGHER ED

Click to Attend in Zoom

 

An All Day Learning for Educators and Entrepreneurs

Paul Pivec
CranberryBlue R&D, Austria

Click for Speaker Bio

 

Cost: $350 *
5 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 6 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

8:45 am - 9:00 am

Announcements & Welcome

Sue Bohle, Executive Director, Serious Play Conference

 

Click to Attend in Zoom

 

Wed 8:45 am - 9:00 am
OPENING SESSION

9:00 am - 9:50 am

Keynote Panel: The Future of Learning

Moderator: Jim Pietchocki, Consultant Panelists: Daniel Eckert, Managing Director, Emerging Technologies, Price Waterhouse Cooper; Belinda Lange, Research Lead (Technology), Caring Futures Institute at Flinders University; Penn Arthur, CEO, Immersicom; Lucinda Lange, Senior Instructional Designer, Facebook

Moderator:
Jim Pietchocki
Consultant
Click for Speaker Bio

 

Panelists:
Daniel Eckert
Managing Director, Emerging Technologies
Price Waterhouse Cooper
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

Click to Attend in Zoom

 

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

Link to Zoom Session

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

AR Tools for Surgical Navigation and Training

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

Click forSpeaker 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
HEALTHCARE SIMS & GAME-BASED LEARNING

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
HIGHER EDUCATION, PANEL

Harnessing the Full Potential of Games to Spur Learning for Kids

Abby Jenkins, Senior Director of Content, PBS KIDS Digital PBSTrack 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 SIMS & GAME-BASED LEARNING

Virtual Reality Training for Operational and Equipment Training

Paul Thurkettle, NATO Training Technologies Section Head, NATO - Allied Command TransformationTrack 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
VR SESSIONS, PRODUCT DEMOS

Federal Funding for Education Games

Ed Metz, Program Manager, Department of Education/IES SBIRTrack 7 FUNDING/RESOURCES FOR DEVS

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

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 SIMS & GAME-BASED LEARNING

Interdisciplinary Research Mentorship in Serious Play

Elizabeth Swensen, Assistant Professor of Art and Design: Games + Playable Media; Nicole Feldl Assistant Professor of Earth and Planetary Sciences, University of California, 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
GAME / INSTRUCTIONAL DESIGN, 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
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
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
VR SESSIONS, PRODUCT DEMOS

Federal Funding for Healthcare Games

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

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

Sponsored Session

Host: TBDTrack 1 CORP/NP/MIL/GOVT

Sponsored Session

Wed 12:00 pm - 12:45 pm
CORPORATE/NON PROFIT,

A Social Information Processing Assessment Tool for Youth in 3rd-7th Grades

Track 2 HEALTHCARE

More details later.

Wed 12:00 pm - 12:45 pm
HEALTHCARE SIMS & GAME-BASED LEARNING

Virtual Patients, Labs, Simulation and Training from Virtually Anywhere

William Ballo, Faculty Academic Technology, Madison CollegeTrack 3 HIGHER ED

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 SESSIONS, PRODUCT DEMOS

Reserved

Track 4 GAMES IN K-12

More details later.

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

Winning Seed Funding for Technology from National Science Foundation

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

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

Reserved

Host: TBDTrack 1 CORP/NP/MIL/GOVT

More details later.

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

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 SIMS & GAME-BASED LEARNING

PANEL: Using Digital Games in Higher Education

Dan Norton, Chief Creative Officer, Filament Games, Marwan Alamat, Head of Innovation Lab, West Coast University, Cheryl Bodnar, Associate Professor, Experiential Engineering Education Dept., Rowan University, Sarah M. Cavanaugh, Assistant Professor of Cardiology and Respiratory Medicine, Ross University School of Veterinary MedicineTrack 3 HIGHER ED

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

Panelists:
Marwan Alamat
Head of Innovation Lab
West Coast 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, Marwan Alamat (Director of Online Innovation, West Coast University), 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, PANEL

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 boardgames 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

Sponsored Interactive Session:

Track 5 GAME/INSTRUCTION DESIGN

More details later.

Wed 1:00 pm - 1:45 pm
GAME / INSTRUCTIONAL DESIGN

Build Meaningful VR STEM Content: Instructors create VR!

Aditya Vishwanath, Co-Founder & CEO, Inspirit (Inspirit Learning, Inc.)Track 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

My research at the Stanford VHIL Lab (http://vhil.stanford.edu/) and at the Stanford Graduate School of Education focuses on developing technologies that support universal access to immersive learning content. I focus on studying the educational and learning affordances of high-fidelity immersive VR, and very often in our field experiments, we see VR being used a few times in the classroom. My presentation would answer the following questions: How can we align with existing agencies of participants, existing curricula and systems, and existing beliefs about the technology, to support more meaningful and long-term integration? What does it take to bridge the best practices of academic research in VR with practical considerations for making this technology work in a real-world setting?

In our workshop, I will discuss a range of our VR in education research including (1) a storytelling experiment where students created VR movies and stories using 360 cameras on local topics of social justice. (2) Science curriculums in VR and gamifying education, and (3) my work with the Google Education team on bringing Expeditions VR to low-income classrooms in urban India.

We will then conduct a session where attendees will develop and design their own VR STEM lesson on their laptops.

  1. How to bring VR in meaningful ways to their classroom or learning space
  2. Where VR adds value in learning and where it does NOT add value
  3. How gamified VR experiences and student-authored storytelling can deepen the level of engagement with immersive VR
  4. How to align new media technologies with curriculum, standards, and desired outcomes
  5. How to create a STEM VR lesson aligned to their curriculum"
Wed 1:00 pm - 1:45 pm
VR SESSIONS, PRODUCT DEMOS

Federal Funding for Game-Based Ideas in the Humanities and Funding Opps for Libraries AND Free Educational Resources from Federal Government Agencies

Helen J. Wechsler, Institute of Museum and Library Services; Elizabeth M H Newbury, Director, Serious Games Initiative, Wilson CenterTrack 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

Free Educational Resources from Federal Government Agencies

Elizabeth M H Newbury
Director
Serious Games Initiative, Wilson Center

Click for Speaker Bio

 

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

DOD Training on E2 Platform

Track 1 CORP/NP/MIL/GOVT

TBA

Wed 2:00 pm - 3:15 pm
MIL/GOVT WORKFORCE & LEADERSHIP TRAINING

ARMY COVID Training Card Game and App

David Metcalf, METIL at UCF Institute for Simulations & TrainingTrack 2 HEALTHCARE

Wed 2:00 pm - 3:15 pm
HEALTHCARE SIMS & GAME-BASED LEARNING

WORKSHOP: 5 Steps for a Gamified Learning Experience

Rob Alvarez, Founder / Professor / Assoc. Director, Professor Game / IE University / IE PublishingTrack 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
HIGHER EDUCATION, WORKSHOPS

WORKSHOP: Practical Ideas for Enhancing Your Classroom Games

Andrew Easton, Digital Learning Coordinator, Nebraska ESU Coordinating CouncilTrack 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, WORKSHOPS

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

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

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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

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 2:00 pm - 3:15 pm
VR SESSIONS, PRODUCT DEMOS

Federal Grant Programs for Mental Health Games

Rhonda Moore, Program Officer NIMH, NIHTrack 7 FUNDING/RESOURCES FOR DEVS

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 2:00 pm - 3:15 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

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 forSpeaker 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 SIMS & GAME-BASED LEARNING

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

Alexandre Lillo, Postdoctoral Researcher, University of Ottawa, Elaine Beaulieu, Mish Boutet, Lynne Bowker, Thomas Burelli, Jackie Carnegie, David MacDonald, Colin Montpetit, Steven OuskoTrack 3 HIGHER ED

Moderator: Alexandre Lillo
Postdoctoral Researcher, University of Ottawa

Click for Speaker Bio

Panelists:

Elaine Beaulieu
Assistant Professor, University of Ottawa

Mish Boutet
Digital Literacy Librarian, University of Ottawa

Lynne Bowker
Full Professor, University of Ottawa.

Thomas Burelli
Assistant Professor, University of Ottawa.

Jackie Carnegie
Associate Professor, University of Ottawa.

David MacDonald
Specialist, Educational Development and Digital Learning, University of Ottawa.

Colin Montpetit
Assistant Professor, University of Ottawa.

Steven Ousko
Assistant Professor, University of Ottawa

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, Education Program Manager, Epic GamesTrack 4 GAMES IN K-12

Click for Speaker Bio

Panelists:
Jesse Lubinsky
Ready Learner One
Chris Aviles
Garden State Esports
Christine Lion-Bailey

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
PANEL, USING GAMES IN K-12

INTERACTIVE DISCUSSION: Using Minecraft to Create Interdisciplinary Curricula for Higher Ed

Jami Woychesin, Instructional Designer, UNT Health Science CenterTrack 5 GAME/INSTRUCTION DESIGN

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.

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

INTERACTIVE SESSION: Creating Immersive Augmented Reality Applications for Learning

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

Click forSpeaker 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 TakeAway is the knowledge of this "secret sauce." Download the apps here: https://the-harrington-lab.itch.io/

Wed 3:30 pm - 5:00 pm
VR SESSIONS, PRODUCT DEMOS

DEVELOPER PANEL: Finding Funding for Your Serious Game Idea

Dana Lombardy, Owner, Lombardy Studios; Seth Crofton, Lombardy Studios; Maureen Powers, President, Eyes in Sync; Chun-Kai (CK) Wang, CEO, KooappsTrack 7 FUNDING/RESOURCES FOR DEVS

Dana Lombardy
Owner
Lombardy Studios
Click forSpeaker 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

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

Susan Rivers, Executive Director and Chief Scientist, iThrive Games FoundationTrack 1 CORP/NP/MIL/GOVT

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 5:15 pm - 6:30 pm
CORPORATE/NON PROFIT

INTERACTIVE SESSION: Immersive VR Trainings for Medical Education

Michael Barrie, Emergency Physician, Medical Oversight Board Member, SimXTrack 2 HEALTHCARE

Click for Speaker Bio

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 SIMS & GAME-BASED LEARNING

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
Click for Speaker Bio


Tara Lennon
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, WORKSHOPS

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 5 GAME/INSTRUCTION DESIGN

Click for Speaker Bio

Time for VR developers to get together and chat about the field and learn from each other.

 

Wed 5:15 pm - 6:30 pm
VR SESSIONS, PRODUCT DEMOS, WORKSHOPS

Reserved

Track 7 FUNDING/RESOURCES FOR DEVS

Reserved

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

6:30 pm - 7:30 pm

International Serious Play Award Program Showcase

Track 7 FUNDING/RESOURCES FOR DEVS

Ron Hansen, Award Program Manager, 2021 Judges
Overview of Program; This year's Gold Winners will demo their games

Wed 6:30 pm - 7:30 pm
INTL SERIOUS PLAY AWARDS, PANEL

7:30 pm - 10:00 pm

Game Night

Track 1 CORP/NP/MIL/GOVT

TBA

Wed 7:30 pm - 10:00 pm
GAME NIGHT

Thursday 24 Jun 2021

8:45 am - 9:00 am

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

Sue Bohle, Executive Director, Serious Play Conference1

Schedule Adds and Changes: Scott Provence, CEO, Ground Rounds: Functional Failure: How We Learn More by Getting It Wrong today at Noon; Alicia Sanchez, Game Czar, Defense Acquisition University: "Making Memorable Games" Thursday at 3:45 p.m.; Bernard Francis, CEO, Preview Labs: VR Prototyping: Best Practices, at dinner break Thursday Link for help: https://seriousplayconf.com/tech-support/
Thu 8:45 am - 9:00 am
OPENING SESSION

9:00 am - 9:45 am

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

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
HEALTHCARE SIMS & GAME-BASED LEARNING

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

What Serious Game Designers Can Learn From The Espionage World

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

Leveraging VR for Training Behaviours: Tokyo 2020 Olympic Games

Matteo Bottini, Managing Director, Ikosaeder BVTrack 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 SESSIONS, PRODUCT DEMOS

Reserved

Track 7 FUNDING/RESOURCES FOR DEVS

Reserved

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, MITRETrack 1 CORP/NP/MIL/GOVT

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 WORKFORCE & LEADERSHIP TRAINING

Burn Injury Training on Mobile Platforms

Marcia Clover, Senior Producer, 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 Marcia Clover, Senior Producer at Virtual Heroes (a division of ARA) and Project Manager of BurnCARE. She 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
HEALTHCARE SIMS & GAME-BASED LEARNING

Lifelong Learning Games for 100 Million 50+ Year Olds

Bob De Schutter, Professor; Game Designer, Miami University; Lifelong GamesTrack 3 HIGHER ED

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

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

How Games Change Your Brain

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

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

Developing a Mobile Training Game for Professional Education

Vasco Torres, Co-founder and CTO, inciteVR, Angeline Brown Senior, Director of Product Management, BeckerTrack 6 VIRTUAL REALITY/MOBILE

Vasco Torres
Co-founder & CTO
inciteVR

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Angeline Brown
Senior Director of Product Management
Becker

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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
MOBILE

How and Why an Entertainment Game Developer Made the Switch to Serious Games

Daniel Greenberg, CEO, Media RezTrack 7 FUNDING/RESOURCES FOR DEVS

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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; Dean Hoover, Raytheon; John Hayward, DistiTrack 1 CORP/NP/MIL/GOVT

Moderator: Randy Brown
ARA

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Panelists: Dean Hoover
Raytheon

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John Hayward
Disti

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Thu 11:00 am - 12:00 pm
MIL/GOVT WORKFORCE & LEADERSHIP TRAINING, PANEL

Serious but Not Tedious: Blending Fun and Science Effectively

Noah Falstein, President, The InspiracyTrack 2 HEALTHCARE

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"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
HEALTHCARE SIMS & GAME-BASED LEARNING

Serious Games and Society: A Free Honors Course

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

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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

Grand Strategy Games as History Textbooks

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

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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

Accessible and Universal Design for Games

Bill Fischer, Professor of Digital Art and Design, Kendall College of Art and Design of Ferris State UniversityTrack 4 GAMES IN K-12

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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.

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

Post-Pandemic Learning with VR, Simulations and Games

Anders Gronstedt, President, Gronstedt GroupTrack 6 VIRTUAL REALITY/MOBILE

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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
VR SESSIONS, PRODUCT DEMOS

How to Achieve Successful International Business Expansion

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

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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

Sponsored Sessions

Sponsored Session: Employee Training

Track 1 CORP/NP/MIL/GOVT

Sponsored Session

Thu 12:00 pm - 1:00 pm

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

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

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Join me for this romp through ideas, stories and resources for High School teachers that will leave you inspired and doubly ready to continue to learn and to bring big, new ideas to your learners.

Participants will walk away with new ideas and insight and resources for building projects with their learners. They'll gain confidence through positive examples that will reinforce their beliefs that play is the best way to learn.

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

INTERACTIVE SESSION FOR EDUCATORS: Teaching AI Ethics in K-12: The Urgent Reason Why and the How

Phaedra Boinodiris, Academy of Technology Member, IBMTrack 4 GAMES IN K-12

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It is more urgent than ever that we introduce AI and Ethics curriculum to K-12 Teachers and students irrespective of discipline.

This talk will explain the changing landscape of AI and also give suggestions on both resources and best practices for schools to use to bring this learning to their classrooms.

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

Sponsored Platform Session

Track 5 GAME/INSTRUCTION DESIGN

More details soon.

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

Expanding your Education Games Business Overseas

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

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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, GamelearnTrack 1 CORP/NP/MIL/GOVT

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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

Reserved

Track 2 HEALTHCARE

Reserved

Thu 1:00 pm - 1:45 pm
HEALTHCARE SIMS & GAME-BASED LEARNING

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

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

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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 Stucke, Innovative Educational Ideas, AustraliaTrack 4 GAMES IN K-12

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

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How we streamlined the information previously delivered in piles of handouts and paper instructions, into various interactive electronic formats.

How we kept the "life" in the games during conversion from an in-class experience to an online one.

How the final product freed up the instructor's (and administrative staff's) set-up time, and provided more richness and options.

What were some lessons learned, which we will be sure to apply to future paper-to-online projects.

Thu 1:00 pm - 1:45 pm
GAME / INSTRUCTIONAL DESIGN

Reserved Distracted Navigator - Preventing Distracted Driving with a VR Game

Bernard Francis, Preview LabsTrack 6 VIRTUAL REALITY/MOBILE

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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.

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 1:00 pm - 1:45 pm
VR SESSIONS, PRODUCT DEMOS

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
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Stuart Criley
Founder
Indelible Learning
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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 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

Ethics and Technology Leadership

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

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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.

Thu 2:00 pm - 2:45 pm
CORPORATE/NON PROFIT

Designing Effective Games for the Pharmaceutical Industry

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

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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 SIMS & GAME-BASED LEARNING

Using an LMS to Create Game-based Courses

Janna Kellinger, Associate Professor, UMass BostonTrack 3 HIGHER ED

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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

Digital Escape Rooms As An Assessment Tool

Lily Moayeri, Teacher & Librarian, Abraham Lincoln High School, Los Angeles Unified School DistrictTrack 4 GAMES IN K-12

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I would be presenting the creation and application of digital escape rooms both as a learning tool and an assessment tool, using examples and results from our professional experiences, and showing how educators can make their own.

As the teacher librarian at Lincoln High School, I offered our faculty a pre-made Harry Potter Digital Escape Room during Banned Books Week. This digital escape room incorporated library skills as well as history, geography, mathematics, among other disciplines.

Many of our teachers used the digital escape room with their students (and their own offspring) and some of them went on to create their own: a biology instructor as a learning tool and a math instructor as an assessment tool. I assisted the latter with hers and found it both engaging and rigorous.

Students were surprised at the level of difficulty of digital escape rooms, but also enjoyed the diversion and unexpectedness of the activity. They did ask me for more like it.

The audience will come away with samples of digital escape rooms as well as applications.
They will also be directed to pre-made escape rooms, sites that are geared toward creating digital escape rooms and how to create digital escape rooms using Google Forms.

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

Playable Design: The Play Space of Toys, Environments, Games and More

Wei-Fan Chen, Executive Producer / Founder, FourDesire, TaiwanTrack 5 GAME/INSTRUCTION DESIGN

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I will share my journey of writing my new book: Playable Design. This will encompass the core concept of my theory for successful game design, and include lots of case studies of other interesting game designs that I have collected over the world.

Thu 2:00 pm - 2:45 pm
GAME / INSTRUCTIONAL DESIGN

PARTICIPATE IN VIRTUAL CONFERENCE: Orientation Session for those attendees that want to see the sessions below participating (as an avatar) in a virtual learning platform

Track 6 VIRTUAL REALITY/MOBILE

More details to follow

Thu 2:00 pm - 2:45 pm
VR SESSIONS, PRODUCT DEMOS

2:45 pm - 3:00 pm

Break

3:00 pm - 3:45 pm

Developing Serious Games on Little (to No) Budget

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

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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 3:00 pm - 3:45 pm
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN

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
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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 SIMS & GAME-BASED LEARNING

What to Have, In a College Game Design Curriculum

Roger Pederson, ConsultantTrack 3 HIGHER ED

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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

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Brian Grey
Lecturer, Software Engineer
Harrisburg University

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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

Guest Speaker from iLRN

Track 6 VIRTUAL REALITY/MOBILE

More details soon.

Thu 3:00 pm - 3:45 pm
VR SESSIONS, PRODUCT DEMOS

How to Find a Publisher for Your Title

Darion Lowenstein, Darion Co ProductionsTrack 7 FUNDING/RESOURCES FOR DEVS

More details soon

Thu 3:00 pm - 3:45 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

3:45 pm - 4:00 pm

Break

4:00 pm - 5:00 pm

Sponsor Sessions

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

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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

Mainstreaming Adult Learning Principles in Simulation Training

Amelia Geary, Adult Learning Specialist, Independent ConsultantTrack 2 HEALTHCARE

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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
HEALTHCARE SIMS & GAME-BASED LEARNING

Game Based Learning Across the Curriculum and Across Washington State

Tammie Schrader, Science/Computer Science Coordinator, Washington State Association of Educational Service DistrictsTrack 4 GAMES IN K-12

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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 UniversityTrack 4 GAMES IN K-12

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

Guest Speaker from iLRN

Track 6 VIRTUAL REALITY/MOBILE

TBA

Thu 4:00 pm - 5:00 pm
VR SESSIONS, PRODUCT DEMOS

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 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

Teamwork Meets Science - How Group Behavior Makes Better Games

John Kolm, CEO, Team Results USATrack 1 CORP/NP/MIL/GOVT

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 5:15 pm - 6:00 pm
CORPORATE/NON PROFIT

Creating Medical Simulations on Epic2 Platform

Track 2 HEALTHCARE

More details soon.

Thu 5:15 pm - 6:00 pm
HEALTHCARE SIMS & GAME-BASED LEARNING

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

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; Cheryl Bodnar, Associate Professor, Experiential Engineering Education Department, Rowan University; 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

Cheryl Bodnar
Associate Professor
Experiential Engineering Education Department, Rowan University
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
PANEL, USING GAMES IN K-12

Using "Values at Play" in Undergraduate Analog Game Design

Matthew Mosher Assistant Professor UCF, Rachel DonleyTrack 5 GAME/INSTRUCTION DESIGN

Matthew Mosher
Assistant Professor
UCF
Click for Speaker Bio

Rachel Donley
PhD Student
UCF

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

Guest Speaker from iLRN

Track 6 VIRTUAL REALITY/MOBILE

Reserved

Thu 5:15 pm - 6:00 pm
VR SESSIONS, PRODUCT DEMOS

Reserved

Track 7 FUNDING/RESOURCES FOR DEVS

More details soon.

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

6:15 pm - 7:30 pm

Keynote: Sam Adkins, Principal Analyst, Metaari

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
HIGHER EDUCATION

Friday 25 Jun 2021

8:45 am - 9:00 am

Announcements: Sue Bohle, Executive Director, Serious Play Conference

Sue Bohle, Executive Director, Serious Play Conference1

Fri 8:45 am - 9:00 am
OPENING SESSION

9:00 am - 9:45 am

Is Gamification Keeping Up with Reality?

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

Click for Speaker Bio

It is foolish to assume that there are ungamified systems that exist. The 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 afficianados 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.

If possible, I would like to share a case study as a take away. However let me see how it shapes up.

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

Empowering Black Teen Girls Regarding Sexual Health

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

Click forSpeaker 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 SIMS & GAME-BASED LEARNING

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 AdvisorsTrack 4 GAMES IN K-12

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
USING GAMES IN K-12

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

Chris McEachron, Museum Program Manager, Region 5 Children's MuseumTrack 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, IndiaTrack 6 VIRTUAL REALITY/MOBILE

More to follow.

Fri 9:00 am - 9:45 am
VR SESSIONS, PRODUCT DEMOS

Reserved

Track 7 FUNDING/RESOURCES FOR DEVS

Reserved

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 WORKFORCE & LEADERSHIP TRAINING, VR SESSIONS, PRODUCT DEMOS

IST Healthcare Simulation Session to Come

Track 2 HEALTHCARE

Reserved

Fri 10:00 am - 10:45 am
HEALTHCARE SIMS & GAME-BASED LEARNING

Creating a Service Learning Model with Serious Games

Anthony Ellertson, Assistant Professor, Boise State UniversityTrack 3 HIGHER ED

Click forSpeaker 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 forSpeaker 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

Reserved

Track 7 FUNDING/RESOURCES FOR DEVS

Reserved

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, Research Institute GEMIT, Univ of Applied Sciences, Netherland; Ningna Xie M.Sc. Research Institute GEMIT - University of AppliedTrack 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

Scalable Voice, AI and AR Solutions Rolled Out During COVID

David Metcalf, METIL at UCF Institute for Simulation & TrainingTrack 2 HEALTHCARE

Click for Speaker Bio

More details soon.

Fri 11:00 am - 11:45 am
HEALTHCARE SIMS & GAME-BASED LEARNING

Training Student Game Developers to Work with Clients

Erik Sand, Business Development; Tom Carbone, Technical Director, UCF FIEA Game LabTrack 3 HIGHER ED

Click for Speaker Bio

More details soon.

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 ProjectTrack 5 GAME/INSTRUCTION DESIGN

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

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 11:00 am - 11:45 am
VR SESSIONS, PRODUCT DEMOS

Reserved

Track 7 FUNDING/RESOURCES FOR DEVS

Reserved

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

Playful Design is Serious Business

Monica Cornetti, Sententia GamesTrack 1 CORP/NP/MIL/GOVT

Monica Cornetti
CEO
Sententia Gamification Consortium
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.

Fri 12:00 pm - 1:00 pm
CORPORATE/NON PROFIT

Lessons from Developing a Geriatrics Population Health Game for Physicians

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; 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 12:00 pm - 1:00 pm
HEALTHCARE SIMS & GAME-BASED LEARNING

WORKSHOP: Designing Computational Economics Experiments: An Ongoing Experience

Kevin McCabe, Prof of Economics, Law & Neuroscience, George Mason University; Sarah Sylvester, George Mason UniversityTrack 3 HIGHER ED

Kevin McCabe
Prof of Economics, Law & Neuroscience
George Mason University

Click for Speaker Bio

Sarah Sylvester
George Mason University

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.

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

OPEN MIC: Meet Other Attendees, Raise Any Game-Based Learning Topic You'd Like to Talk About

Moderator: Mitch Weisburgh EdChat InteractiveTrack 5 GAME/INSTRUCTION DESIGN

Moderator: Mitch Weisburgh EdChat Interactive

Fri 12:00 pm - 1:00 pm

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 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, WORKSHOPS

Health Games by the Numbers. Results and Evidence During Rapid Response

Track 2 HEALTHCARE

More details soon.

Fri 1:45 pm - 2:30 pm
HEALTHCARE SIMS & GAME-BASED LEARNING

PANEL: Growing Demand for Educators Trained in Immersive VR

Daniel Dyboski-Bryant, Founder, Director, Educators in VR; Chris Madsen, Andrew DaytonTrack 3 HIGHER ED

Moderator: Daniel Dyboski-Bryant
Founder, Director
Educators in VR

Click for Speaker Bio

Panelists: Chris Madsen

Click for Speaker Bio

Andrew Dayton

Click for Speaker Bio

Education was already challenged by fast fast changing needs of learners; Technology was already providing solutions and platforms and new models of learning; Research on VR for education was already compelling; add to all of that the multiplier and accelerator of the Covid-19 pandemic and we find ourselves being shot forward into a landscape where educators trained in skilfully integrating VR into their provision are in greatly increasing demand.

Who will train these educators? What training, courses, qualifications, standards, policies are required to provide this new workforce with the support and guidance they need to do our young and adult learners justice? What challenges do we face and what opportunities might we exploit? And how this rapid disruption affect how and *where* we learn?

If we are to prepare our learners for a fluid, fast-paced future, we need to embrace new solutions and approaches. Immersive VR is only just getting started, but there is still a lot of work to do. One huge task is to - train the trainers.

You will gain an understanding of where VR for education currently stands - what it can and can't yet realistically deliver; what's around the corner and what is further off in the distance.

You will learn about key initiatives that are working to build the infrastructure required to service this rapidly emerging sector.

You will learn about key resources and organisations in this space to help point you in the right direction for more information.

You will gain an appreciation of the key challenges and opportunities that VR for Education presents.

You will learn about how you can get involved and how you can support drive these initiatives.

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

PANEL: Exploring Accessible Game Design for All Children

Wendy Sapp, Director of Research, Bridge Multimedia, Michelle Chen, Senior Producer Kids Media and Education, 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, PANEL

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 SESSIONS, PRODUCT DEMOS

Reserved

Host: TBDTrack 7 FUNDING/RESOURCES FOR DEVS

More details soon.

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 Collaboration: How Drawing and Storytelling 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, WORKSHOPS

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, Thomas Talbot, MD, USC Institute for Creative TechnologiesTrack 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 SIMS & GAME-BASED LEARNING, PANEL

Gamifying a Semester Long Course in Higher Education Through

Thomas Burelli, Professor in Law, University of Ottawa, Alex Lillo, Part-Professor in 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 ScienceTrack 4 GAMES IN K-12

More details soon.

Fri 2:45 pm - 3:45 pm
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 Evironments 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
VR SESSIONS, PRODUCT DEMOS

Free Services to Help You Become a Government Contractor/Delivering Next-Gen MS&T Technology for Defense Readiness

Ben McMartin, Managing Partner, Public Spend Forum; Ian Skeete National, Security Tech AcceleratorTrack 7 FUNDING/RESOURCES FOR DEVS

Delivering Next-Gen MS&T Technology for Defense Readiness
Iain Skeete

Principal, Acquisition
NSTXL
Click for Speaker Bio

Free Services to Help You Become a Government Contractor
Ben McMartin

Managing Partner
Public Spend Forum
Click for Speaker Bio

This session will revolve around simulation & gaming and we'll discuss potential barriers to entry for new firms interested in DoD work, the importance of virtual applications, and tips for what all stakeholders can do to streamline & simplify the exchange of ideas.

Participants will leave our session with a better understanding of what DoD customers seek as potential solutions, increased clarity regarding the administrative maze of government contracting, and have a substantial appreciation for the operational benefits possible via well-informed concepts.

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

WORKSHOP: Lecture vs Consumption: How to Really Engage Learners

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

Click forSpeaker 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

Fri 4:00 pm - 5:15 pm
CORPORATE/NON PROFIT, HEALTHCARE SIMS & GAME-BASED LEARNING

INTERACTIVE SESSION:
Developing Training for Healthcare:
A Cautionary Tale

Jasminka Criley, CEO, Indelible Learning, Stuart Criley Founder Indelible LearningTrack 2 HEALTHCARE

Jasminka Criley
CEO
Indelible Learning
Click forSpeaker 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 SIMS & GAME-BASED LEARNING

PANEL: Actors or Avatars? The Big Decision in 360 VR Learning Games

Jim Piechocki, LightValve LearningTrack 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

Should you develop your VR serious game in live-action or animation? On one hand, animation gives you the ability to put your character in hazardous situations, a plus for safety and military training. But live-action allows modeling ideal behaviors and immersive 3D for improved retention, a plus for HR-driven content.

This presentation goes through each option, the advantages, the obstacles, and the possibilities.

Corporate L&D, innovation and emerging media managers will see a F100 company and its client wrestle with the challenges of VR production working in a never-before attempted genre: live action, fully stereoscopic 3D with dimensional imagery binaural audio. The outcome will force everyone to ask the question, How do you repeat the results of highly successful 2D learning in three dimensions in the 360 virtual reality space?

 

Fri 4:00 pm - 5:15 pm
VR SESSIONS, PRODUCT DEMOS

Tech Entrepreneur Innovation Organization

Michael Madrid, CEO, Defense Entrepreneurs ForumTrack 7 FUNDING/RESOURCES FOR DEVS

More details soon.

Fri 4:00 pm - 5:15 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

5:30 pm - 6:00 pm

Open Mic: Feedback on Conference

Host: TBDTrack 1 CORP/NP/MIL/GOVT

Conference Post Mortem -- Informal Session, Anyone Join to Give Feedback

Fri 5:30 pm - 6:00 pm

Open Mic: Attendee Networking

Host: TBDTrack 2 HEALTHCARE

Fri 5:30 pm - 6:00 pm

Open Mic: Attendee Networking

Host: TBDTrack 5 GAME/INSTRUCTION DESIGN

Fri 5:30 pm - 6:00 pm

6:15 pm - 7:00 pm

Meeting Groups

Using Games in K-6 and K-12

Host: TBDTrack 1 CORP/NP/MIL/GOVT

Fri 6:15 pm - 7:00 pm

eSports

Host: TBDTrack 2 HEALTHCARE

Fri 6:15 pm - 7:00 pm

Healthcare Professional Training

Host: TBDTrack 3 HIGHER ED

Fri 6:15 pm - 7:00 pm

Open Mic

Host: TBDTrack 4 GAMES IN K-12

Fri 6:15 pm - 7:00 pm

Evaluation and Assessment

Host: TBDTrack 5 GAME/INSTRUCTION DESIGN

Fri 6:15 pm - 7:00 pm

VR

Host: TBDTrack 6 VIRTUAL REALITY/MOBILE

Fri 6:15 pm - 7:00 pm

Leadership Training

Host: TBDTrack 7 FUNDING/RESOURCES FOR DEVS

Fri 6:15 pm - 7:00 pm

Saturday 26 Jun 2021

10:00 am - 4:30 pm

How to Create Microlearning Apps in Less than an Hour!

Dennis Glenn, President, Dennis Glenn LLCRoom TBD

Click for Speaker Bio

Cost: $350 *

5 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.

5 hour Workshop: Beginner Level. June 22. 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

Workshopping VR Art, Design, & Education
-- in VR

Steve Guynup, VR Developer / Online Game Design Faculty, Isovista, Adam Walker, VR Artist, IsovistaRoom TBD

Steve Guynup
VR Developer / Online Game Design Faculty
Isovista
Click for Speaker Bio

Adam Walker
VR Artist
Isovista
Click for Speaker Bio

Cost: $350 *

6 hours

*Purchase these workshops separately. These special skill sessions are not included in a Main Conference Registration.
This online workshop will run live in FrameVR, a multi-user WebGL platform. Attendees will explore VR art & design history and theory. They will create small scale poetic artworks that will expand their understanding of the virtual and gain skills needed to run similar events for their own communities. All assets and imagery used in the workshop will be shared.

No prior experience in VR, coding, or modeling is needed. VR headsets are helpful, but not required.

Attendees will get repurposeable text and imagery from the discussion of 30+ years of VR art & design history. They will receive or have access to all models and supporting elements used in the workshop, including tutorial videos. The session closes with an open brainstorming session that allows exploration of their specific hopes and concerns.

Sat 10:00 am - 4:30 pm
Post-conf Workshop

Staying Playful In A Serious World

Kevin Honeycutt, Staff Developer / Keynote Speaker, ESSDACKTrack 3 HIGHER ED

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 10:00 am - 4:30 pm
TEACHER PLAY