Below you can find all sessions of 2022 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 Monday thru Wednesday. Post-conference workshops, which require a separate registration, are shown on Thursday and Friday.
 
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).

  • Monday 13 Jun 2022
  • Tuesday 14 Jun 2022
  • Wednesday 15 Jun 2022
  • Thursday 16 Jun 2022
  • Friday 17 Jun 2022

Monday 13 Jun 2022

8:45 am - 9:00 am

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

Sue Bohle, Executive Director, Serious Play Conference

Mon 8:45 am - 9:00 am

10:15 am - 11:15 am

Lessons Learned: GameBased test - from measuring change to change measurement

Qusai Saleem, Edutech product manager and educational game designer, MeemAinCORPORATE / NONPROFIT

Click for Speaker Bio

Gamification is the new trend in education especially when we moved online, but what we can do with gamification in the learning process? not just motivate the student to complete the course, is it possible to gamify the assessment part? and can we change the paper and stressful experience of assessment to digital and playful experience for students? what is the difference between gamification for assessment and design games for the assessment? If you are interested in these questions and that helps you to reflect on your work. This workshop is for you!

Attendee Benefits

- understand the difference between gamification for assessment and design games for the assessment.
- take a deep look at a case study of how the game studio and high-level research center work together on designing games for the assessment.
- What we learn from this experience and how you can design your game-based assessment.

Mon 10:15 am - 11:15 am
GAME / INSTRUCTIONAL DESIGN, USING GAMES IN K-12

Disruption in the Business Simulation World

Antoine Duvauchelle, Co-Founder, LIVECASE INC.CORPORATE / NONPROFIT

Click for Speaker Bio

Education is only scraping the edges of what digital technology can offer. We’re changing that.
LiveCase is pioneering a model of digital education that is more engaging and more dynamic than static online courses and case study learning, just as exciting but more flexible, cheaper and easier to create or manage than simulations.

LiveCases immerse players in a realistic scenario through interactive multimedia chat simulations. Learning is brought to life as they face and respond to the challenges that arise as the story unfolds.
For learners the experience is deeper and more meaningful, bridging the gap between theory and practice. For educators, it’s more satisfying, allowing them to create better learning experiences with greater ease.

At LiveCase we started our journey as educators, drawing on our own lived experience of delivering business education programs. Now we collaborate with academic and professional educators around the world. Together we’re reshaping digital education.

Attendee Benefits

How to author and deliver an impactful learning experience combining context with emotions
How to bridge the gap between theory and practice through storytelling and gamification
How to move from in-person to a virtual delivery seamlessly at scale globally

Mon 10:15 am - 11:15 am
CORPORATE/NON PROFIT, FUNDING AND CONTRACT OPPS FOR DEVELOPERS

Formative and Summative Research for Your First Serious Game

Elli Suzuki, Director, Education R&D, Kooapps LLCDEVELOPER CONF

Click for Speaker Bio

In this talk, the speaker will share about Kooapps' iterative approach to research and development as it pilots its first serious game, Pictoword School, into the K-12 market. How do we validate whether our serious games function as intended? How do we know whether students are engaged with our serious games? Do teachers believe that our serious games can be implemented in a classroom setting? Do our serious games improve the intended learning outcomes, and how do we measure that? How do we provide adaptive games that meet the diverse learning needs of students, and how do we know they work? The speaker will share about its approach to these questions, and a set of learnings from conducting a series of formative research with students and teachers in 2020-2022.

Attendee Benefits

The audience will take away from this talk about various research methods that could be used to collect insights from teachers and students that inform product development.

Mon 10:15 am - 11:15 am
FUNDING AND CONTRACT OPPS FOR DEVELOPERS, K12, USING GAMES IN K-12

Creating a Network of Innovation Schools

John Wright, Associate Superintendent, Innovation Office, OCPSGAMES IN K-6, 7-12

Click for Speaker Bio

How do you cause positive disruptions within a large school district that serves over 200,000 students and has been around for over 150 years? You create an Office of Innovation where our goals include incubating best practice on a small scale and then to replicate quickly across other school sites when practices show promising outcomes.

Though Orange County Public Schools enjoys a positive rating as a high-performing, large, urban school district, public schools must change! Dr. Aoun in his book Robot-Proof: Higher Education in the Age of Artificial Intelligence brings forth many ideas that are equally applicable to K- 12 educational institutions. He speaks of “new literacies” such as technological, data and human literacies and crucial cognitive capacities such as critical thinking, systems thinking, entrepreneurship and cultural agility. The use of project-based learning, maker spaces, real-world projects, service learning and modeling and simulation all help students become more literate and prepared for today’s world.

The Innovation Office oversees and supports a portfolio of 27 schools within Orange County Public Schools. Each of these schools has a unique innovation plan to meet the needs of that particular school community. In this session, you will learn more about the work of the Innovation Office within the nation’s 8th largest school district with an emphasis on the use of gaming, simulations and technology to support student learning within the various innovation plans.

Also, hear more about a new school that the district will be opening in 2023 that will be anchored and connected to Central Florida’s robust Modeling and Simulation industry where the students will be able to design unique pathways to advance their personalized educational journeys.

Mon 10:15 am - 11:15 am
K12

Gamifying STEM Education Through Cooking

Layla Sabourian, CEO/Founder, Chef KoochoolooGAMES IN K-6, 7-12

Click for Speaker Bio

I want to present how gamified technology paired with cooking techniques can change how children learn STEAM (Science, Technology, Engineering, the Arts and Mathematics). Cooking can not only broaden children's palates, but their minds as well. When properly incorporating national education standards to each lesson, children can retain information through a more hands-on approach to learning.

This then gets kids more excited to learn and to eat much healthier as well. There are plenty of educational apps and games out there that aim to gamify STEAM for children, but none of these have a hands-on cooking component. We believe it is this hands-on approach that allows students to better retain this information both inside and outside the classroom.

Our audience will learn just how a mixed gamified platform and hands-on cooking approach to learning can help K-5 students retain STEAM learning and national education requirements. Our goal is to provide attendees with a basic overview of the current education industry and how suitable games within the classroom can be effectively utilized to boost students' grades and overall enthusiasm for school.

Attendee Benefits

"Our audience will learn just how a mixed gamified platform and hands-on cooking approach to learning can help K-5 students retain STEAM learning and national education requirements. Our goal is to provide attendees with a basic overview of the current education industry and how suitable games within the classroom can be effectively utilized to boost students' grades and overall enthusiasm for school.

We will also be handing out pamphlets and handouts to our guests for further information. We hope that these pamphlets will best summarize our points as well as leave the audience thinking more about how to integrate educational gamified technology into everyday school curriculums.

Mon 10:15 am - 11:15 am
GAME / INSTRUCTIONAL DESIGN, K12, USING GAMES IN K-12

Gamifying Physical Therapy with no Sensors Using Cloud-based AI

Peter Green, Founder & CEO, Rehaboo!HEALTHCARE

Click for Speaker Bio

Rehaboo! Exercise Games provides gamified physical therapy for Rehabilitation (hospital patients in need for physical therapy), Activation (elderly at care homes and home care) and Prevention (workplaces and education, also for remote workers and students).

People move too little, sit too much and in general live unhealthy lives, thus we need games that get them to MOVE.

I will explain how we set out to create Rehaboo Evercise Games! -- the concept, methods and execution. It’s a motion sensing game that uses cloud based AI. A game where the user's body becomes the game controller.

Attendees will be able to participate in creating MiniGames, addressing their own specific needs with physical therapy-like movements.

Attendee Benefits:

This will be an example based presentation, an innovative and out of the box approach for serious games for exercising and activation.

I will show the tool and examples of how we created exercise games where player's body is the game controller.

Finland is a leader in education, mobility, digital (video) games and healthcare, and one of the key takeaways will be learning the ways to use various digital assets, services and platforms to create new experiences using serious games and gamification.

Rehaboo! games are played with any device with camera and screen, using the cloud based AI for motion sensing in unique ways.

Mon 10:15 am - 11:15 am
HEALTHCARE

Gamifying a Network of Patients, Providers & Clinical Trials

Dexter Hadley, Chief of Artificial Intelligence, University of Central Florida College of MedicineHEALTHCARE

Click for Speaker Bio

We are testing a new model for delivering healthcare over a wellness network of patients, providers and clinical trials. HIPAA assures patients the right to access their clinical data and use it to better manage their care, and post-COVID-19, patients can almost universally access their data through various patient portals. Medicaid reimburses providers for patient portals, so portals tend to be rudimentary and without much context or support for the patient to manage disease. Despite endless social networks available to build effective and supportive digital communities, none is dedicated to patients sharing their clinical data to actually improve their disease outcomes. We have developed a HIPAA-compliant personalized health records (PHR) app that patients can use to access their data across providers and openly share over a network to better understand and manage their disease.

Optimal breast cancer management requires patients to keep track of complex imaging, procedures and laboratory results tests, but outcomes are worse for marginalized communities without access to quality healthcare. We are launching a breast wellness network where patients can build their PHR to better share this data with each other for community support. By working with online communities such as BreastCancer.org we can connect a large number of patients to each other through their PHR. Moreover, physicians that can offer critical second opinions and access to clinical trials. We will use fungible and non fungible tokens to gamify signups, building the PHR and sharing of the data. Gamification is key to drive uptake in marginalized communities where breast cancer outcomes are significantly worse, and it may yield critical access to clinical trials that directly improve those odds.

Attendee Benefits:

Participants will receive the following templates: 5-Star Course/Game Evaluation Form, First Principles Course Design Template, and Hierarchical Task Analysis Template, which they can use during the workshop, and afterward to do course/game evaluation and design.

The HIPAA regulations on medical data prescribed how patients can access and share it for meaningful use. Gamification of other social networks like Instagram and Facebook allow them to reach diverse populations. This session will discuss how gamification can be used to develop a HIPAA compliant wellness network and share our insights into doing so. Attendees will be able to understand how gamification with token economics may reach populations traditional medicine has not. Such serious games can save lives in breast cancer!

Mon 10:15 am - 11:15 am
HEALTHCARE

Representation in Game Design and Narrative

Kostas Karpouzis, Assistant Professor, Panteion University of Social and Political SciencesHIGHER EDUCATION

Click for Speaker Bio

Digital games can be very illuminating when it comes to cultural values and structure: their narrative represents the form and function of prominent stereotypical characters and what would constitute a valid aim or incentive for them, their mechanics talk about the necessary or allowed means to achieve one's goal, and the aesthetics offer insight to connotations between form and function. In this context, representation of social and cultural groups is important, since it both affects and reflects what transpires in the society where designers live or in that where the narrative takes place. In this session, we will discuss how gender and culture may be represented in digital games, how skewed representation is reflected in gamer culture and population and how we can systematically discuss representation using a standardised test, as an extension of the Bechdel test for movies.

Attendee Benefits:

The primary takeaway is the importance of representation in games when it comes to the societal and cultural values of designers and players ("Why it matters"). In addition, specific pitfalls which may hamper representation will be discussed and steps to design for representation will be presented ("How").

The slides of the presentation will be available for the audience. Also, the proposed form of the representation test will be available for discussion or use.

Mon 10:15 am - 11:15 am
GAME / INSTRUCTIONAL DESIGN, K12, USING GAMES IN K-12

NATO Virtual Speaker Hologram Experimentation

Paul Thurkettle, NATO Training Technologies Section HeadMILITARY / GOVT / NONPROFIT

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Paul Thurkettle

Covid has emphasized the value and capabilities of online meetings and technology to support training. But even before the pandemic the possibilities of virtual attendance have been discussed and experimented with. NATO with its training centers scattered among the 30 nations have always had a problem bringing experienced lecturers to provide presentations to the schools. Flying someone in for an hour lecture or day is not cost effective and stops high value persons due to the travel time. The use of standard "talking head" VTC's is also not a good experience in front of live audience. NATO has been looking into virtual projection of the full body on stage, with the speaker able to see and interact with the audience. The presentation will discuss the experiment with experiences and the technology available today.

Attendee Benefits

Learn from NATO experience, be able to access if holograms are right for them.

Mon 10:15 am - 11:15 am
GAME / INSTRUCTIONAL DESIGN, MIL/GOVT, WORKFORCE & LEADERSHIP TRAINING

11:15 am - 11:30 am

Break

11:30 am - 12:15 pm

Diagnosing and Changing Organizational Culture

Georgi Tsvetanov, Regional Director, Silega Americas,CORPORATE / NONPROFIT

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Today no organization takes pride in staying the same. How to measure and change the culture using data analytics and gamification? Join us to and experience yourself the hands-on business simulation that helped more thousands of participants commit to change, and map their growth opportunities.

Attendee Benefits

How to involve the entire organization - from the CEO to frontline - in a culture change initiative and map the desired shifts.
How to use the gamification framework to drive engagement and ownership of the process.
How to analyze the data generated during the process.

Mon 11:30 am - 12:15 pm
CORPORATE/NON PROFIT, HIGHER EDUCATION

Immersive, interactive & intelligent training using VR/AR/AI

Rajesh Jha, CEO, SimInsights IncDEVELOPER CONF

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In their current state, VR/AR/AI technologies enable the creation of training content that approximates reality to a higher degree than has ever been possible. This increased fidelity has direct impact on retention and transfer, which lead to business results such as return on investment.

Attendee Benefits

In this session, you will learn about successful applications along with the challenges encountered and resolved. You will get a clear idea of what is currently possible, and what the budgets, timelines and expected outcomes would be. The talk will also include some predictions of technological invocations over the next three years. Handouts will be provided.

Mon 11:30 am - 12:15 pm
CORPORATE/NON PROFIT, FUNDING AND CONTRACT OPPS FOR DEVELOPERS, HEALTHCARE, VR, AR

Esports Explosive Growth Internationally

George DeBakey, President, DeBakey InternationalDEVELOPER CONF

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Presentation will explain the international school market. There are over 12,000 international schools worldwide growing to $433 billion market by 2030. Information about how to market overseas and funding sources will be discussed.

Attendee Benefits:

Attendee benefits include learning about the international school market and how to sell to these schools.

Mon 11:30 am - 12:15 pm
HIGHER EDUCATION, K12, USING GAMES IN K-12

Ethical Games

Leslie Gruis, Mathematician and Privacy AuthorGAMES / INSTRUCTIONAL DESIGN

Click for Speaker Bio

"If you're not cheating, you're not trying." Entertainment gamers worldwide commonly rely on so-called "cheat" codes to master new levels of game challenge. However, this cheat code mentality does not extend to game creators and companies. They are expected to design and market products that treat customers in unbiased and non-discriminatory ways, a nearly impossible task. This talk will highlight five key attributes of game design and workplace awareness that will keep you on the right side of the law as you bring new serious game products to market.

Attendee Benefits

There is new public attention on the ethical use of technology in all spheres. Many of these topics touch upon individual privacy issues. This talk will highlight five key attributes of game design and workplace awareness that will keep you on the right side of the law as you bring new serious game products to market.

Mon 11:30 am - 12:15 pm
GAME / INSTRUCTIONAL DESIGN

Use of Open-world Games for Computational Thinking in Science

Dorothy Bennett, Director of Creative Pedagogy, NYSCI; Nicholas Hartmann, Research Assistant. NYSCIGAMES IN K-6, 7-12

Click for Speaker Bio

Click for Speaker Bio

Over the past ten years, both private and public funders have invested heavily in establishing computer science (CS) and computational thinking (CT) as fundamental components of the U.S. grade school STEM education. However, integration of CT concepts and practices into K12 science instruction remains challenging for educators. Funded by the U.S. Department of Education, The New York Hall of Science (NYSCI), Participate and the American Institutes for Research have been working collaboratively with middle school teachers in New York City Public Schools to create and test a computational thinking curriculum centered on the integration of The Pack to support students’ computational thinking skills in science. Developed by NYSCI, Design I/O and the Columbia University, Center for International Earth Science Information Network. The Pack is a free, multiplatform, open-world digital game where players gather resources to attract creatures with differing functions and combine them into computational sequences to tackle problems encountered in a fictional ecosystem. In this session, we will offer insights into teachers’ implementation of the Pack, challenges they faced in fostering connections to science, and practical strategies for drawing out CT skills in students’ divergent approaches to game play in an open-world environment.

Attendee Benefits

As part of an early phase study, we are working collaboratively with teachers from under-resourced public middle schools in Queens and Brooklyn, NY to implement and test the Pack game and curriculum in their science classes. Gameplay challenge handouts and gameplay journals that are part of the curriculum will be central to the proposed session. Attendees will start off with identifying how CT comes up in their own context. They will then playtest game challenges that teachers in the study implemented to support students’ engagement with CT practices such as problem decomposition, algorithmic naming and sequencing, and debugging. Attendees will also be invited to use gameplay journals to critically analyze video examples of students’ game play to gain insights into how different forms of gameplay can shape children’s approaches to CT in open-world games and effective strategies for drawing out core concepts and skills for different types of players. Finally, facilitators will share use cases of how teachers made connections between the CT students encountered in the game to STEM problem solving skills in their classes and discuss as a group broader instructional design considerations for integrating open-world games into science teaching and learning.

Mon 11:30 am - 12:15 pm
GAME / INSTRUCTIONAL DESIGN, K12, USING GAMES IN K-12

Immersive Learning Simulations to Curb the Opioid Epidemic

Anya Andrews, Director of Research Initiatives, University of Central Florida College of MedicineHEALTHCARE

Click for Speaker Bio

This session focuses on the design and development of Immersive Learning Simulations, also known as Serious Games, to help curb the ongoing opioid crisis. It will present the practical strategies and lessons learned from several recent and ongoing research and technology innovation efforts aimed to address the existing training and education gaps in the area of opioid risk management and overdose prevention. Specific emphasis will be placed on the discussion of a systematic process for the design of immersive learning simulations/serious games as applied to one of the biggest healthcare and societal challenges of our time. Advances in cross-platform and transmedia implementations and opportunities will be highlighted.

Attendee Benefits:

The attendees will have an opportunity to explore the potential of immersive learning simulations as a tool in the fight against the opioid epidemic. The attendees will review evidence-based principles, practical strategies, and best practices for the design and development of immersive learning simulations/serious games. They will also receive a time-tested “design blueprint” handout that can be applied to virtually any serious game development effort, regardless of a training topic of interest.

Mon 11:30 am - 12:15 pm
HEALTHCARE, MIL/GOVT

Strategic Loss, Playing the Game

Peter Leveille, Principle Software Systems Engineer; Jillian Humphreys, Lead Business and Technology Strategist; Sarah O'Donnell, Special Operations Program Manager; MITREMILITARY / GOVT / NONPROFIT

Click for Speaker Bio

Click for Speaker Bio

Click for Speaker Bio

This talk will be focused on using serious tabletop games to create a facilitated learning environment. Our featured game was designed to help educate stakeholders about Strategic Loss; this is a counter-intuitive concept which can be difficult to understand without an immersive experience. We will first describe the concept of Strategic Loss and why it needs to be an important part of governmental strategic thinking. We will then demonstrate how the game Pathways to Preservation was designed to facilitate discussion and learning about strategic loss, while keeping players engaged and invested in the topic.

Attendee Benefits

Attendees will learn about designing games for facilitated learning. Additionally attendees will learn about the concept of Strategic Loss.

Mon 11:30 am - 12:15 pm
MIL/GOVT

12:15 pm - 1:30 pm

No workshops in this session.

1:30 pm - 2:15 pm

ID as Game Master; Facilitator as Dungeon Master

Jonathan Peters, Chief Motivation Officer, Sententia, IncCORPORATE / NONPROFIT

Click for Speaker Bio

In the field of Gamified Learning, designers and facilitators have overlooked the mechanics involved in Role Playing Games (RPGs). And yet, RPGs such as Dungeons and Dragons are especially engaging, if not addicting.

Why, besides a lack of knowledge, have such game mechanics been overlooked? Because we feel we will lose control. Ultimately, we have not created learning programs for the learners, but programs we want them to take.

Let’s create a learning space where the learner is in charge of finding their own route to mastery. When we study Role Playing Games, there are key roles in the design and implementation of the game: The Game Master and the Dungeon Master. The first lays out the game, the second engages with the players during the game. What if we labeled the ID as the Game Master and the facilitator as the Dungeon Master? What would the implications be for our learning programs?

Imagine a learning experience that the learners control. The instructional designer lays out the scenario, the end goal, challenges, and how progress will be measured. The learners bind together in a guild and make choices about what information and skills they need to develop, and decide where to find that information and how to practice it. As they face challenges, they decide how to overcome them. The more creative they are, the greater the rewards. All under the watchful eye of the facilitator.

Attendee Benefits

We will be using a guide for developing their characters and scenario for a Role Playing Game. They will have this guide as a take-away.

Mon 1:30 pm - 2:15 pm
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, WORKFORCE & LEADERSHIP TRAINING

Walk The Game - Some lessons learned while fostering continuous fun at large enterprises.

Jorge Luis Castro Toribio, Agile Coach, NTT DataCORPORATE / NONPROFIT

Click for Speaker Bio

In this talk We share the main experiences and lesson learned about applying gamification and game desing at large enterprises. This is an agenda draft:
1. Why games? and why at large enterprises?
2. Continuous Fun - Yes, another continuous stuff
3. Leaening by doing and ...failigin through experimentation
4. Big lessons
5. What we recommend you to keep
6. books and references

Attendee Benefits:

The audience will learn about real experiences and lesson learned ( wins and fails) about applying gamification and game design at large enterprises so they can learn from it and avoid doing the same mistakes we did and get benefits following the good practices that we recommend.

Mon 1:30 pm - 2:15 pm
CORPORATE/NON PROFIT

Social Responsibility Marketing in Educational Gaming

Michael Campbell, President, Advancing Global EDUDEVELOPER CONF

Click for Speaker Bio

Regardless of broader benefits, there is a strong business case for social responsibility. Public companies’ stock prices benefit from strong social responsibility initiatives. Recently more than $6.57 trillion was invested based on socially responsible investment strategies.

For marketers, the desire for socially responsible products and companies is driven by consumers. Nearly 30 percent of consumers plan to increase the number of goods and/or services they buy from socially responsible companies in the coming year. Twenty-five percent avoided buying products from an enterprise because they thought it wasn’t socially responsible. How can developers, educators, and entrepreneurs, be socially responsible expanding on unique market strengths that benefit society and reduce the negative impact of their solutions on society.

Attendee Benefits

In this session we will, The specific things you’ll learn in this section include:
Define social responsibility for educational games
Identify examples of social responsibility that create value for customers in the education sector
Explain the impact of social responsibility on marketing results (engagement, learning outcomes, etc.)

Mon 1:30 pm - 2:15 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

Psychology drives Story, Story drives Mechanics

Kevyn Eva Norton, Design Lead Shadow's Edge, The Digging Deep Project; Seth Crofton, ConsultantGAMES / INSTRUCTIONAL DESIGN

Click for Speaker Bio

Click for Speaker Bio

We have been working on the first major release of our mobile journaling and art game Shadow's Edge in co-creation processes with youth in Colombia and in tight collaboration with psychologists. We want to showcase the user centric and iterative design approach we used to bring an antagonist into the game, provide tips for co-creation with youth and show the interconnectedness of psychology, story and mechanics. And last but not least, how we use data in the process.

Attendee Benefits

Input for your design methodology
Co-creation session formats
A perspective on psychology driven design

Mon 1:30 pm - 2:15 pm
GAME / INSTRUCTIONAL DESIGN, MOBILE

Measuring Efficacy of Virtual Clinic: Undergraduate and Graduate Nursing students

Joshua Peery, Lead Game Designer: Instructional Technology, East Carolina UniversityHEALTHCARE

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The Lead Game Designer on a serious game developed in-house at East Carolina University's College of Nursing will present findings from undergraduate and graduate student surveys after their course contact with the Virtual Clinic Learning Environment. The discussion will feature how to collect data from student users, how to conduct analysis that can show how the differing demographics experienced using serious games in their coursework, and what steps can be taken to further improve the game's design based on that data.

Attendee Benefits

The audience take-aways from this presentation should be: How to design surveys to measure a student interaction with a serious game, specifically in nursing or medical curriculum. How the survey data can be interpreted. How the data can be used to further refine the student experience. How the data can be used to further refine User Interfaces. How the data can be used to refine how course content is metered. How the data can refine case design used of content in the courses.

Mon 1:30 pm - 2:15 pm
HEALTHCARE

Thinking Beyond the Stacks: Games in Special Collections

Jacquelyn Sundberg, Outreach and Special Projects, ROAAr, McGill University LibraryHIGHER EDUCATION

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Where do games fit in the university library? Rare Books and Special collections can be intimidating for the uninitiated. Navigating archival and primary source historical collections requires active curiosity, a bit of guidance, a willingness to explore, and openness to discovery.

Play brings all of these concepts together. For that reason, the McGill Library embarked on an exploration of serious play in 2019. Although the pandemic changed the appearance and deliverables of this research interest, the spirit of play sparked the creation of four library games. These games lower barriers to entry for players, introducing them to the world of archives and rare books through a playful, exploratory experience.

The game creators and designers crafted games but also ran into significant barriers. This talk discusses the challenges involved in the process of crafting games in a university library setting, and the difficulties faced with game reception and attitude.

Attendee Benefits

This talk provides viewpoints on barriers that game creators in higher education often face, particularly in a library setting. Attendees will learn how librarians and game designers addressed some of these barriers while trying out new tools to open up broader access to special and archival collections.

Key takeaways:
Strategies for grant crafting and building healthy collaborative partnerships.
Ideas for campus connection and innovative student engagement.
Ideas for a game that lets players see familiar tools - e.g. social media accounts and websites, in a novel way.

Mon 1:30 pm - 2:15 pm
GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION

UX/UI: The battle against "functions as designed"

Samuel Roberts, Technical Trainer/Innovation Officer, 75th Innovation CommandMILITARY / GOVT / NONPROFIT

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This session will be about the importance of UX/UI design, especially in the realm of the military space.

Attendee Benefits:

Hopefully, after this short talk, the average game developer that isn't already ux/ui focused will be.

Mon 1:30 pm - 2:15 pm
MIL/GOVT

2:15 pm - 2:30 pm

Break

2:30 pm - 3:45 pm

A New Theory of Fun

Jonathan Peters, Chief Motivation Officer, Sententia, IncCORPORATE / LEADERSHIP TRAINING

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When you were a child, did you love a game that your siblings and/or friends hated? We’re there games that you didn’t enjoy?

When it comes to designing learning experiences for other people, we tend to use game mechanics that we enjoy with little thought for what they might enjoy. Your love of chance might make them nervous. You might love the competition of leaderboards, but that mechanic may cause them to disengage completely.

Using the only empirically-based taxonomy of human needs and desires, we will examine a theory that predicts what game mechanics a person or persona will enjoy, and which ones will cause them to end play. This way, before you even begin to design, you will have a list of mechanics you know will appeal to your target audience (and avoid wasting time creating something you enjoy, but that they don’t like).

Mon 2:30 pm - 3:45 pm
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, WORKFORCE & LEADERSHIP TRAINING

The Longevity Sector: Untapped Potential for Gaming Developers

Sergey Jakimov, Founder, LongeVCDEVELOPER CONF

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In recent years, the biotech industry and longevity sector have undergone breakthroughs fueled by technological advancements. The Covid-19 pandemic renewed interest in public health and has been the catalyst for the increase in creativity and innovation within technologies such as AI, automation, genetic engineering, and blockchain. Throughout his work with organisations such as the Longevity Science Foundation, LongeVC, and Longenesis, Sergey has been at the cutting-edge of this innovation and wants to share about the exciting developments happening within these sectors. Through investment in blockchain and crypto, areas such as the healthcare and gaming industries have the ability to decentralise and increase security, traceability, efficiency and speed, and transparency in their work. Game developers should consider research in aging and longevity as an important aspect of their work: ameliorating the health of society and their consumers will make the gaming experience less wasteful and more enjoyable for them, as changes to lifespan will result in societal shifts that bring about a new interest in tech-focused leisure activities like gaming. Investment in early-stage innovation in longevity and biotech is an opportunity to back the most innovative ideas, something that fits the forward-facing nature of gaming.

Attendee Benefits

Attendees will learn about the benefits of investing in the longevity sector, specifically around furthering the progress that it will bring to accelerating the research around the development of new technologies -- for a wide range of industries. They will leave this session with new information around the new technologies used in longevity, such as blockchain, and how this makes us closer to building a longer lifespan. Sergey will raise new awareness in the general public about the use of blockchain and other emerging technologies, such as AI, to prioritse the well-being of all humans. The main takeaway will be around how investment in longevity will further research in the development of a longer lifespan and provide society with the ability to live more productive lives—this will also further the development of all high-tech innovations across all aspects of society.

Mon 2:30 pm - 3:45 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

Unique ways to achieve learning objectives with games

Douglass Whatley, CEO, Breakaway GamesGAMES / INSTRUCTIONAL DESIGN

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Modern Games have some very unique game mechanics. These game mechanics can be used to achieve learning transformations that are not obvious or direct - teaching how to manage frustration or conflict, how to continue to work efficiently when managing resource scarcity, juggling many issues in parallel, and experiencing events from a different perspective. What are some examples of these mechanics and how do we structure them within the game framework? Actual games will be used (and played) to provide concrete examples.

Attendee Benefits

Attendees will be taught and get to play games that provide unique mechanics. After experiencing some of these games there will be discussion of applying them to serious games.

Mon 2:30 pm - 3:45 pm
GAME / INSTRUCTIONAL DESIGN, HEALTHCARE

Developing EscapeIF: Creating a Storytelling Game System for Low-Resource Classrooms

Scott Nicholson, Professor, Wilfrid Laurier University, Brantford, OntarioGAMES IN K-6, 7-12

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Scott Nicholson

Classrooms have been adopting escape games and breakout boxes for the last few years as a way of using escape game concepts for learning. One of the barricades to using these games in a classrooms is that they require a significant amount of resources and teacher time to prepare the games. These games are not accessible to low-resource classrooms around the world. Dr. Nicholson has been working with the mEducation Alliance to take on the challenge of creating a system to allow low-resource classrooms to use storytelling games based on escape game concepts. This system, which is open-source, is called EscapeIF, and is a structure for the creation of game scripts that use nothing more than a chalk board, found objects, and active learners. During this presentation, Dr. Nicholson will present this system, the development and testing process, and the challenges he faced in making escape games accessible to a wider group of students.

Attendee Benefits

The EscapeIF system is open-source and the games that Dr. Nicholson has created are freely available. They are scripts, so there is no software required to run the games in the classroom, and the games he is creating along with teachers have been placed in the Creative Commons. Attendees will experience the EscapeIF system and will come away with several scripts that they could use immediately in their classrooms with little preparation. In addition, attendees will come away with the EscapeIF creation guide, which will help them understand how to create an EscapeIF game.

Mon 2:30 pm - 3:45 pm
GAME / INSTRUCTIONAL DESIGN, K12, USING GAMES IN K-12

Immersive Clinical Training Implementation

Jim Kiggens, CEO, inciteVRHEALTHCARE

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In this presentation, attendees will review and discuss how an Immersive Learning Implementation Checklist is a key to success in the design, development, deployment, support, and research of immersive clinical training (learning delivered in VR supported by AI).

The discussion will focus upon a case-study analysis of implementation of acute care, prelicensure, and mental health clinical skills training for higher education and professional education.

The presentation is Intended for educators and designers that are interested in immersive learning for higher education and professional education. Previous experience with VR/AI is not required, but experience in learning design and delivery is strongly recommended.

Attendee Benefits

Each attendee receives a free license to each of the 4 case-study VR/AI experiences and the supporting Cloud-based enterprise platform. Additionally, attendees also receive access to the ILXP Fundamentals online course that provides additional resources, references, and connects developers in a learning community regarding immersive learning.

Mon 2:30 pm - 3:45 pm
HEALTHCARE, VR, AR

Computers Teaching Pilots - Psychomotor Skill Acquisition

Harvey Madison, Director - Instructional Design & Content, Redbird Flight SimulationsMILITARY / GOVT / NONPROFIT

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Dr. Robert Gagne is a pioneer of the study and application of psychomotor skill acquisition, and used his research to help better train pilots for the US Armed Forces. I am a principal in the design and production of a product that offers guided independent flight training in flight simulators, both to pilots looking to earn additional certifications, and to non-pilots looking to become pilots. In this session, I will detail the process I, with Dr. Gagne's research in my hip pocket, went through, including both the successes and "learning moments," to achieve the end result of a computer application that will teach you how to fly an airplane, objectively measuring your performance and progress as you proceed.

Attendee Benefits

How to perform useful research when building a learning tool. How teaching psychomotor skills differs (and doesn't) from delivering strictly intellectual content. How to anticipate learners' actions so you can program effective realtime coaching (and what that coaching should be). How to realistically measure performance. How to measure and coach progress over time.

Mon 2:30 pm - 3:45 pm
GAME / INSTRUCTIONAL DESIGN, MIL/GOVT, VR, AR

3:45 pm - 4:00 pm

Break

4:15 pm - 6:00 pm

Does Game-Based Learning Work For The Human Being?

John Kolm, CEO, Team Results USA LLCCORPORATE / NONPROFIT

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John Kolm

The real-world workplace is full of horror stories about gamification gone wrong. For everyone who benefits, and for all the corporate payoffs of scalability and apparent low cost, gamification also makes some people feel patronized, others frustrated, still others creeped out by the not-quite reality. The ultimate answer for the “perfect game” seems to asymptotically tiptoe away from us even as we get closer, just as artificial intelligence did in the generation before. Are there fundamental limits to how real any game-based learning experience can get? And is in-person interaction obsolete, or is there a still a role in workplace learning for the live human being?

Attendee Benefits

You will leave this session with greater insight into what we truly know about human cognition in game space. This will put you ahead of the curve in designing gamified experiences that work, coping with rejection and suspension of disbelief, re-examining the way in which the goal posts in the related field of artificial intelligence have evolved, and knowing where some of the fundamental limitations and challenges for game-based learning might lie. We will look at a few of the common assumptions and claims, examine and compare with what the science tells us, and also do an enjoyable group experiment with some of the ideas in order to stimulate discussion. By the end you will be able to avoid some of the commonest traps and no-win situations in serious game design.

Mon 4:15 pm - 6:00 pm
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, WORKFORCE & LEADERSHIP TRAINING

Developing a Multisensory App; Challenges; What I Learned

Laurie Coker, Founder, MagicSpellsDEVELOPER CONF

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Click for Speaker Bio

Learn about the developmental research process with an app that puts learning at your fingertips. Combining sight, sound, and touch -- physically feeling letters and words on the screen -- learners use this multi-sensory app to engage with words, building their vocabulary, and improving reading and writing skills all within a single digital device.

In this workshop, you will follow the developmental research approaches that guided the design and development of this product. Through the exploration of the app and the developmental process, participants can plan their design path for the creation of their own digital educational tool.

In addition to exploring the process of design to prototype, we will present a multisensory experience in a hands-on workshop highlighting we went from idea to application.

Attendee Benefits:

After completing activities, participants will engage in discussion about the benefits of multisensory learning tools and investigate the possibilities afforded to educators with the advent of innovative touch technology. Researchers and practitioners can gain valuable research data from a doctoral developmental dissertation project for designing multisensory applications and experiences. Attendees will receive a Developmental Research and Multisensory Design Fieldbook (both digital and hardcopy forms).

Mon 4:15 pm - 6:00 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

Ten Qualities of Great Digital Learning Experiences

Traci Lawson, Senior Instructional & Interaction Designer, TransfrVRGAMES / INSTRUCTIONAL DESIGN

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No matter what your platform is, the basic rules of thumb for designing great digital learning experiences remain the same. Our task as creators is always to make it fun, challenging, and memorable. In this session, we will examine ten design qualities great digital learning media share that help them achieve those goals.

You want to give your learners an experience that helps them understand your subject matter in ways that would be impossible with a book, lecture, or other media. This session will explore the importance of focus and simplicity, tying learner actions to your curriculum, game design best practices, and how to apply them to educational media. Traci will cover examples in VR, tablet, smartphone, web and console games from her own work and that of others.

Attendee Benefits:

This session will provide real-world examples of what makes interactive learning and games both enjoyable and effective, including handouts of the ten qualities, and playable examples for attendees to explore on their own time. Video clips will be used throughout the presentation. Links to the videos will also be included on the handout, wherever possible.

Traci will also bring a couple VR headsets for attendees to try, after the session has ended.

Mon 4:15 pm - 6:00 pm
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, WORKFORCE & LEADERSHIP TRAINING

Game Design with Fortnite Creative and Unreal Engine

Steve Isaacs and Cathy Cheo-Isaacs, Education Specialists, Epic GamesGAMES IN K-6, 7-12

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Click for Speaker Bio

Student agency increases when students are presented with meaningful and relevant activities to encourage problem-solving and computational thinking. Learn about Epic Games' Hour of Code activities that teach game design and coding concepts to students while creating game levels using Fortnite Creative and Unreal Engine.

Attendee Benefits:

Welcome/Presenter Intro/Overview
Game-Based Learning and Potential of Sandbox Games as Creative Playgrounds
Fortnite Creative Mode vs Battle Royale
Why Fortnite in Edu?
Showcase ways Fortnite is being used in Education
Fortnite Educator Community / Epic Games' Commitment to Fortnite in Education
Demo & Building with Fortnite
Hour of Code Lessons/Computer Science Concepts
Player to Creator Pathways
Q&A
Next steps/Closing

Mon 4:15 pm - 6:00 pm
GAME / INSTRUCTIONAL DESIGN, K12, USING GAMES IN K-12, VR, AR

What can Deep Learning do for Serious Games?

Roger Smith, President, Model Benders LLCHEALTHCARE

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AI has been a part of games, serious games, and training simulations for decades. AI techniques like finite state machines, knowledge-based systems, and constraint models are used to create intelligent opponents and support characters in most games. But these AI techniques have not typically been very useful in other phases of the game-based learning process – specifically for constructing complex scenarios data sets or analyzing voluminous post-play data to measure performance quality.
In this session we will explore the applications of “the new AI”, deep learning and machine learning techniques, to the process of automating the creation and modification of large scenario data sets that are created before the game/sim is run. We will also apply these new techniques to the analysis of the data that is generated by players during the game mission. Large, multi-player games can generate gigabytes worth of data that challenges the ability of human analysts to identify important metrics and patterns. Deep Learning algorithms excel at processing massive amounts of data and identifying multi-dimensional patterns hidden within it. The availability of these algorithms opens the door to a deeper understanding of human performance and greater automation across the entire game-based learning process.

Attendee Benefits:

Attendees will be introduced to deep learning and machine learning algorithms and where these can be applied in the game-based learning process – specifically, autoencoders, convolutional neural networks, generative adversarial networks, transformers, self-organizing maps, support vector machines, clustering, and K-nearest neighbor. We will also discuss how to get better results by joining “old AI” (symbolic) and “new AI” (connectionist) methods together into complimentary models.

Mon 4:15 pm - 6:00 pm
HEALTHCARE, MIL/GOVT

Demo: Design Methodologies for Creating Accessible Games

Bill Fischer, Professor of Digital Art and Desig, Kendall College of Art and Design of Ferris State UniversityHIGHER EDUCATION

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In this demo, you will see examples of specific methods for integrating accessible and universal design into games. These methods include integrations for multiple modes of access, accessible navigation, audio cues, audio descriptions, feedback loops, captions, cognitive load management, and universal color. But most importantly, you'll see how to integrate all of these seamlessly so that both disabled and fully-abled persons can benefit and play together. The demo will be available as a (free) download.

Attendee Benefits

The demo will be available as a (free) download.

Mon 4:15 pm - 6:00 pm
GAME / INSTRUCTIONAL DESIGN, K12, Post-conf Demo, USING GAMES IN K-12

VR Applied to Training: Beyond the Technology

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

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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.

Mon 4:15 pm - 6:00 pm
GAME / INSTRUCTIONAL DESIGN, VR, AR

6:00 pm - 9:00 pm

Social Event: Ace Cafe

Join your fellow attendees for a social event at this nearby motor-themed restaurant. You can walk (about 4-5 blocks) or drive. Appetizers for the early birds. Then everyone will order dinner on their own from a menu of great burgers, salads and other comfort foods, creatively prepared.

9:00 pm - 10:00 pm

Keynote Panel: The Future of Learning

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

Moderator: Jim Piechocki
Consultant
Click for Speaker Bio

Panelists: Daniel Eckert
Managing Director
Emerging Technologies
Price Waterhouse Cooper
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Christopher Earle
Senior Lead Engineer,
Augmented and Virtual Reality
Booz Allen Hamilton
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Belinda Lange
Research Lead (Technology)
Caring Futures
Institute at Flinders University
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Penn Arthur
CEO
Immersicom
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Mitch Weisburgh
Cofounder
Games4Ed
Academic Business Advisor
Click for Speaker Bio

Jim Legoy
Partner & Technologist
LightValve

Mon 9:00 pm - 10:00 pm
OPENING SESSION

Tuesday 14 Jun 2022

8:45 am - 9:00 am

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

1

Tue 8:45 am - 9:00 am

9:00 am - 9:45 am

Leveraging VR to Accelerate Learning Outcomes

Tony Bevilacqua, Founder & CEO, Cognitive 3DCORPORATE / NONPROFIT

Tony BevilacquaClick for Speaker Bio

Tony Bevilacqua

Virtual reality (VR) has the ability to simulate true to life experiences which can encourage authentic reactions from trainees within training. Allowing instructors to conduct more effective After Action Review (AAR) and debrief what happens during the session. VR training is suitable for military and industrial scenarios because it gives trainees a safe and controlled environment to practice mental repetitions. The data collected from VR simulations plays a significant part in understanding what types of actions lead to or detract from desired outcomes.

Increased availability of advanced VR sensors such as haptic feedback suits and eye tracking collect data that provides a non-biased method for evaluating human performance. In this presentation, I will discuss how to take advantage of the data to personalize training and improve learning outcomes.

Specifically, I will highlight how VR can be used to identify areas of improvement and get deeper insights than traditional training. This presentation will also take an in-depth look at our case study with a medium-sized power utility company in the US where we increased trainee knowledge retention by 59% and compliance by 40% compared to traditional training methods.

Attendee Benefits

VR gives training managers the ability to transform the training process by providing active learning opportunities to their employees. However, VR training is a fundamental shift in learning compared to traditional systems. It requires a new approach and ways of thinking beyond the standards set from e-learning programs.

The audience will learn how to implement the latest learning technologies into their organization and demonstrate improvements to the bottom line. I will walk them through how to set up structured processes to qualify employee success based on their goals. As well as how to utilize VR headsets to capture the data they need to measure human performance.

Tue 9:00 am - 9:45 am
CORPORATE/NON PROFIT, VR, AR

The Play's the Thing: Serious Efficacy from Training to Accreditation

Khaled Shariff, CEO, Project Whitecard Inc.GAMES / INSTRUCTIONAL DESIGN

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The Play's the Thing: Serious Efficacy from Training to Accreditation - Khal has been working hard with Project Whitecard to reinvent training, education and visualization for the last 15 years, but lately, we have made breakthroughs in cognitive training for older adults, and driver training for teens. Is it time to add open badges or digital accreditation again? It's certainly time for learning math and STEM with Space again.

Attendee Benefits

Attendees will see how we planned and executed a new national driver-training game that is making waves internationally. We'll pick up from last year on how to use scripts for success and manage expectations through prototypes. We'll also sneak-peak a new space game for kids.

Tue 9:00 am - 9:45 am
GAME / INSTRUCTIONAL DESIGN, K12, USING GAMES IN K-12

Building Narrative Roadmaps for Quest-Based Learning

Leslie Haas, Associate Professor, Xavier University of Louisiana; Jill Tussey, Assistant Professor of Literacy Education; Buena Vista UniversityGAMES IN K-6, 7-12

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Click for Speaker Bio

Who doesn’t love a good story or an adventurous quest? The purpose of this session is to offer participants the opportunity to learn, discuss, and apply narrative roadmap development for quest-based learning. Quest paths support learning objectives through player engagement with activities and tasks, along with opportunities for continuous skill development. Multimodal resources will be discussed as support for learning objectives, player engagement, and content exposure. This presentation will attempt to take participants through the process of narrative development, as a roadmap toward and through targeted learning objectives. Mini-quests for non-digital games will be provided and participants will have the opportunity to brainstorm and discuss future quest-based learning projects.

Attendee Benefits

Presentation participants will learn about the process of narrative development for quest-based learning. They will also learn how to tie objectives and corresponding activities and tasks to the narrative. Attendees will be provided with mini-quests as an example for their narrative development. These will be offered in a digital format. Participants will also have the opportunity to brainstorm and begin creating a narrative for future quest-based learning development.

Tue 9:00 am - 9:45 am
GAME / INSTRUCTIONAL DESIGN, K12, USING GAMES IN K-12

Games from the Favelas

Menno Deen, Designer & Researcher, Games for Health & LappHEALTHCARE

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Teenagers from the favelas of Brazil present their insights and learnings from enrolling in a month of serious games development. Together with designers from the Netherlands, and experts from the game industry in Brazil, these teenagers created games for to improve their living conditions, learn a language or develop mathematical skills.

The results of this educational (and fun!) month will be presented by the kids themselves. They will explain what they learned and how their game will contribute to a possible solution for a particular problem. The talk will give a unique insight into the Brazilian perspective on interactive edutainment.

Attendee Benefits

The results of this educational (and fun!) month will be presented by the kids themselves. They will explain what they learned and how their game will contribute to a possible solution for a particular problem. The talk will give a unique insight into the Brazilian perspective on interactive edutainment.

Tue 9:00 am - 9:45 am
HEALTHCARE

Making a Serious Game to Teach and Measure Age-Friendly Care

Jackson Fielder, Lead Game Developer; Mary Dolansky, Principal Investigator, JAHF Grant- Age-Friendly Health Systems; Ilona Seaman, Software Engineer; Brian Crick, Software Developer; Case Western Reserve UniversityHEALTHCARE

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Click for Speaker Bio

Click for Speaker Bio

In this session, we present a case study of the development of the Age-Friendly Health System (AFHS) Virtual Clinic. The presentation will include the design process and the changes made to improve the content and performance of the serious game that provides virtual education and competency measurement. The case study includes the four iterations of the development and the challenges addressed. Challenges include the difficulty in aligning the design with the intended workflow of the healthcare professional, coordination between disparate sets of content experts, and adequate and responsible preproduction practice. The case study also includes the steps taken to enhance the game particularly related to the user experience to enhance the game so it is more intuitively usable in the same manner that games-for-entertainment are. The approaches to designing a fun, game-like experience to an audience with wide disparities in their experience and expectations as an audience, as well as limited time available to play. Finally, we will discuss the evaluation used to validate the effectiveness of the game for data collection and evaluation of behavior change.

Attendee Benefits

The audience will learn how they can create engaging game products that are not just a run-of-the-mill learning module but a meaningful way to deliver education and competency assessment. The audience will learn about the feedback we received and how we responded to it. Feedback included cognitive load, focusing of game content on expectations, and re-centering mechanics and tracked variables on the learning material to be taught. The audience will benefit from a long-form analysis of how we responded to feedback on the first iteration of the product (virtual clinic scenarios) and integrated improvements into the second companion game which would later go on to serve the purposes of both versions(virtual clinic competency).

A handout that describes tips for receiving feedback and making improvements will be included.

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

Virtual History in Virtual Worlds: Digital Games as History

Stefano Caselli, Lecturer, IVIPRO - Italian Videogame ProgramHIGHER EDUCATION

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I will first provide a theoretical overview on the growing field of historical game studies and digital games for heritage: being a game scholar, I have been studying historical games both from the perspective of users and designers, and I will problematise the very concept of historical games or possibilities for games to convey history. Can digital games be useful for history? Can they properly tell something about cultural heritage? And how could they be implemented within cultural contexts? I will present my experience and knowledge of historical game design processes, by providing some examples of projects I took part in (Urban Histories Reloaded, A Painter's Tale - digital games for history). To conclude, I will talk about the use of digital games for education in secondary schools, approaching media education and teaching methods.

Attendee Benefits

- (theory) My audience will know the state of the art of historical game studies
- (theory) My audience will know the risks implied by the use of digital games to tell history (both in educational and popular contexts)
- (practice) My audience will get in touch with the experience of IVIPRO and some of the projects I have been dealing with. They may therefore find new ideas and, hopefully, get inspiration from my own experiences
- (practice) My audience will get insights and methods to use historical digital games in secondary school programmes: both as something to analyse and observe with students (user perspective) and as something to design, create, or conceptualize (designer perspective).

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

10:00 am - 10:15 am

Break

10:15 am - 11:00 am

Gamification of Innovation (Design Thinking)

Vineet Raj Kapoor, CEO, SXILLCORPORATE / NONPROFIT

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Vineet Raj Kapoor

I would like to share an actionable plan that you can use with your Design Thinking/ Problem Solving Team. And if possible play a game to think our way out of a problem. remember, that the core of gamification is involuntariness and my actionable plan is about building choices into any process including delivering of knowledge/ learning.

Attendee Benefits

Plan an interactive game/ workshop where attendees would get errands and collectively complete a project. They would experience a high engagement factor. We would also try and run a project without engagement and compare.

Tue 10:15 am - 11:00 am
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION, WORKFORCE & LEADERSHIP TRAINING

Crowdfunding for your Serious Game idea

Dana Lombardy, Publisher, Lombardy Studios; Seth Crofton, Independent ConsultantDEVELOPER CONF

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Click for Speaker Bio

What are the benefits and challenges of obtaining the financing for a game project through a crowdfunding source? Equally important, what are some of the mistakes I made that you can avoid?

Attendee Benefits

A handout will be provided as a guide/checklist to plan a crowdfunding campaign.

Tue 10:15 am - 11:00 am
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

Leveraging the Political Arena to Expand Game Based Learning

Tammie Schrader, Science/Computer Science Coordinator, NEWESD101GAMES IN K-6, 7-12

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This presentation will highlight and inform how to get game based learning in the hearts and minds of legislators and decision makers at the state level. We will be discussing and diving into who makes decisions about where the money goes and how to leverage relationships to expand game based learning at the state level. We will be discussing how to leverage industry in order to get support and finance more games in education.

Attendee Benefits

Attendees will engage in conversations around industry and legislative entities in order to leverage these to implement and expand game based learning. Attendees will leave with a plan to engage their community partners in a meaningful way.

Tue 10:15 am - 11:00 am
K12, USING GAMES IN K-12

How to Brush a Billion Teeth

Dov Jacobson, Director, Games That WorkHEALTHCARE

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Review this colorful ten year progress report. See a kid's wellness game evolves from a whimsical idea, to SBIR-funded R&D, to real world commercial product.

We'll see what worked and what did not. Learn from our experience, and you won't waste ten years getting to this point.

You will:

  • Review business opportunities and challenges facing Games for Health
  • Learn useful product management secrets
  • Trace the lifecycle of an SBIR grant - from pre-proposal to post-mortem
  • Do the numbers: customer value vs acquisition cost
  • Explore various monetization strategies and choose the best for your project
Tue 10:15 am - 11:00 am
HEALTHCARE

The Evolution of Normal to the New Normal of Learning

Jami Woychesin, Instructional Designer, UNT Health Science CenterHIGHER EDUCATION

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Repurposing the Bricks of the Traditional Classroom Setting to Build Virtual Walls in Online Learning with Virtual Reality. Virtual reality (VR) has the potential to take learning beyond the traditional online learning experience. With benefits such as enhanced engagement, improved retention, and experiential learning, this simulation-based technology has the potential to revolutionize how online training programs are performed. This session will walk the attendants through examples of virtual reality games built for the purpose of educating in two formats; medical and K12. In addition, we will examine the current state of learning and project the trajectory of where learning will go in order to meet the learners of today's and tomorrow's needs.

Attendee Benefits:

Attendees will leave with resources to utilize to which they can refer when building online courses with virtual reality activities. In addition, there will be a link to an online activity that is available to the public used in K12 to promote COVID safety awareness in schools.

Tue 10:15 am - 11:00 am
HIGHER EDUCATION

Virtual Reality Training - From Fighter Pilot to the Factory Floor

Niall Campion, Managing Director, VRAIMILITARY / GOVT / NONPROFIT

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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.

This session will include initial findings from data capture from Virtual reality pilot training with the RAF and details of a 12-person simultaneous virtual reality simulator recently deployed with the Irish Defence Forces. Lessons learned from how to take virtual reality training from an MVP to a training product deployed across an organisation.

Attendee Benefits

Lessons on how to take a VR MVP from the lab to a product. Useful statistics on the experienced benefit of the solution once deployed which could be used for building a business case for VR training.

Tue 10:15 am - 11:00 am
GAME / INSTRUCTIONAL DESIGN, MIL/GOVT, VR, AR

11:00 am - 11:15 am

Break

11:15 am - 12:00 pm

Teaching with Topia: Creating joyful, immersive, autonomous learning experiences

Valary Oleinik, CEO, Valary With A WHYCORPORATE / NONPROFIT

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"We have dozens of platforms and technologies that we can use to deliver content to learners. We also have a host of choices when it comes to ways to connect people with technology. And yet, we still see the same issues about how to engage our learners and how to deliver meaningful and impactful training experiences that yield the desired behavior changes and results.

While the idea of spatial chat is not new, there seems to be renewed interest and it has vast potential to afford learning designers with a range of tools that immerse learners in environments, not unlike dropping them into a video game. These tools also create opportunities for learner autonomy and exploration in spaces where they can interact with fellow learners in more natural ways. Being able to walk into and out of conversations and activity groups creates a near real-world experience.

In this session, participants will choose from 10 learning experiences that I have created in the free tool called Topia as examples of ways we can create better connections and more engaging learning experiences by leveraging immersive, no-code, game-like environments."

Attendee Benefits

"For those who have not worked with spatial chat platforms, this session offers a window into new technology that has numerous possibilities and promising results. The founder of the product said that it was built to operate on the joyful level and that is how many participants describe the platform. While a positive reaction is helpful and welcomed, a more important comment has been that they leave with more energy -- the polar opposite of the now infamous Zoom fatigue.

Topia allows you to create "worlds" that you can fully customize. These worlds become immerse learning spaces that can help place the learners in an appropriate space, set the proper tone, and provide context for the learning to take place. You will see things like how you can easily have learners move around a game board onscreen, how you can let learners "walk" around a location or object to explore it, how you can create escape rooms, and more.

Participants will leave with resources explaining all of the use cases that they get to choose from in the session as well as resources to help them to create their own worlds in Topia if they want to continue the adventure."

Tue 11:15 am - 12:00 pm
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, WORKFORCE & LEADERSHIP TRAINING

How My NSF Grant Helped Me Start a Business, Fund My Game To Help Kids with Visual Processing

Maureen Powers, President, Eyes in SyncDEVELOPER CONF

Maureen Powers
Eyes in Sync
Click for Speaker Bio

Maureen will discuss how she found financial backing for developing her game by going through the National Science Foundation grant application process., all of whom found funding for their game, will discuss their different paths to financial backing. Join this session to hear she they approached her goal.

Tue 11:15 am - 12:00 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

How to Apply For, Win NSF Grants

Diane Hickey SBIR/STTR Program Dir America's Seed Fund National Science FoundationDEVELOPER CONF

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

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

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

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

Tue 11:15 am - 12:00 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

Alternate Reality Games Made Easy!

Shawn Clybor, Ludic Instructional Designer, Goldbug InteractiveGAMES / INSTRUCTIONAL DESIGN

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Last winter, the ninth grade class at the Dwight-Englewood School in New Jersey thwarted a digital kidnapping conspiracy. It wasn’t real. They were playing an “Alternate Reality Game,” or ARG, an interactive mixed-media experience that incorporates games and puzzles across blended virtual and physical spaces. Part mixed reality game and part virtual escape room, ARGs embed narrative fragments in virtual and physical locations using videos, audio clips, and texts that players must decode and assemble. In this presentation, Dr. Shawn Clybor (Ph.D. and M.A. Northwestern University) will share tips and pointers for designing an ARG in educational contexts by providing personal anecdotes and advice. Building upon his 15 years of experience as an educator, Dr. Clybor will outline the various practical concerns, logistics, and resources necessary to build and execute an ARG, including where and how they can be harnessed to build critical thinking and media literacy skills.

Attendee Benefits:

Attendees will receive practical advice and resources for designing an ARG at their school, library, or workplace. Dr. Clybor will cover in detail what he used to build his ARG, how he used it, and where it can be found. This will include web resources, apps, relevant literature for further reading, and logistical/planning advice.

Tue 11:15 am - 12:00 pm
GAME / INSTRUCTIONAL DESIGN, K12, USING GAMES IN K-12

Inspiring the Creator in All Students with Interactive 3D

Cathy Cheo-Isaacs and Steve Isaacs, Education Specialists, Epic GamesGAMES IN K-6, 7-12

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Click for Speaker Bio

There’s never been a more exciting and empowering time to be a creator. Jobs are changing and new careers are emerging in every industry, powered by new technological advancements. Real-time technology is one of the innovations set to transform the world we live in. Interactive 3D powers the games we play, the movies we watch, and the virtual worlds we spend our time in. The tools that drive Fortnite also help architects visualize buildings before they’re built and surgeons simulate a difficult procedure before they ever touch a patient. Using sandbox games like Fortnite Creative in the classroom is just one step in leveraging players’ in-game skills to create immersive original content.

Attendee Benefits:

Attendees will:
- Learn about interactive 3D and the incredible possibilities of real-time technology
- Gain an increased awareness of the ubiquity of real-time and the emerging careers with demands for real-time skills
- Learn how Fortnite Creative, Twinmotion, and Unreal Engine are being used in classrooms
- Leave with an understanding of the suite of Epic Games’ 3D interactive resources and the potential they have to prepare students for real-world skills using industry-standard tools

Tue 11:15 am - 12:00 pm
GAME / INSTRUCTIONAL DESIGN, K12, USING GAMES IN K-12, VR, AR

Developing Game-based "On Demand" Courses in Higher Ed

Janna Kellinger, Associate Professor, UMass BostonHIGHER EDUCATION

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Janna Kellinger

This session will explore ways to create asynchronous game-based courses in higher education by developing a game-story with content embedded in the narrative and in-game challenges that level up. The session will start by discussing ways to develop asynchronous game-based courses, explore some ways to head-off problems, and then brainstorm what might work for participants' particular courses. During the session, the presenter will share examples of different formats for game-based courses, common mistakes and how to overcome them, and what works and does not work to increase student engagement. The session will conclude with a chance for participants to play an escape room about developing game-based courses.

Attendee Benefits

The take-aways from this session will be the outline of how to develop your own game-based course and a link to an escape room to learn how to use your LMS to create an asynchronous game-based courses.

Tue 11:15 am - 12:00 pm
GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION, K12, USING GAMES IN K-12

12:00 pm - 12:30 pm

No workshops in this session.

1:15 pm - 2:30 pm

How data analytics from realistic simulations can prove business impact

John Shulman, President & Attorney, AlignorCORPORATE / NONPROFIT

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John Shulman

Leaders are obsessed with data. If training does not generate measurable business results, leaders are inclined to disregard any claimed benefits or challenge the need for the training. Simply put, today, L&D budgets and careers increasingly depend on one’s ability to “prove” business impact. In this session, you will learn proven tools and strategies for using data generated through online scenario-based learning games to demonstrate business impact and make a compelling business case to 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, purchasing, account management, managing through change, leadership development, difficult conversations, and Diversity, Equity & Inclusion. The session will explore how you can use diagnostic data from learner game playing to identify learner strengths, diagnose gaps to be addressed, guide coaching by managers, and partner with leadership to prove the business impact of your training initiatives.

Attendee Benefits

In this session, you will learn how to use data analytics from learning games to "speak the language" of leaders. You will learn what leaders expect, how to demonstrate business impact persuasively, and how to differentiate your training initiatives from training "for its own sake." During the session, you will participate actively in the design from beginning to end of a "learning journey" that targets urgent business issues and generates meaningful data from realistic simulations. During the session, you will receive access to a sample learning journey as well as practical templates and tools you can use to design your own data-driven learning initiatives and demonstrate the business impact of your initiatives.

Tue 1:15 pm - 2:30 pm
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, HEALTHCARE, WORKFORCE & LEADERSHIP TRAINING

NIH, SEPA, STEM Games Funding Workshop

Tony Beck, National Institute of Health/SBIR ProgramsDEVELOPER CONF

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Tony Beck, Program Director, will lead recipients in a discussion of their path to their own company, assisted by a federal grant. This Interactive grant writing workshop will discuss:

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

Tue 1:15 pm - 2:30 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

Making Games: A Game Production Crash Course

Christopher Spivey, Producer, ConsultantGAMES / INSTRUCTIONAL 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.

Tue 1:15 pm - 2:30 pm
GAME / INSTRUCTIONAL DESIGN

Beyond the Game - Lean Ludogogy & Innovation in Education

Kathleen Fuller, Owner & Chief Learning Consultant - VITALS; Lindsay Portnoy, Associate Teaching Professor, Northeastern University College of Professional StudiesGAMES IN K-6, 7-12

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Click for Speaker Bio

What is Beyond the Game - Lean Ludogogy & Innovation in Education all about?

Ludogogy - ˈlüˌdōˌgä-gē - is the art, science or profession of facilitating learning through play or games.
Lean - is to strip away all of the pretense and unnecessary expenses of over complicated instructional practices ( borrowing loosely from Lean Entrepreneurship) to get to the heart of students' innovative capacities.

In this workshop attendees will learn why games, be they playful or serious, develop long term meaningful neuro linguistic and cognitive connections and why in today's ever changing world - “gaming” your systems of instruction utilizing a lean innovation model will lead to improved ideation, increased creativity and risk taking in learning - no matter the subject matter, chronological age, or grade level.

Attendee Benefits:

Attendees will:
Learn the Basics of the Cognitive Science of Gaming - Why it sticks!
Develop Personalized Lean Innovation Strategies
Use a Traditional Well Known Game, Modify It and Use It for Improved Innovation & Ideation In the Classroom
Attendees will get a Lean Innovation Game Box/Bag & Handouts for Implementing Lean Innovation Gaming Strategies

Tue 1:15 pm - 2:30 pm
HIGHER EDUCATION, K12, USING GAMES IN K-12

The Use of AR/VR in Health Applications for Youth

Kimberly Hieftje, Assistant Professor of Pediatrics, Yale School of MedicineHEALTHCARE

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The use of augmented and virtual reality in health applications has exploded over the past several years. Health applications for youth focused on topics such as mental health promotion and treatment, skill practice and decision-making related to healthy behaviors, pain distraction, and rehabilitation have also greatly increased, though not many high quality research studies exist. In this session, I will describe the current landscape of AR/VR health applications developed specifically for youth and provide specific examples in greater detail. I will also discuss the benefits and potential pitfalls of using AR/VR in health applications that target youth.

Attendee Benefits:

At the end of my presentation, participants will be able to:
1) describe the current landscape of augmented and virtual reality (AR/VR) in health applications developed for youth
2) review specific examples of AR/VR health applications for youth
3) list potential benefits and pitfalls of AR/VR health applications that target youth
4) discuss future outlook of AR/VR in health applications for youth.

Tue 1:15 pm - 2:30 pm
GAME / INSTRUCTIONAL DESIGN, HEALTHCARE

Free Resources to Create Engaging Learning Games and Simulations

Roberta Sullivan, Teaching & Learning Strategist and EmTech Director; Cherie Van Putten, Instructional Designer and EmTech Associate Director; Christine Marchese, Associate Professor and EmTech Administrative Fellow; Nicole Simon, Professor and EmTech Administrative Fellow; EmTechHIGHER EDUCATION

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Click for Speaker Bio

Click for Speaker Bio

Click for Speaker Bio

The State University of New York’s Emerging Technologies for Lifelong Learning and Success (EmTech or #EmTechMOOC; http://suny.edu/emtech) is an open-access resource available in Coursera to promote lifelong learning strategies and the development of media-rich and reflective portfolios. EmTech serves faculty, college students, current and career-seeking professionals and anyone from across the globe with a desire to learn how to use emerging technologies to succeed in today’s rapidly changing world.

EmTech was developed through a collaboration among students, faculty, and staff from many SUNY campuses. Support is provided through the University at Buffalo, Binghamton University, and the SUNY Center for Professional Development. Funding has been provided through the grant awards.

This session will briefly introduce the SUNY EmTech project. We will dedicate the majority of the session to introduce the wide variety of freely-available tools available in the EmTechWIKI collection within the Gamification and Simulation categories. Participants will be encouraged to specifically explore resources that can be applied to a wide variety of learning scenarios.

The following elements of play are inherent in SUNY EmTech:
- Discovery-based learning is integrated throughout the experience.
- Participants have autonomy to choose what they want to explore.
- ePortfolios allow participants to frame their learning around personal narratives.
- Community is created by sharing reflections about learning.
- Digital badges and certificates motivate learners to build their skills.

Attendee Benefits:

Attendees of this session will:
- learn about free resources to gamify instruction to motivate and engage learners.
- explore resources to create and adapt simulations to design authentic learning activities.
- discover how institutions and instructors can implement training cohorts using the EmTech curriculum and how to adapt portions of the creative-commons licensed content.
- learn about our evaluation process to ensure that the tools, tutorials, and resources are accessible and honor privacy/security implications.

Learn more about SUNY EmTech, including the project’s impact, and what people are saying about their involvement.

Tue 1:15 pm - 2:30 pm
HIGHER EDUCATION

Lessons Learned: VR Training for First Responders

Jason Jerald, CEO, NextGen InteractionsMILITARY / GOVT / NONPROFIT

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First Responders (police, officers, firefighters, and emergency medical services) face significant challenges where the consequences of critical incidents are high, but real-world experience of the most dangerous situations are rare. Traditional classroom settings are not always sufficient for their training needs and learning how to deal with unforeseen incidents can be especially daunting due to their complex and varied nature. Whereas visual and auditory components (e.g., video and e-learning) are common for some of their training , fully experiential training in the context of dangerous incidents is rare and more expensive. VR has the potential to solve many of these challenges, yet just using the technology does not guarantee success. Working with subject-matter experts and iterating based on feedback is essential to success.

Over the last four years, we obtained input from over 50 first responders through one-on-one discussions, focus groups, questionnaires, and feedback on VR scenarios that we built. In this talk, we 1) describe training challenges we elicited from first responders, 2) review public safety VR experiences, 3) discuss feedback we received, 4) discuss how we iterated, and 5) identify core concepts of how we believe VR can best fit (and not fit) serious VR play.

Attendee Benefits

Although the talk is focused on first responders, the material is meant to serve as examples where the lessons learned can apply to other educational domains. The audience will gain insight into what types of use cases are ideal fits for VR as well as where VR may not be appropriate. Attendees will appreciate how important it is to work closely with subject-matter experts to understand actual needs that should drive design and implementation. They will also understand how continual iteration is essential to make experiences effective. The talk will conclude with actionable steps for attendees to identify project needs in collaboration with partners and clients. We will provide free access to a whitepaper summarizing our work with first responders over the last four years (work funded by NIST PSCR–National Institute of Standards and Technology Public Safety Communications Research). The white paper will be closely aligned with the talk and will include actionable suggestions for designing and developing VR simulation and training applications.

Tue 1:15 pm - 2:30 pm
GAME / INSTRUCTIONAL DESIGN, MIL/GOVT

2:30 pm - 2:45 pm

Break

2:45 pm - 4:00 pm

The enterprise metaverse: Nine sensibilities of VR learning

Anders Gronstedt, President, The Gronstedt GroupCORPORATE / NONPROFIT

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Anders Gronstredt

A new generation of real-time, spatial, 3D, immersive, and embodied simulations can now be deployed on reality-bending high-quality VR headsets that cost less than an airline flight. If it hadn’t already, the workplace is moving to the workspace. The metaverse is upon us and it will upend enterprise learning.

Join us for a session about how forward-thinking companies are creating shared VR learning spaces where students and instructors are interacting with each other as lifelike human avatars. Navigating hyper-realistic performance simulators via VR headsets, phones, iPads, and PCs they learn with and from each other in hands-on simulations.

We will go inside the new generation VR simulations used by pharma leaders like Pfizer, Novartis, and Bristol Myers Squibb to practice crucial life-saving skills in safe, virtual reality pharma labs. HVAC giant Daikin offers the ultimate customer experience of “X-ray vision.” Alarm.com installers use their hands in VR to route cables and connect wires. The Finishing Trades Institute recruits painters in VR. Walmart teaches department managers with 3D mobile games. Learn how to harness VR to unlock “10x” learning effectiveness with the nine superpower of learning: experiential, embodied and state-dependent learning, visualization, engagement, analytics, storytelling and social presence.

Attendee Benefits

1. Identify best use cases for VR learning: practicing spatial tasks, do the impossible, dangerous, costly, or inconvenient.
2. Learn how to build simulations that build muscle memory in preparation for real-life performance.
3. Deploy VR at scale with next-gen mobile VR, build the business case, overcome barriers to adoption, and demonstrate ROI.

Tue 2:45 pm - 4:00 pm
CORPORATE/NON PROFIT, HEALTHCARE, WORKFORCE & LEADERSHIP TRAINING

Instructional Strategies for Your Game or Sim

Max Cropper, President and CEO, Five Star Performance SolutionsCORPORATE / NONPROFIT

Click for Speaker Bio

As you design and develop instructional games you can increase performance outcomes by using real-world tasks for demonstration, application, and integration.

You will learn to redesign or design a course or game using M. David Merrill’s First Principles of Instruction, which utilize comprehensive real-world tasks for demonstration, application, testing, and integration. Merrill's First Principles of Instruction synthesize most instructional design theories, and accommodate most learning theories. Merrill contends, and research confirms that learning and performance is promoted when it:
1. Is Task-Centered. Learners are engaged in solving real-world tasks and problems.
2. Includes Activation of the learner’s existing knowledge of the real-world task, and the provision of a framework for learning the real-world task.
3. Includes Demonstration of the real-world task.
4. Includes Application of the real-world task.
5. Includes Integration of the ability to perform the real-world task in the learner’s work and life.

You will learn the 5 Star process, then you will design your own course or game. You will leave with completed design documents, confidently prepared to tackle redevelopment tasks. You are encouraged to bring your laptop and/or printed materials for the course or game you want to redesign or design.

Attendee Benefits:

Participants will receive the following templates: 5-Star Course/Game Evaluation Form, First Principles Course Design Template, and Hierarchical Task Analysis Template, which they can use during the workshop, and afterward to do course/game evaluation and design.

Participants will (be able to):
Evaluate a course/game of their choice using the 5-Star Course/Game evaluation form, and share their course/game evaluation.
Create and share a 5-Star course/game design using Merrill’s First Principles of Instruction template.
Draft and share a hierarchical task analysis of their real-world task using the Hierarchical Task Analysis Template.

Tue 2:45 pm - 4:00 pm
CORPORATE/NON PROFIT

NIGMS SEPA STEM Funded Companies. Hear their Stories

Tony Beck, National Institute of Health/SBIR Programs; Adam Gordon, President, Andamio Games; Odile Clavier, Principal Engineer, Creare; Tamara Kuhn, DfusionDEVELOPER CONF

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Click for Speaker Bio

Click for Speaker Bio

This Interactive grant writing workshop will discuss:

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

Tue 2:45 pm - 4:00 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

Developing an MVP for Firefighter Training in VR

Bernard Francois, Founder, Preview Labs; Fred Caserta, President & CEO, Pleiadian Systems and FIRE RESCUE, LLCDEVELOPER CONF

Click for Speaker Bio

Click for Speaker Bio

In this talk, Bernard is going to detail on the process of developing a minimum viable product for the training of firefighters in VR.

In this project, developed for Pleiadian Systems, a team of firefighters can enter a burning house in VR, while an instructor guides them and provides a briefing and debriefing. In addition to the team collaboration aspect of the project, PreviewLabs also implemented a gas, fire, and smoke simulation system, combining physics and chemistry.

Fred Caserta, founder of of Pleiadian Systems, who is in full pitching mode, will detail on the business potential and how the project can make a difference in firefighter training.

Attendee Benefits:

Team Collaboration
Interactive demo
Workforce training

Tue 2:45 pm - 4:00 pm
VR, AR, WORKFORCE & LEADERSHIP TRAINING

Make Games and Puzzles with Social Media

Paul Darvasi, CEO / Lecturer, Gold Bug Interactive; Elisa Navarro Chinchilla, Educational Video Games Developer, Gargamel StudioGames & Instructional Design

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Click for Speaker Bio

Games and puzzles made with social media leverage the reach, accessibility and ubiquity of networking platforms to connect with diverse audiences and learners. Game designers and educators Elisa Navarro Chinchilla and Paul Darvasi will teach participants to build games, devise puzzles, and advance narrative with popular social media platforms. The workshop will present a range of practical examples to show how popular platforms like Instagram, Twitter, Facebook, and TikTok can be repurposed as discrete gameplay components or to host entire games. Attendees will learn practical tips and tricks and platform-specific considerations which will prepare them to build their own games with social media. The session will touch on transmedia gameplay, privacy considerations, and democratic game design.

Attendee Benefits

Participants will be introduced to a novel way to engage audiences with games by leveraging social media. Participants will learn relevant practical skills, technical considerations, and platform-specific considerations that will prepare them to design their own games and puzzles with social media.

Tue 2:45 pm - 4:00 pm
GAME / INSTRUCTIONAL DESIGN, K12, USING GAMES IN K-12

Leveling UP: Leveraging Esports to Rebuild Community

Wacey Tobler, Secondary Digital Learning Coach, Fort Sam Houston ISDGAMES IN K-6, 7-12

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This session will highlight the journey & experiences of the Fort Sam Houston ISD HS Esports club, which was founded in the middle of COVID in 2020. Attendees will learn about the SEL potential of Esports as well as hear from a student panel about their ideas, reflections, successes, and failures in building a new community around Esports for our high school.

Attendee Benefits:

In addition to an overview of our program, attendees will benefit from hearing first-hand from a group of high school students (through a virtual student panel) who are building a ground-up Esports program at their school by highlighting the community-focus of the club. These students make up our officer staff and have roles specific to real-world jobs within the profession of Esports (tournament, media, streaming, and community managers as well as the President and Vice President).

Tue 2:45 pm - 4:00 pm
K12, USING GAMES IN K-12

Gaming and Society: An Honors Course for the Future

Ryan Schaaf, Associate Professor of Educational Technology, Notre Dame of Maryland UniversityHIGHER EDUCATION

Click for Speaker Bio

Ludology has a lot to teach mainstream academia! More importantly, it offers incredible potential for the learners of the digital generations. This interactive presentation chronicles the exciting launch of an innovative, interdisciplinary honors course known as Gaming and Society. Participants will witness this course's genesis as it challenges learners to perform a deep dive into gaming's intersections with big business, art, psychology, gender, race, education, and health. They will witness first-hand how the course's learners cultivated 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, participants will witness how course participants create their own gaming studios in order to develop and deliver a professional game proposal to real-world game companies.

Attendee Benefits

Attendees will receive the full course plan outlining the course outcomes and key assessments demonstrating mastery of each learning objective. They will gain access to a modified syllabus recognized by the National Collegiate Honors Council as a model honors course, press releases of the Capstone Project, and actual student artifacts demonstrating the incredible academic journeys.

Tue 2:45 pm - 4:00 pm
GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION

4:00 pm - 4:15 pm

Break

4:15 pm - 5:30 pm Session 6 Tues

Interactive Workshop Session

Participate in a Role Playing Game that Will Help Your Team Solve All Kinds of Problems -- and Become Focused on the Best Course of Action

Mitch Weisburgh, Founding Partner, Academic Business AdvisorsCORPORATE / LEADERSHIP TRAINING

Click for Speaker Bio

Mitch Weisburgh

Can you use games to improve brainstorming, collaborative, and critical thinking skills?

In this role playing game, you play an individual living in a small village of perhaps 250 people around the year 1,000. There are dangers that threaten the lives of all who live in the village, as well as opportunities to improve the living standards of some or perhaps all residents. Can your group devise successful strategies to survive and thrive?

During the course of about 2 hours, participants will try out 13 different approaches for collaborative problem solving in four different situations. Through experiential learning, discussion, and reflection, players who attend this session will hone their ability to innovate and reach constructive decisions with a group.

Attendee Benefits

Participants will also have access to all the materials used in the game so that they can run the game and discussions within their own organizations. This game is relevant for individuals aged 12 to 71.

The Decisionmaking Game pulls out a few of the techniques that are taught in the 11-session Mindshifting course that is given by the author.

Tue 4:15 pm - 5:30 pm
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, K12, USING GAMES IN K-12, VR, AR

Catalysts, Purchase Trends, Best Opportunities for Investors and Developers in the 2022-2027 U.S. Game-Based Learning Market

Sam Adkins, Principal Analyst, MetaariKEYNOTE SPEECH

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Sam specializes in advanced learning technology research across several technologies including mobile, augmented reality, virtual reality, artificial intelligence, cognitive systems, psychometrics, simulation platforms, robotics, and game engines. Sam is the only analyst in the industry that focuses exclusively on learning technology trends across all the major customer segments including businesses, government agencies, academic institutions, and consumers.

Sam will cover emerging industry trends for investors and developers in the U.S. Game-Based Learning Market over the next five-year window.

Tue 4:15 pm - 5:30 pm
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, HEALTHCARE, HIGHER EDUCATION, K12, MIL/GOVT

5:30 pm - 9:30 pm

Game Night at Serious Play

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

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

Tue 5:30 pm - 9:30 pm
GAME NIGHT

6:30 pm - 10:00 pm

SOCIAL EVENT AT BREW THEORY (6:30-10:00 pm)

Social Event at working Brewery. Have you first beer of us. Light snackavalable for purchase. 6:30-9:30

Wednesday 15 Jun 2022

8:45 am - 9:00 am

Announcements: Sue Bohle, Executive Director, Serious Play Conference

1

Wed 8:45 am - 9:00 am

9:00 am - 9:45 am

They've played your Game, Now What!!

Ron Dyer, Associate Professor/EMBA Director, The University of SheffieldCORPORATE / NONPROFIT

Click for Speaker Bio

Game-Based Learning/Serious Games continue to go from strength to strength across all sectors. While games have become more complex, mainly due to advanced in technology, challenges remain regarding measurement. Questions around, how do we measure the success of play, motivate after a game gets boring or simply add new elements to our games are burning questions. In this session we explore the value of sentiment analysis as a tool to support game measurement & continuous improvement. Through sentiment analysis, implementers have an opportunity to extract, classify and explore participants experiences for continuous improvement and better understand their players.

Attendee Benefits

Key Learning/Takeaways:

1. Participants will gain better insight into the role sentiment analysis can play in evaluation of game-based learning/serious games
2. Participants will learn how to develop simple methodologies for designing game-play experiences to support measurement utilizing sentiment analysis
3. Participants will gain exposure to basic sentiment tool(s) which can support their analysis
4. Participants will explore the value of research-led project approaches to measuring game play feedback

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

Expand your business overseas-what about the International School $433 billion market

George DeBakey, President, DeBakey InternationalDEVELOPER CONF

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Presentation will explain the international school market. There are over 12,000 international schools worldwide growing to $433 billion market by 2030. Information about how to market overseas and funding sources will be discussed.

Attendee Benefits:

Attendee benefits include learning about the international school market and how to sell to these schools.

Wed 9:00 am - 9:45 am
FUNDING AND CONTRACT OPPS FOR DEVELOPERS, K12, USING GAMES IN K-12

Dumb-it-down OR not: Content complexity in edu-game design!

Rajiv Vaid Basaiawmoit, Head of Sci-Tech Innovation & Entrepreneurship, Arhus UniversityGAMES / INSTRUCTIONAL DESIGN

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Games are increasingly being used to deliver educational content in a more engaging manner. However, educational games, as opposed to say entertainment games, have an added imperative to infuse learning content along with game and engagement content. This brings forth an interesting challenge as to “how much” content should one load onto a game without the game losing its meaning and its efficacy as a game. Related to the how much question is the “how complex” element. I often use games and gamification (gamification being separate from games) as a tool to overcome tough pedagogical challenges or to scale complexity of tough-to-teach topics – i.e. use games as a vehicle to onboard students to topics that are presumed complex or boring. Using cases from games that I have designed (includes board games, digital games, escape room games and process gamification examples), I will share the challenges and travails of content scaling in the game design process. In doing so, I will address a thought that should be in every educator’s mind – should I or should I not dumb-down my learning content. What are the Pros and cons of this and why we should we use game design more effectively to avoid dumbing-down content too much.

Attendee Benefits

The audience will learn about the challenges of implementing game based learning initiatives from a content/complexity perspective. Often educators, expect a game to solve a problem for them. However, any game irrespective of how engaging it looks or plays runs the risk of distracting pupils/players from the learning objectives if the learning objectives are not crystallized early on in the design process. Secondly, when setting up these goals, educators who practice game design themselves or work together with game design providers (target audience is both), run the risk of either reducing the complexity too much at the cost of loss of learning objectives or loading too much content that the game loses meaning for the pupils/players it is supposed to engaged. This is a relevant question for both aspiring as well as experienced game designers in the educational space. This talk will serve as an inspiration for scholarly debate between these groups and hopefully lead to some interesting take aways such as what is "too-much" content and what is not. It will also address the question - should we be wary of complexity or embrace it and use games to solve some of the content complexity challenges by spending more time in scaling complexity appropriately.

Wed 9:00 am - 9:45 am
GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION

Impact of Personal Student Games

Sande Chen, Writer and Game DesignerGAMES IN K-6, 7-12

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When students are asked to create or design games as assignments, they are often given prompts, topics, or goals. One possibility is for students to create personal games much like personal essays. In this way, students are more invested, engaged, and eager to complete their masterpieces. Learn how one segment on "art games" fueled this soul-searching creativity and how you can use the same techniques in your classroom. This would be useful not only for game development courses, but also for other disciplines.

Attendee Benefits

Attendees will learn about art games, specifically personal games, and how to guide students in creating personal games. Students in turn could use these techniques to create other personal games for other members of the community, like senior citizens or veterans.

Wed 9:00 am - 9:45 am
HIGHER EDUCATION, K12, USING GAMES IN K-12

The impact of AI and Gamification on Educational Strategies

Lucia Pannesse, CEO, imaginary srlHEALTHCARE

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The strong tendency to introduce AI and Gamification in different practices such as the medical environment, does not only change the way of working, but has also a tangible impact on educational strategies. Presenting a series of different examples about digital approaches to health and care, this talk looks at the future of healthcare and to how learning and development needs will be affected, if AI and machine learning support decision making and behavioural change.

Attendee Benefits

Attendees will get insights into real experiences coming from the introduction of digital solutions based on Gamification and AI approaches to the health and care environment as well as about lessons learned through 18 years of international research in serious games mainly for training & learning and healthcare.

Wed 9:00 am - 9:45 am
HEALTHCARE, VR, AR

PANEL: Collaborative Game Development for DEI and Professionalism

Elena Bertozzi, Professor & Director Game Design & Development, Quinnipiac University; Lynn Fiellin, Founding Director, play2PREVENT Lab, Yale Center for Health & Learning Games; Laura Skrip, Associate Professor, University of Liberia School of Public HealthHIGHER EDUCATION

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"Experiential learning is a critically important part of game design and development curricula. Real-world game development and deployment of serious games can teach students how to behave on professional teams, manage complex projects, and meet deadlines. It also creates an opportunity for many lessons in diversity, equity, and inclusion. The speakers have successfully integrated students into collaborations on cross-cultural, cross-national and cross-disciplinary teams where students work on developing serious games in settings where these games can have measurable impact. This panel will discuss the process of teaching through the creation of a game to educate public health fieldworkers dealing with disease outbreaks in Sub-Saharan Africa (University of Liberia, Quinnipiac University, IDM) and a game to promote sexual health in minority populations in urban settings in the US (Yale University, Quinnipiac University).

We also leveraged the projects to develop student skills in research, data analysis, and usability. Accurately assessing the efficacy of games with a purpose requires students to learn how to design outcomes measures into the game itself, run focus groups, and analyze the data generated by these processes. Undergraduate students worked with graduate students, medical professionals, and fieldworkers and gained a range of professional skills in the process."

Attendee Benefits

"Attendees will learn:
1. How developers' cultural assumptions are often incorrect especially when deploying of games in cultures different from their own
2. How to integrate members of the target audience on the design team from the beginning to ensure that the learning goals of the game will resonate with the players
3.How principles of diversity equity and inclusion can strengthen partnerships, improve the quality of the work produced, and lead to better efficacy
4. The importance of written agreements prior to beginning collaborations to outline: expected participation for all parties, range of outcomes sought by difference groups, appropriate documentation and crediting of all."

Wed 9:00 am - 9:45 am
GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION

What the Military Needs Now from Game Developers

Ret. Gen. Frank Kelley, CEO, Defense Acquisition UniversityMILITARY / GOVT / NONPROFIT

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

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

Wed 9:00 am - 9:45 am
FUNDING AND CONTRACT OPPS FOR DEVELOPERS, MIL/GOVT

10:00 am - 10:15 am

Break

10:15 am - 11:00 am

Gaming: Fundraising In Challenging Times

Derek Distinfield, COO, GSD Venture StudiosCorporate / Non-Profit

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Since I have worked in startups from $0-$2 billion and have lots of battle scars and lessons learned that I can provide to ensure leaders can learn how to build a strategy in the face of uncertainty, how digital transformation has shifted the vector of invested projects, what agile teams are, as well as their advantages and how to manage teams remotely.

As the co-founder of a venture capital firm, I have experienced being on all sides of the investment equation throughout my entire entrepreneurial career. From investing and obtaining funding to now supporting our portfolio companies on their journey with securing funds, I’ve learned a thing or two.
There are many moving pieces when it comes to finding, communicating and executing a pitch for investors, but I will cover the crucial yet simple steps needed to help your startup achieve investment success.

Attendee Benefits

My talk is about fundraising in tough times. Since we know time is the most valuable asset next to money, I challenge the audience to implement my key principles when finding and contacting investors, as well as perfecting the art of the pitch.

Wed 10:15 am - 11:00 am
CORPORATE/NON PROFIT, FUNDING AND CONTRACT OPPS FOR DEVELOPERS

The enterprise metaverse: Nine sensibilities of VR learning

Anders Gronstedt, President, The Gronstedt GroupCORPORATE / NONPROFIT

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Anders Gronstredt

A new generation of real-time, spatial, 3D, immersive, and embodied simulations can now be deployed on reality-bending high-quality VR headsets that cost less than an airline flight. If it hadn’t already, the workplace is moving to the workspace. The metaverse is upon us and it will upend enterprise learning.

Join us for a session about how forward-thinking companies are creating shared VR learning spaces where students and instructors are interacting with each other as lifelike human avatars. Navigating hyper-realistic performance simulators via VR headsets, phones, iPads, and PCs they learn with and from each other in hands-on simulations.

We will go inside the new generation VR simulations used by pharma leaders like Pfizer, Novartis, and Bristol Myers Squibb to practice crucial life-saving skills in safe, virtual reality pharma labs. HVAC giant Daikin offers the ultimate customer experience of “X-ray vision.” Alarm.com installers use their hands in VR to route cables and connect wires. The Finishing Trades Institute recruits painters in VR. Walmart teaches department managers with 3D mobile games. Learn how to harness VR to unlock “10x” learning effectiveness with the nine superpower of learning: experiential, embodied and state-dependent learning, visualization, engagement, analytics, storytelling and social presence.

Attendee Benefits

1. Identify best use cases for VR learning: practicing spatial tasks, do the impossible, dangerous, costly, or inconvenient.
2. Learn how to build simulations that build muscle memory in preparation for real-life performance.
3. Deploy VR at scale with next-gen mobile VR, build the business case, overcome barriers to adoption, and demonstrate ROI.

Wed 10:15 am - 11:00 am
CORPORATE/NON PROFIT, HEALTHCARE, WORKFORCE & LEADERSHIP TRAINING

Lessons Learned: GameBased test - from measuring change to change measurement

Qusai Saleem, Edutech product manager and educational game designer, MeemAinCORPORATE / NONPROFIT

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Gamification is the new trend in education especially when we moved online, but what we can do with gamification in the learning process? not just motivate the student to complete the course, is it possible to gamify the assessment part? and can we change the paper and stressful experience of assessment to digital and playful experience for students? what is the difference between gamification for assessment and design games for the assessment? If you are interested in these questions and that helps you to reflect on your work. This workshop is for you!

Attendee Benefits

- understand the difference between gamification for assessment and design games for the assessment.
- take a deep look at a case study of how the game studio and high-level research center work together on designing games for the assessment.
- What we learn from this experience and how you can design your game-based assessment.

Wed 10:15 am - 11:00 am
GAME / INSTRUCTIONAL DESIGN, USING GAMES IN K-12

I Want to Start a Company. Now What?

Carol Ann Logue, Director, Innovation Districts & Incubation Program, University of Central FloridaDEVELOPER CONF

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Carol Ann Logue

Many game developers think about starting their own company. Often they are not sure what that entails or where to do to get help. In the session, you will learn about the UCF Business Incubation Program and how they help early-stage, high-growth companies grow faster, smarter, and successfully. You'll learn about other types of resources that may be available in your community as well such as accelerators, Small Business Development Centers, Womens' Business Centers, Innovation Centers and more.

Attendee Benefits

Attendees will gain insights about tools, resources, and programs to utilize that will help them determine the viability of an idea for a company and begin to lay the foundation for it. They will learn about some of the key mistakes entrepreneurs make when starting a company. They will gain insights into some specifics of what the UCF Business Incubation Program offers. They will be provided copies of a helpful tool for assessing their company idea.

Wed 10:15 am - 11:00 am
CORPORATE/NON PROFIT

PANEL: Designing VR Games for Compassion

Kat Schrier, Director of Games/Associate Professor, Marist CollegeGAMES IN K-6, 7-12

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Kat Schrier

How can we use VR experiences to encourage perspective-taking, empathy, and compassion? Nigeria is the most populous country in Africa, with more than 250 ethnic groups and 500 languages. These diverse groups still struggle to see themselves as a united nation. In this talk, we describe how we are creating a VR game where players, ages 13-18, which aims to reduce biases and enhance compassion for others. Players embody or observe someone from another ethnic group who is facing discrimination. The game aims to connect people from disparate ethnic groups by enabling them to understand what other groups face in Nigeria. We will discuss the challenges of creating a VR game that is engaging and unique for the audience, effective for enhancing empathy, and culturally relevant to Nigerian teenagers.

Attendee Benefits

“Empathy” is a challenging, complex, and even problematic concept. In this talk, we unpack how we design for "empathy," and how we assess empathy through a VR game. We are different teams working together to make a VR experience for adolescents in Nigeria. This includes: a research, development, and design team at Lagos Business School in Lagos Nigeria, led by Dr. Eugene Ohu; and the Play Innovation Lab, led by Dr. Kat Schrier in New York. We are funded by the Templeton Grant and creating a dynamic, unique, and effective VR game experience that Nigerian teens will connect with, which can be played in a school setting.

In this talk, we want to talk candidly about the challenges in designing, making, and researching a VR game for empathy. Some of the issues we will bring up are:
1. Difficulties of balancing fun and engagement with learning outcomes in VR
2. Challenges of defining and assessing empathy and compassion, and how to operationalize it through a VR game.
3. Our design decisions and process for making a culturally relevant, engaging story and game for Nigerian teens.
6. Challenges of working on a VR game across continents.
7. The technical challenges of developing a VR game in Africa.
We are happy to do a panel or talk, but there are 6 of us that will be chatting and we are worried about cost for the team in Africa.

Wed 10:15 am - 11:00 am
GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION, K12, USING GAMES IN K-12

Why XR is the Future of Force Readiness in Medicine

Karthik Sarma, Chief Technology Officer, SimX, Inc.HEALTHCARE

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The future of military preparedness requires deliberate capability planning based on the challenges brought by continually evolving geopolitical realities. Current US Military planning forces envision a world in which multi-domain operations conducted against adversaries with near-peer combat capabilities. In such a world, efforts to achieve the "Golden Hour" (the doctrinal requirement to provide definitive care within 60 minutes of sustaining traumatic injuries) are likely to be overwhelmed by casualty counts incurred from the use of highly effective weaponry employed by powerful nations on a scale not seen by NATO allies in recent decades. Achieving optimal survivability and recovery will require training a significantly larger proportion of warfighting personnel in stabilizing and temporizing medical techniques and protocols in order to extend the "Golden Hour" for as long as possible. Providing such time and material-intensive medical training is impractical with today's commonly employed training methodologies, but emerging XR training capabilities will enable far wider dissemination of life-saving training which will enable the scaling necessary to save the lives of combat casualties.

Attendee Benefits

Attendees will learn about the US Military "Multi-Domain Operations" concept and the future of military near-peer competition, the casualty care and training challenges that may be posed by this predicted future, and how emerging XR technologies can meet the capability gap in requirements to enable optimal survival rates.

Wed 10:15 am - 11:00 am
HEALTHCARE, MIL/GOVT

Much More with Much Less: Effective Healthcare Simulation

Manish Honwad, Professor Anaesthesiology & Critical Care,HEALTHCARE

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Healthcare simulation involves a multimodal and interdisciplinary approach using a plethora of high fidelity to low fidelity simulators involving different techniques to attain the learning objectives while embracing new techniques and technologies like Augmented reality, Virtual reality and mixed reality and using interactive tools to produce immersive simulation using screen based / live demonstrations of case scenarios. The cost of simulation may be prohibitive in low cost settings or where only low fidelity and basic tools are available. The presentation will suggest the appropriate mix of techniques in medical education and healthcare simulation to obtain a good result with a “much more with much less” paradigm giving a favourable cost benefit analysis.

In this presentation we will bring out case studies in simulation and active learning amongst health care personnel using available tools by using a combination of techniques and even suggested time sharing of high fidelity with a targeted fidelity approach. A systems approach to active learning using a mix of OSCEs, role play scenarios, audience response systems (clickers) during teaching using an active learning approach. We understand learner educator role, and understand team dynamics by evaluating distance based simulation using a force multiplier team approach.

Wed 10:15 am - 11:00 am
HEALTHCARE, MIL/GOVT

Role Playing Games for Good

David Metcalf, Director; Michael Eakins, Creative Lead; METIL.org, UCF Institute for Simulation & Training;HIGHER EDUCATION

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For the past few years there has been an acceleration in the technologies used for role-playing games. When people could not connect in person during Covid new forms of online play emerged. For many people this was some of their strongest sense of community and connection as they were able to continue to build friendships and creative gameplay when many other outlets were not available. Besides the sense of community and fun what are some of the other outcomes that have been achieved or that could be expected? Has this trend continues beyond the pandemic? Three areas will be examined in this review. 1) K- 12 attainment using role-play game techniques 2) applications to traditional industry and professional role-playing games like for business or military or health, 3) And finally focus on the potential to improve the multifaceted aspects of health and wellness with the aspects of social and mental health and creativity.

Attendee Benefits

4-6 creative tools that can be as easy to use as pencil and paper or mobile devices and online community gaming tools.

Wed 10:15 am - 11:00 am
HEALTHCARE, VR, AR

Using Brain Games to Build Mastery Paths

Latoya Hinton, Instructional Designer, American International CollegeHIGHER EDUCATION

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My presentation will cover incorporating brain game apps like PEAK, Elevate and Luminosity in asynchronous mastery paths in mathematics and writing for non-traditional or continuing education students. I would like to explore the possibilities of bringing these brain games into graduate level coursework to help students who have taken a considerable time away from higher education. Often continuing education or non-traditional students comment that they need to fill in gaps in their basic writing and mathematics competencies so that they can apply those abilities to advanced concepts in their new academic area of focus. Many instructors send continuing education or non-traditional students to tutoring services to help them succeed in undergraduate or graduate level coursework. Since brain game apps like PEAK, Elevate and Luminosity offer personalized paths toward mastery in academic subjects, they make for promising alternatives to tutoring in writing and mathematics. These brain game apps can also serve as strong review and formative assessment activities in undergraduate and graduate-level coursework. I would like to present on using brain game applications to support non-traditional or continuing education students in online coursework, in both asynchronous and synchronous modalities.

Attendee Benefits

Attendees will receive a handout that outlines how to implement brain game applications into larger assignments in online coursework, how to build brain games into formative assessment activities, and how to evaluate the effectiveness of brain games for mastery of academic subjects such as math or writing.

Wed 10:15 am - 11:00 am
GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION

Lessons Learned from Teaching Gamification

Rob Alvarez, Adj Professor / Founder / Product Manager. IE University / Professor Game / IronhackHIGHER EDUCATION

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This online workshop led is an entry-intermediate level training for learning professionals who have none or limited experience with Gamification.

Participants will learn the five steps of creating a learning solution inspired by games. These steps are applicable to a wide variety of applications and uses. These steps have derived from interactions with over 200 experts of games-based solutions and gamification through Alvarez’ Professor Game Podcast as well as Rob’s experience with games-based approaches at IE University. His interactive learning principles have been in creation and evolution since 2001.

The five steps he will cover are:
● Establishing Objectives
● Defining the Players
● Divergent and Convergent Thinking to Generate Ideas with Game Mechanics
● Building a Prototype
● Playtesting and Smart Iteration

Throughout the training participants will:

● Explore gamification as a way to create a learner experience
● Get hands-on experience with using gamification to design a course/lesson, address a workplace challenge
● Deliver a prototype of a gamified course/lesson/workplace process
● Receive peer feedback to apply the newly gained insights in practice

The workshop will break for lunch.

Wed 10:15 am - 11:00 am
GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION

11:00 am - 11:15 am

Break 2 Wed

11:15 am - 12:00 pm

VR in School! Practical Considerations Before You Buy.

Enrique Cachefeiro, Education & Training Coordinator, Duke HealthGAMES / INSTRUCTIONAL DESIGN

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Enrique Cachafeiro
Virtual Reality remains one of the most powerful tools for effective instruction. The technology opens up new worlds of possibilities for teachers. With that in mind, some teachers and schools purchase headsets, only to be faced with tough questions after - what do we do with them? where do we keep them? How do accounts work? How do we keep track of licenses and applications? Where do they fit in my curriculum? I've been involved in using Virtual Learning Environments for teaching and training for years, and have presented and offered advice on adoption to individuals and schools. I would like to share some of the most common concerns as well as practical considerations that will help you make informed decisions when it comes to adoption of this wonderful technology.

Audience members should walk away with a better grasp on the practical considerations of adopting VR in their classrooms. By no means exhaustive of every subject or type of school, it should provide a broad overview of the most common issues faced with bringing the technology into your school. It should help those writing a grant to purchase devices, or districts making a case for their purchase.

Wed 11:15 am - 12:00 pm
USING GAMES IN K-12, VR, AR

Using Roleplaying Games in the K-12 Classroom

Michelle McCarthy, Special Educator, Ligon Middle SchoolGAMES IN K-6, 7-12

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Discussing the concept of using RPGs in the classroom, both for social-emotional learning and academics. Specifics to diversity and special education are further discussed.

Attendee Benefits

Attendees will hear practical benefits, backed up with research, for how tabletop RPGs are used in classrooms. Attendees will be given advice for how to implement this in their classrooms, with Q&A afterward.

Wed 11:15 am - 12:00 pm
CORPORATE/NON PROFIT, K12, USING GAMES IN K-12

Creating Learning Experiences Through Play That Improve Learning Gains

Laine Clowers, K-8 Science Educator, Orange County Public Schools; ; Will Ogle, Teacher, Avalon Elementary SchoolGAMES IN K-6, 7-12

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Join me as I share simple, yet highly effective ways to daily incorporate Play into the classroom. I will show how the use of online games, virtual fieldtrips, robotics and STEM challenges can enrich and accelerate student learning, how to use music and song to enhance content retention and how to transform your learning space into a magical learning experience that will bring ANY content to life! In the end, I will share my student data to show how these strategies are beneficial.

Attendee Benefits:

Attendees will walk away with multiple, easy to use ideas for immediate use in the classroom.

Wed 11:15 am - 12:00 pm
K12

#ClassroomWhereItHappens

Will Ogle, Teacher, Avalon Elementary SchoolGAMES IN K-6, 7-12

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The Social Studies Simulation at Avalon Elementary School

When students walk into our classrooms the first day of school there is a date on the board that reads 1492. And every single school day the date changes, and flows through the years. Each day in our classrooms is a different year or event or theme that occurred through our American story. By the final week of school, it’s 2022. We teach through simulated conversations, debates, strategic decisions, the analyzation of historic literature and the breakdown of primary sources throughout American History. Everything we teach our students is so important and so relevant. We discuss and debate Ellis Island, the Statue of Liberty and in the late 1800s the way America became a land of refugees and a place where refugees of the entire world could come to make a better life. These are ten year olds having these discussions. And they get every bit of it.

I run the Social Studies simulation with five other 5th grade teachers. The ELA team of Susan Cragin, Joe Brown and myself lead the simulation as much of our reading and writing instruction comes from historical based texts and primary sources. Kory Thibodaux, Wayne Muse and Thai-An Truong are our STEM team. They assist in the simulation as well running it throughout their classes, in particular in math as they complete many of their standards using problems related to the Social Studies daily situations. This includes problems like calculating the cost of tea that was thrown in Boston Harbor or the amount of money that vanished when the Stock Market crashed in 1929.

I type a newspaper for our students every school day. They celebrate great moments. Many times, I know this sounds crazy, but students are brought to tears as emotions run high during stressful situations. We discuss how emotions are powerful and good, and even times of despair can move us in positive ways. Although nothing is “real,” you’d think it all was. We use the educational media site Edmodo, where students talk and discuss ideas on a nightly basis with Harriet Tubman, Alexander Hamilton, Ronald Reagan or Teddy Roosevelt, all who have accounts on Edmodo and are a part of the continuing story. Students leave the classroom still talking, still discussing, still strategizing as to how to do better the next day. Our simulation never really ends, even as each day of school concludes. The students are completely immersed in what they are doing, and we get to spend our days in our classrooms discussing the ideas of visionaries, holding protest rallies, analyzing political strategies, exploring the frontiers of tomorrow, staging massive boycotts, leading revolutions for independence and of course, standing up for what we believe is the right thing to do. Our students are America. Our students learn to love America.

Attendee Benefits:

Our ultimate goal as teachers is to inspire our students. And we feel that if we can create an environment in which the students want to learn about what they are studying, they cannot help, but flourish. Our Social Studies simulation is not just about giving our 140 5th graders an educational adventure that they will always remember, but it is also designed to open their minds and hopefully allow them to see our world in a different way than they ever have before. When they leave our halls, they are ready to take on the world, and lead.

Wed 11:15 am - 12:00 pm
K12

How to Create a Digital Vital Signs Game for Nurses and UAPs

Angela Malicki, Multimedia and Learning Tech Program Director; Sharon Bildstein, Sr ISD; Johns Hopkins Medical HospitalHEALTHCARE

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Click for Speaker Bio

We have nothing to sell but our enthusiasm for creating games, and we are happy to share that with you. We will present the process we went through to design a game that we currently use as part of The Johns Hopkins Hospital’s orientation for Clinical Technicians. If you are like us, you may find that getting started is the hardest part to game design. However, like any learning content development, it gets easier once you know what the learner needs to know. So plan to discuss how we got started and help you to brainstorm gameplay ideas focused on your training needs. Then, we’ll show you the rapid prototype process we went through to develop our game, both digitally and physically (as a board game). Finally, we’ll break the process down so you can get started creating a game, too. NOTE: all of this process we share will be extremely low budget with practical application. We will share how after attending a Serious Play Conference in 2020, we built a board game in under fours month for Nursing/UAPs at Johns Hopkins Hospital. The game was a huge success with learners and competency scores increased by over 70%. Once COVID-19 hit, we had to think fast to convert this to an online single-player learning game, which we did. We'll share our story including our processes, tools, games, and the results.

Attendee Benefits:

We will share with attendees gameplay of both the physical board game and the newly created single-player digital game. We will provide the following:
• Opportunities to engage in the gaming development discussion
• Worksheets, handouts, links to assist in developing training games
• Type of development software used to create the single-player game
• Open source boardgame software link and demo

We'll also be able to answer any design or development questions as the speakers did both. We'll share our presentation handout with attendees which will include contact information for questions as they build their own games.

Wed 11:15 am - 12:00 pm
HEALTHCARE

Creating a game to teach video game law : what did we learn?

Thomas Burelli, Associate professor in law, University of OttawaHigher Education

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Thomas Burelli

The Covid-19 pandemic has led to many opportunities for innovation in education, particularly in the creation of digital content. Taking advantage of these opportunities, in May 2021 we set out to create a game for teaching video game law at the University of Ottawa. We were very excited about exploring new ways to teach, but not being experts in creating video games, we didn't realize the magnitude of the task of creating a game from scratch. In this presentation, we propose to present the story of the creation of our game: the creation of the educational material, the creation of the story, the characters, the scenery and the sound environment and the programming of the game itself. We will also present the small team that worked on the creation of the game and the multiple challenges we faced during the whole project (1 year).

Attendee Benefits

Although we are not professional game designers, we managed to create an original game in a short period of time (1 year), with a limited budget ($30,000 USD) and a small team (7 people). In this presentation we will share the challenges we faced and the answers we came up with. We will share the tools and methods we used to create our game. We will also share the timeline for creating our game. The tips we will share will be very useful to participants who would like to start creating a video game for teaching purposes. Finally, we will draw lessons from our experience for the creation of similar future projects.

Wed 11:15 am - 12:00 pm
GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION, USING GAMES IN K-12, VR, AR

Designing VR Learning Experiences-Lessons Learned

Marryam Chaudhry, Founder & CEO, XR 2 LEADMILITARY / GOVT / NONPROFIT

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Virtual Reality is a very effective tool that can be used to augment skill-based learning by fully immersing the user in a gamified virtual environment and allowing for hands-on experience. However, there are certain aspects to consider when designing the curriculum for this type of training. In order to fully benefit from this new and exciting learning medium, we must keep in mind certain Do's and Dont's that will be shared in this presentation.

Attendee Benefits:

The attendees of this session will benefit by learning what works and what doesn’t work when designing VR learning experiences. They will learn how to avoid pitfalls and mistakes through the experiences and lessons learned that will be shared by the presenter.

Wed 11:15 am - 12:00 pm
MIL/GOVT

Serious Games for Immediate Needs: Game Technology for Technical-Procedural Skills

Walt Yates Walt Yates & AssociatesMILITARY / GOVT / NONPROFIT

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Doing business with the US government means being awarded a contract or an Other Transactional Agreement (OTA). The two basic ingredients necessary for either a contract or OTA are a defined requirement and funding. Identifying requirements for game based training and virtual environments is challenging because much of the DoD’s training standards are not drafted in such a way that they accept or embrace training in virtual environments or game based training. Building the business case for game based training requires validation that the training environment achieves measurable skill development to meet the government’s training standards. Developers of game based training must demonstrate that their game based training develops skill to meet the government standard cost effectively.

Wed 11:15 am - 12:00 pm
MIL/GOVT

12:00 pm - 1:15 pm

No workshops in this session.

1:15 pm - 2:00 pm

Enhance Training through Collaborative Team-based Learning

Paula Kelly, Director of Integrated Training, NExT, A Schlumberger CompanyCORPORATE / NONPROFIT

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PowerPoint based training is still the main tool in training courses and even in academic learning. This talk will introduce a team-based business simulation and show how and why it is being used to replace the traditional instructor and those pesky slides.

We all know that engaging training is the way to go and beats a PowerPoint Lecture any time, but what takes this online simulation to the next level is its team-based approach. The fully gamified online solution makes use of both collaborative and competitive based challenges where the learners embark on their own learning journeys, decide on their challenge approach and actions to take. This peer-to-peer learning requires the articulation of ideas amongst one another, and creates a safe supportive learning environment, with the edge of competitiveness that acts as key driver for many.
Come and learn about the great impact of team-based learning, but also those pitfalls we need to avoid.

Attendee Benefits

Come away with tips on using team-based learning and the elements needed to create effective group activities that heighten engagement and retention of new knowledge. Experience how peer-to-peer based activities can go right and wrong; turning your instructor into a facilitator; and so help you plan for successful group work and more effective training.

Wed 1:15 pm - 2:00 pm
CORPORATE/NON PROFIT

The Opportunity in eSports

Michael Campbell, President, Advancing Global EDUDEVELOPER CONF

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With over $100 million dollars to support game developers, enterprise professionals, students, educators, and tool developers, we should be fund hundreds or even thousands of gaming programs across the globe. Plus, there is more money coming online every week, government grants, scholarships, and crowdsourcing platforms.

During the past two years a tremendous amound of funding have been created for the gaming community in education and the game developers who are building educational games and supporting the ever popular esports. In this session we will cover:

  • What are the key areas of funding for educators, students, and game developers
  • How educators, students, and game developers can gain access to these grants and funding programs.
Wed 1:15 pm - 2:00 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

The Disruptive and Progressive Technology of Blockchain

Sergey Jakimov, Founder, LongeVCDEVELOPER CONF

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The adoption of blockchain technology in high-tech areas and industries is a fast-growing trend. Blockchain increases security, traceability, and transparency, and can provide for automation and increased efficiency and speed. Sergey’s experience in blockchain stems from his involvement in the biotech industry and longevity sector—he helped the company Longenesis to adopt a blockchain-based toolkit to apply the most compelling features of distributed ledger technology to protect sensitive medical data and ensure secure sharing between numerous partners. Similarly, the gaming industry can greatly benefit from blockchain as a way to enhance the player experience, better secure and liquify the transactions of digital items, and overall ameliorate the infrastructure of games themselves. Through the decentralization of blockchain, the gaming community can have greater power within the game, preventing the developer from making any changes without their consultation. It can also eliminate fraudulent items and make items transferable across games by providing increased security, traceability, and transparency when making purchases through digital currency. Blockchain has the power to disrupt already existing technologies and further enact progress in many industries such as healthcare, finance and banking, government, insurance, etc.

Attendee Benefits

They will leave this session with new information around the new technologies used in longevity, such as blockchain, and how this makes us closer to building a longer lifespan. Sergey will raise new awareness in the general public about the use of blockchain and other emerging technologies, such as AI, to prioritse the well-being of all humans.

Wed 1:15 pm - 2:00 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

Providing Accessible Experiences for Serious Game Players

Jenn McNamara, Vice President Serious Games, Breakaway GamesGAMES / INSTRUCTIONAL DESIGN

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Disability advocacy and legislation have spawned inclusion efforts across digital media producing accommodation technology advancements. It is time for the serious games community to take accessibility seriously. For decades, learning and assessment games avoided accessibility challenges by providing alternate, non-game experiences to achieve equivalent content coverage. Today, serious games provide basic accommodations: to help the color-blind we use high discrimination colors and don’t convey information solely by color, for hearing difficulties we incorporate subtitles, for vision and cognitive needs we select appropriate font styles, colors, and sizes. But we still largely fail to consider gameplay from an accessible perspective.

Our community should afford accessible player experiences to as wide an audience as possible. While an agreeable goal, action remains difficult with little to no prescriptive design guidance. Our design principals draw from entertainment game, human-centered, and instructional design practices. Paradigms for inclusive design in these communities fall short of meeting the serious game community’s unique needs with guidelines too general to be actionable. In this session, we draw upon our experience creating accessible games to discuss how to talk about accessibility, assess needs and scope work, meet basic accessibility requirements, and move to including accessible play goals in game design.

Attendee Benefits

After participating in this session, attendees will:
- Understand a wide range of accessibility needs, accommodations, and their design implications
- Have considered guidelines and design patterns from entertainment, human-centered, and instructional design in light of applicability to games
- Understand unique challenges of providing accessibility accommodations in interactive serious games
- Have considered how to include accessibility as a component of game design
- Leave with lessons learned from our experience creating serious games that provide accommodations for accessibility

Wed 1:15 pm - 2:00 pm
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, WORKFORCE & LEADERSHIP TRAINING

Mathematical Thinking

AJ Webster, Founder, The Sycamore School in MalibuGAMES IN K-6, 7-12

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The key to using math skills in real life is for learners to develop sensitivity, inclination, & capacity to engage with math.
This session will define these terms and explore how playing commercial games (both video games and traditional board games) can be a gateway to "making friends with math."

Attendee Benefits

Attendees will leave with a better understanding of the mathematical affordances of games. They will receive a handout that provides a sample lesson plan for a game-based math project as well as a list of further readings and resources.

Wed 1:15 pm - 2:00 pm
HIGHER EDUCATION, K12, USING GAMES IN K-12

How Games Aid Prosthesis Users Regain their Mobility

Peter Smith, Associate Professor, University of Central Florida, Limbitless SolutionsHEALTHCARE

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Limbitless Solutions is a non-profit organization housed in the University of Central Florida. Their mission is to provide expressive prosthetic arms to children. This session will explain the process of designing and building expressive 3D printed arms, delivering them to children, and creating a training game that teaches them how to use the arm. The presentation will show behind the scenes of all aspects of the project including an update on how the video game based training program is going for the arm and the new wheelchair game project.

Attendee Benefits:

Update on Limbitless games program
technical information on how the systems work
Information on training prosthetic use
Information on training for wheelchair users

Wed 1:15 pm - 2:00 pm
HEALTHCARE

International Diplomacy Games for Environmental Learning

Lev Horodyskyj, Founder, Science VoicesHIGHER EDUCATION

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In this session, we will discuss our experience in developing a role-playing game for exploring environmental challenges, which includes students from multiple universities from around the world participating in the game simultaneously. We will discuss the structure of the curriculum, how we collaboratively develop the learning objectives, the evaluation method, and the integration of the games into broader community projects. With several full-blown offerings now under our belt, we'll be able to expand on what we discussed in 2021, including using this approach as a model for short-term inter-university collaborative experiences.

Attendee Benefits

Attendees will learn about the promises and pitfalls of this approach and how it can be implemented in their home institutions. We think our approach (six week role-playing game followed by community group projects that can extend for months afterwards) is an interesting model that allows us to work with multiple academic calendars around the world, giving students an international enrichment opportunity even when course calendars don't exactly line up. The community project model afterwards gives students an experience in implementation that allows them to further develop their skills beyond the role-playing game and transfer them to solving real world problems while solidifying relationships they established during the games.

Wed 1:15 pm - 2:00 pm
HIGHER EDUCATION

Military Veterans Career Coaching Using Augment Reality

Dennis Glenn, President, Dennis Glenn, LLCMILITARY / GOVT / NONPROFIT

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I recently volunteered to design a new Career Coaching program for the Coalition of Veterans Organizations to aid military veterans transitioning from military to civilian careers . This program will provide one-to-one career coaching and a self-directed learning augmented reality game environment that allows veterans to practice new resume building and interview skills to assist in their quest in finding new careers in a variety of domains. This presentation will encompass the following domains: Augmented Reality Game environments using Unity, Microlearning credentials, Industrial Metaverse, and the volunteering for Your benefit.

Attendee Benefits

1. Each participant will access a Unity Museum environment to build other augmented reality portals.
2. Gain insight to how the Industrial Metaverse enables reality switching from at home to in training to inpractice environments.
3. Upskilling techniques with no coding.
4. Resources to aid veterans transition to civilian careers.

Wed 1:15 pm - 2:00 pm
CORPORATE/NON PROFIT, MIL/GOVT

2:30 pm - 2:45 pm

Break

2:45 pm - 4:00 pm

Tectonic Shifts in Gaming and Learning as Play

Mariam Hashemi, John Rainford, Co-Founders, Systemic InnovatorsCORPORATE / NONPROFIT

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Click for Speaker Bio

Participants will engage in an interactive workshop to experience first hand how an innovative and interdisciplinary process will expand capacity for creativity and learning in play, tapping into intrinsic motivators, increasing engagement, leading to better problem solving and decision making for leaders and teams. Our focus will address intergenerational and cross-cultural elements of conceptual architectural design in curricula development from inception to implementation. This is a meta perspective on gamification impacting all fields from education to defense to business. We will do this by showing how complex adaptive systems and machine learning can co-evolve a learner focused feedback loop that taps into self-actualization and collaboration as the tenets of a gamified philosophy, creating tectonic shifts for the industry so that teams 'win' with 'out of the box' thinking that promotes neural network innovation. The interactive workshop will highlight how seemingly random environmental prompts can help create high performing teams via trust based learning and leadership.

Attendee Benefits

Participants will receive a two page handout along with a list of resources to be able to curate their own processes.

Learning Goals:
1. Develop more confident decision making strategies within game based learning environments
2. Develop increased self-awareness about creativity triggers and prompts
3. Develop systems thinking and the importance of embedding creativity plans into curricula design

Learning Outcomes:
1. Ability to make decisions with erratic and messy data (pre and post assessment to measure participant progress re decision making pre and post workshop)
2. Score their creative leadership potential (self assessment) as a result our workshop based on a Likert scale.
3. Change in ability to engage in productive team work with a solution focused mindset (group assessment) measured by the quality of output and value of collective intelligence.

Wed 2:45 pm - 4:00 pm
CORPORATE/NON PROFIT, WORKFORCE & LEADERSHIP TRAINING

AR (Augmented Reality) in ARGs (Alternate Reality Games)

Christy Casey, Founder/ Artistic Director, RuseGAMES / INSTRUCTIONAL DESIGN

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In your next game, meet players on platforms they're already using by leveraging SparkAR, a no-code-required software to build AR filters for Instagram and Facebook. Christy Casey (founder of an experiential entertainment company, Ruse) will explain how her team for Resilience 2032 leveraged AR filters as part of an ARG that invited participants to play an active role in the 2032 presidential election to encourage young people to share their vision for the future on social media. Then you'll learn how to make your own AR filters, and even start building during the workshop.

Attendee Benefits:

A folder with notes, tutorials on how to make some simple AR filters, and base SparkAR project files, so all they need to do to make their own filter is swap out the graphic assets as opposed to building from scratch.

Wed 2:45 pm - 4:00 pm
GAME / INSTRUCTIONAL DESIGN

Using Fortnite Creative to Solve World Problems

Hugo Pilate, Service Designer & Prototyper, PLACE Network; Makan Fofana, Narrative World DesignerGAMES IN K-6, 7-12

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Click for Speaker Bio

We've seen how games can change classrooms and communities for the better, but can they really help all of humanity survive — and even thrive?

Learn about ways Fortnite Creative is being used for social good. The Metaverse of the TURFU (a French slang for future), is a creative organisation based in the banlieues (suburbs) of Paris aiming to challenge the stereotypes influencing how the city of tomorrow is imagined. Through digital prototyping workshops and worldbuilding exercises on platforms like Fortnite, Minetest or even Miro, they hack our expectations by dreaming the city of tomorrow from its geographical and cultural periphery: the banlieues. Makan Fofana, the creator of this initiative and published author, and his collaborator Hugo Pilate, will speak about their experience formalizing their practice and the role Fortnite played as a creative catalyst and sandbox environment.

The United Nations has 17 Sustainable Development Goals (SDGs). These are must-reach targets for the year 2030, and have been crafted with the purpose of supporting continued comfortable human life on Earth. Epic Games has taken these goals to heart. Learn about the new lesson plans that you can use with Fortnite Creative to educate a new generation on the importance of sustainability across many aspects of life.

Attendee Benefits

Student agency increases when students are presented with meaningful and relevant activities to encourage creativity and problem solving. How can we use games to ignite passion & jumpstart students' creativity?

Using Fortnite Creative in the classroom allows educators to meet students where they are and allows students to imagine solutions to real-world problems using in-game graphics and tools. Fortnite Creative offers a wide range of tools to design games and experiences in Fortnite. Whether students are starting from scratch with their knowledge about Fortnite, or they are seasoned players looking for new ways to express themselves, Fortnite Creative is the place. Fortnite Creative mode simplifies a lot of the moving parts when it comes to creating immersive experiences. The tools are simple and intuitive, and they use the same controls that millions of student-players already know. This means that anyone can start making amazing original content and see it represented in the world of Fortnite. Furthermore, in-game collaboration settings can accommodate up to 16 players building together in Creative.
Participants will learn about the work of educators around the world who have embraced Fortnite Creative and the great learning opportunities that are built right in the game.

Wed 2:45 pm - 4:00 pm
CORPORATE/NON PROFIT, K12, USING GAMES IN K-12, WORKFORCE & LEADERSHIP TRAINING

OutSMA℞T Cancer: A Youth Informed Cancer Prevention Game

Olufunmilola Abraham, University of Wisconsin-Madison School of PharmacyOutSMA℞T Cancer: A Youth Informed Cancer Prevention GameHEALTHCARE

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Olufunmilola Abraham

Cancer is a leading cause of death worldwide, however, providing youth with cancer prevention education can increase their awareness of cancer risk factors and promote positive health behaviors in the future. Serious games provide an engaging and effective method for teaching adolescents about healthy lifestyle choices, an important part of cancer prevention. OutSMA℞T Cancer is a serious game for teens that follows the players’ journey as they navigate real-life scenarios to learn about cancer basics, prevention, and screening. In this presentation, we will discuss the importance of a multidisciplinary team and youth involvement in the design of serious games for adolescent, share strategies for creating and maintaining community partnerships, and describe our process for engaging youth in game design. We will outline our approach of using community-based feedback, and educational cancer prevention curriculum, and a mixed methods research design. We will discuss youth preferences for serious game design, particularly games for cancer prevention. Focus groups were conducted to allow adolescents to review a game playbook and discuss gaming behaviors and preferences for a SG for cancer education. The game was developed based on Cancer, Clear & Simple, a curriculum intended to educate individuals about cancer, prevention, self-care, screening, and detection.

Attendee Benefits

In this session, we will explain the process used to develop OutSMA℞T Cancer and how this can be applied to the design of other serious games for health targeted to teens. This session will provide attendees with an understanding of strategies for community engagement in the design of serious games for health, particularly how to engage teens in game design. The audience will also learn about youth preferences for serious games, including dissemination in schools and availability across multiple platforms. Attendees will leave the session with an overview of potential hurdles, important features to consider, and how to use an educational curriculum to inform the design of a serious game for cancer prevention in teens.

Wed 2:45 pm - 4:00 pm
HEALTHCARE, K12, USING GAMES IN K-12

Tabletop Wargame Examines U.S./China Competition over Development of Military AI

Andrew Olson, Vikram Venkatram, Sasha Kappes Barkhaus Georgetown University Graduate School of Foreign ServiceMILTARY / GOVT / NONPROFIT

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Learn about an education wargame that has players examine the competition between the United States and China over the development of military AI technologies.

Competition: AI aims to educate players about near-future applications of AI, emphasize the need for long-term investment, and demonstrate the key relationship between the commercial sector and nations’ militaries.

The game was created by Sasha Barkhaus, Andrew Olson, & Vikram Venkatra, three students in Georgetown University's Graduate School of Foreign Service in the M.A. Security Studies and M.S. Foreign Service program. They designed Competition: AI in the Basics of Wargaming course under Prof. Sebastian Bae, a wargame designer at CNA.

Wed 2:45 pm - 4:00 pm
MIL/GOVT

4:00 pm - 4:15 pm

No workshops in this session.

4:15 pm - 5:30 pm

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

Alicia Sanchez, DAU Jennifer Murphy, Quantum Improvements ConsultingDEVELOPER CONF

Wed 4:15 pm - 5:30 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

Immersive, interactive & intelligent training using VR/AR/AI

Rajesh Jha, CEO, SimInsights IncDEVELOPER CONF

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In their current state, VR/AR/AI technologies enable the creation of training content that approximates reality to a higher degree than has ever been possible. This increased fidelity has direct impact on retention and transfer, which lead to business results such as return on investment.

Attendee Benefits

In this interactive workshop session, you will learn about successful applications along with the challenges encountered and resolved. You will get a clear idea of what is currently possible, and what the budgets, timelines and expected outcomes would be. The talk will also include some predictions of technological invocations over the next three years. Handouts will be provided.

Wed 4:15 pm - 5:30 pm
CORPORATE/NON PROFIT, FUNDING AND CONTRACT OPPS FOR DEVELOPERS, HEALTHCARE, VR, AR

Enhancing Composition Through WARPs (Writing-Activated Role-Playing Games)

Robbie Boerth, Teacher, Trinity Preparatory SchoolGAMES / INSTRUCTIONAL DESIGN

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This session will introduce the concept of writing-activated role-playing games (WARPs)—fun and instructive activities where writing is a central feature play. We will explore a number of different types of WARPs that are capable of reaching across disciplines and of adapting to different educational objectives. Our focus will involve both pure WARPs (games which have been specifically designed with writing as a core component) as well as hybrid WARPs (games which were not initially created with writing in mind, but which can be modified for such a purpose). Our overview will be driven by a specific interest in how these games can be used to enhance classroom instruction and to develop writing skills.

Like traditional role playing games, WARPs are designed to create a conversation, but in their case the conversation is written. As such, they require players to attend carefully to the craft of their compositions, since this will determine the success or failure of the characters that they are playing. Within the context of a WARP, writing becomes simultaneously creative and goal oriented. Moreover, the variety and adaptability of WARPs allow them to reach across disciplines and genres.

Attendee Benefits

We will look at a variety of different types of WARPs:

  • Epistolary and journal games: Many of these are designed as solo games where the composition of stories, letters, histories, and/or diaries is the primary activity.
  • Play-by-post games: These are games where “turns” involve written messages or missives sent to other players or to the referee. An example is The Coeuriers, a game involving magical postal beings which players create and then transform over the course of the game. We will also discuss how to turn traditional role-playing games into play-by-post games.
  • Pseudo-WARPs: These games involve elements of more typical tabletop role-playing games and require groups to engage in spoken conversations. But they simultaneously involve written components that play a vital role.
  • Wed 4:15 pm - 5:30 pm
    HIGHER EDUCATION, K12, USING GAMES IN K-12

    Building a Digital Robotics Competition with FIRST Global

    Dan White, CEO, Filament Games; Stephanie Slezycki, Director of Development, FIRST GlobalGAMES IN K-6, 7-12

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    Click for Speaker Bio

    FIRST Global and Filament Games have joined forces to collaborate on RoboCo, an exciting new digital robotics game that broadens access to this vital and future-facing form of STEM project-based learning. Through open-ended sandbox play, brain-teasing challenges, and competitive virtual tournaments inspired by contemporary eSports championships, RoboCo aims to provide a stunning virtual adventure that complements and expands the world-class FIRST Robotics experience. Join Dan White, CEO of Filament Games and Stephanie Slezycki, Director of Development at FIRST Global, as they recap the first-ever all-digital FIRST Global Robotics competition, exploring the ways that digital robotics can capture the impact and efficacy of competitive robotics programs.

    Attendee Benefits:

    FIRST Global and Filament Games are using RoboCo to host digital competitions infused with the same iterative design thinking that animates FIRST Global events. To demonstrate the power of this new medium for competitive robotics, this talk will focus on the 2021 FIRST Global RoboCo Challenge (FGRC21), a first-of-its-kind digital robotics competition that took place from November 1, 2021 to December 18, 2021. In FGRC21, 37 teams from around the world built and controlled robots to conquer tricky challenges in an Olympics-style event inspired by real-world robotics applications, providing a working model for the future of digital robotics. Through this talk, audience members will learn:
    - How robotics can improve STEM attitudes and aptitudes for students
    - How digital robotics complements and augments physical robotics
    - How digital robotics intertwines with emerging trends like scholastic eSports

    Wed 4:15 pm - 5:30 pm
    GAME / INSTRUCTIONAL DESIGN, K12, USING GAMES IN K-12

    Dr. Zoo - An Exposure Therapy Game for Needle Anxiety

    Dmitriy Babichenko, Clinical Associate Professor; Pat Healy, Ph.D. Student, Information Science; University of PittsburghHEALTHCARE

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    Click for Speaker Bio

    We will present our work on developing and piloting Dr. Zoo - a serious game designed to change the perception of needles and injections in young children. We will discuss the challenges of designing different interaction modalities (mobile game vs. augmented reality game), as well as present the results of a pilot study where we evaluated the efficacy of the game with two pediatric practices.

    Attendee Benefits

    Attendees will learn about the challenges of designing interactive game mechanics for young children when it comes to mobile device-based augmented reality games. We will also discuss playtesting practices, what worked/what did not work with our design approaches, as well as challenges of research design when it comes to evaluating interventions with young children (ages 4-6).

    Wed 4:15 pm - 5:30 pm
    HEALTHCARE

    Setting Up an Undergrad Game Dev Curriculum

    Peter Smith, Associate Professor; Natalie Underberg-Goode, Assistant Director; UCF Games and Interactive Media ProgramHIGHER EDUCATION

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    Click for Speaker Bio

    This session will provide key information from how the University of Central Florida's Undergraduate Games and Interactive Media program is structured and why. How this supports student outcomes and what the future looks like for the program. UCF is the second largest school in the USA with over 70,000 undergraduates. The GaIM program is ranked in the top 15 by the Princeton Review. All of the students participate in the full production process of making video games from design and production planning to developing final art and code. The session will also explain how potential employers can engage with graduates.

    Attendee Benefits:

    How is an undergraduate game program organized
    Who are the students and what are they doing
    How to be successful and also things that should be avoided
    How you could get involved

    Wed 4:15 pm - 5:30 pm
    HIGHER EDUCATION

    Peace Work: Facilitating Fun - a Failsafe Format!

    Noelle Portet, President, Peace Work Outreach MinistriesMILITARY / GOVT / NONPROFIT

    Click for Speaker Bio

    Join us and experience a taste of Peace Work, an off-the-charts engaging, productive and amazingly flexible(!) community bonding model.

    Peace Work, an adaptation of the prison-based program: Alternatives to Violence Project, offers a “plug & play” structure that can deliver us safely into areas of immense meaning, offer healing, and/or be geared for just plain FUN!

    The highly-interactive agenda will offer a lived experience of the format... an explanation of main features, and a sampling of seriously playful activities.

    Attendee Benefits

    Participants will have enough of a lived-experience of the format to implement aspects of it in their current doings, or, with the materials provided, consider creating their own Peace Work-style event.

    A "Facilitator's Tips" handout & directions to a comprehensive "Peace Work Tool Kit" (free to download) will be provided.

    Wed 4:15 pm - 5:30 pm
    CORPORATE/NON PROFIT, MIL/GOVT, WORKFORCE & LEADERSHIP TRAINING

    Thursday 16 Jun 2022

    10:00 am - 4:00 pm

    Post-conference Workshop 1st Thursday session

    CERTIFICATION COURSE: Learn How to Set Up Game-Based Learning Programs for Success

    Monica Cornetti, CEO, Sententia Gamification Consortium, Jonathan Peters PhD, CMO, Sententia Gamification ConsortiumCORPORATE / LEADERSHIP TRAINING

    Click for Speaker Bio

    Click for Speaker Bio

    Cost: $350 *
    8 hours
    This Skill Workshop can be attended live or virtually


    *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!

    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

    Thu 10:00 am - 4:00 pm
    Post-conf Workshop

    10:00 am - 4:00 pm

    Post-conference Workshop 2nd Thursday session

    SKILL WORKSHOP: Make A Game Workshop

    Chris Crowell, Chief Creative, Crowell InteractiveHIGHER EDUCATION

    Click for Speaker Bio

    Cost: $350 *
    6 hours
    This Skill Workshop can be attended live or virtually

    *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.

    Thu 10:00 am - 4:00 pm
    Post-conf Workshop

    10:00 am - 2:00 pm

    Post-conference Workshop 3rd Thursday session

    SKILL WORKSHOP: DIY Game Design: Puzzles, Playable Maps, & Online Escape Rooms

    Paul Darvasi, CEO / Co-Founder, Goldbug InteractivePOST-CONFERENCE WORKSHOP

    Click for Speaker Bio

    Cost: $350 *
    6 hours
    This Skill Workshop can be attended live or virtually


    *Purchase these workshops separately. These special skill sessions are not included in a Main Conference Registration. Minimum 6 people; maximum 15. In the unlikely event of cancellation, payment will be returned.

    Learn a palette of accessible tools and techniques to create compelling online and offline puzzles, ciphers and games. Beginner & Intermediate.

    In this workshop, Dr. Paul Darvasi will share his palette of free and accessible tools that empower anyone - even those with no technical expertise or knowledge of programming - to create immersive learning games and interactive experiences.

    The session will draw from Darvasi's unique bricolage design methodology, allowing attendees to learn to create effective puzzles, and leverage interactive maps, photospheres, and digital media to build engaging experiences for all audiences.

    Attendees Benefits:

    Participants will be provided with take-home toolkits, step-by-step guides, and a new creative mindset to encourage a lifetime of learning and experimentation.

    Purchase a slot in this Post-Conference Workshop here

    Thu 10:00 am - 2:00 pm
    Post-conf Workshop

    10:00 am - 2:00 pm Skill Workshop 4 Thurs

    Post-conference Workshop 4th Thursday session

    WORKSHOP: Learn About, Make Your Own Wargame

    Ret. Gen. Frank Kelley, VP, DAU; Alicia Sanchez, Game Czar, DAU; Sam Roberts, Technical Trainer, 75th Innovation Command; SFC Chris Keeling, US Army; Sasha Kappes Barkhaus, Andrew Olson, Vikram Venkatram, Georgetown Univ.POST-CONFERENCE WORKSHOP

    Click for Speaker Bio

    Click for Speaker Bio

    Click for Speaker Bio

    Click for Speaker Bio

    Click for Speaker Bio

    Click for Speaker Bio

    Click for Speaker Bio

    Cost: $350 *
    6 hours


    *Purchase these workshops separately. These special skill sessions are not included in a Main Conference Registration. Minimum 6 people; maximum 15. In the unlikely event of cancellation, payment will be returned.

    Work in a team (or by yourself) to learn the basics of applying real world problems into a workable wargame; course applicable to all fields. In this workshop you will be working next to several game design experts and trainers to model your problem (or a pre generated problem) into a training tool.

    Attendee Benefits:

    Attendees will gain an understanding of the basic concepts for turning real world problems into a suitable game to develop, address, or at least think about how to solver or resolve. Additionally, Attendees will take their time to develop their wargame that should have a prototype available in a single day.

    Purchase a slot in this Post-Conference Workshop here

    Thu 10:00 am - 2:00 pm
    Post-conf Workshop

    Friday 17 Jun 2022

    10:00 am - 2:00 pm

    Post-conference Workshop 5th Friday session

    SKILL WORKSHOP: Five Steps to Creating Gamified Learning

    Rob Alvarez, Adj Professor / Founder / Product Manager. IE University / Professor Game / IronhackPOST-CONFERENCE WORKSHOP

    Click for Speaker Bio

    Cost: $350 *
    5 hours
    This Skill Workshop will be held virtually


    *Purchase these workshops separately. These special skill sessions are not included in a Main Conference Registration. Minimum 6 people; maximum 15. In the unlikely event of cancellation, payment will be returned.

    This online workshop led is an entry-intermediate level training for learning professionals who have none or limited experience with Gamification.

    Participants will learn the five steps of creating a learning solution inspired by games. These steps are applicable to a wide variety of applications and uses. These steps have derived from interactions with over 200 experts of games-based solutions and gamification through Alvarez’ Professor Game Podcast as well as Rob’s experience with games-based approaches at IE University. His interactive learning principles have been in creation and evolution since 2001.

    The five steps he will cover are:
    ● Establishing Objectives
    ● Defining the Players
    ● Divergent and Convergent Thinking to Generate Ideas with Game Mechanics
    ● Building a Prototype
    ● Playtesting and Smart Iteration

    Throughout the training participants will:

    ● Explore gamification as a way to create a learner experience
    ● Get hands-on experience with using gamification to design a course/lesson, address a workplace challenge
    ● Deliver a prototype of a gamified course/lesson/workplace process
    ● Receive peer feedback to apply the newly gained insights in practice

    The workshop will break for lunch.

    Fri 10:00 am - 2:00 pm
    Post-conf Workshop

    5:00 pm - 9:00 pm

    Post-conference Workshop 6th Friday session

    SKILLS WORKSHOP: Collaborate & Create AR/VR games & Content

    Newlands Intermediate: Daniel Miller, Lead Teacher; Marianne Malmstrom, Mini Devs Founder; Intermediate/College Students; Theta Innovation Lab: Jim Taylor, Emerging Tech. Architect, Maddie Eckrich, DeveloperPOST-CONFERENCE WORKSHOP

    Click for Speaker Bio

    Click for Speaker Bio

    Click for Speaker Bio

    Cost: $350 *
    5 hours
    Minimum 6 - Maximum 15 participants
    This Skill Workshop will be held virtually

    *Purchase these workshops separately. These special skill sessions are not included in a Main Conference Registration. Minimum 6 people; maximum 15. In the unlikely event of cancellation, payment will be returned.

    Mixiply was born out of an award winning Mixed-Reality Hackathon project by Theta software architect, Jim Taylor and Newlands Intermediate teacher, Marianne Malmstrom. They were curious how schools and industry could collaborate to build a platform that inspired people, of all ages, to create their own AR/VR games and content. The project became a reality when developers, teachers and students teamed up to build this winning idea. Mixiply connects creators, enables content collaboration, and facilitates sharing of ideas.

    In this workshop you will participate in teams to create a prototype for an AR/VR game, in real time, using Mixiply. You will work alongside our team of developers, artists, coders, animators and 3D model makers. All skill levels welcomed and supported.

    What would inspire students to come to school voluntarily at 7 a.m. on a Saturday morning? Serious Play! In this unique workshop, attendees meet and collaborate with the Newlands Intermediate MiniDevs. Participants were enchanted creating 3D classrooms shaped like mushrooms and constructing variations of New Zealand’s iconic Kiwi bird. All of this unfolds in real time and was made possible with Mixiply, a platform created through an extraordinary collaboration between Newlands Intermediate students and the visionary developers of Theta Innovation Lab. It was a singularly delightful workshop for all involved. The MiniDevs had so much fun they are returning to Serious Play in 2022 to lead an extended workshop on creating AR/VR games.

    This course will be virtual (online).

    Fri 5:00 pm - 9:00 pm
    Post-conf Workshop