Presentation: www.slideshare.net One of the key challenges for Occupational Health & Safety training is to engage learners. Serious Games are a promising vehicle to engage learners and enhance their retention of important concepts. We designed and developed a game as a classroom activity the Occupational Health and Safety Construction Induction course at RMIT that allows students to experiment with workplace hazards in an educational and entertaining way. In this session we talk about the design challenges and the games impact on motivation and knowledge retention.
Playing with computers means focusing on the mind mostly, rather than the body. However, sports teach us how powerful bodily experiences can be. In consequence, I propose to see the body as a design opportunity to enhance the digital play experience, framing the body's limitations as challenges in order to facilitate bodily play. As such, I argue to put the human body into the center of the digital play experience. I illustrate this thinking by presenting work from the Exertion Games Lab, including a flying robot as jogging companion, games on public transport, interactive bicycle helmets, and vibrating skateboarding obstacles.
Presentation: www.slideshare.net Quantum Victoria, a new Centre of Excellence & Innovation in Science & Mathematics, harnesses the power and cognitive benefits of games to engage students and excite interest in the science, technology, engineering and mathematics or STEM disciplines. This session will showcase a select group of students from around Australia & New Zealand who have amassed amazing expertise in STEM whilst creating mods, using level editors and building games from scratch.
Presentation: www.slideshare.net Computer games seem to motivate young people in a way that formal education doesn't. It is repeatedly pointed out that young people of their own volition choose to spend many hours playing complex computer games outside school. Games, it seems, 'have something', they seem to have a way of engaging and interesting young people. The desire to harness this motivational power to encourage young people to want to learn is the main driver behind an interest in computer games for learning.
The convergence of social media, gamification, cloud computing and smart mobile devices has established an innovation and productivity platform with unprecedented potential. Yet, in Australia, up to 40% of the workforce are not engaged. This can only end badly...unless we do something about it? This 20 minute session could well be the beginning of the end as we explore how mobile gamification might just save the world and keep the enterprise alive? Three key takeaways: - What does it take to engage people at work; - Why people hating their jobs is bad for us all; - How do we defeat the zombies?
Presentation: www.slideshare.net We've been working on location-based games since mid-2008. In early 2009 we launched The Hidden Park, a game designed to get parents and children out in their local parks exploring a world augmented with magical creatures. The experience was great fun, but it scaled poorly and we failed to build a sustainable commercial model around it. In this session we will share our lessons and explain the approach in our next title, Market Garden.
With just $48 dollars in the bank when they started, League of Geeks' debut title 'Armello' shouldn't exist... but it does, with not only immense commercial and creative value, but the attachment of world-class talent, profit share for the entire team, a project scope exceeding the typical indie title, powerful commercial and creative partnerships in place, and secured retention of all IP rights and ownership. Hear how working on the bleeding edge of the democratised digital age, letting passion lead the way, and more than just a little defiant, left-of-field thinking has made all of this possible and just what it could mean for the future of independent game development.
This presentation will provide an overview of The Lab, a free weekly after-school 'technology club' for 10-16 year-old young people with Asperger's Syndrome or High Functioning Autism who enjoy working with computers. A partnership between educational games developer Oztron and Victoria University, The Lab offers professional mentoring in programming and design, as well as the opportunity to connect with peers with similar interests. The Lab also offers a series of online design and programming lessons that any young person can undertake at home, plus regular one-off holiday sessions. Parents and carers meet during Lab sessions to discuss issues and strategies for their children. Parents/carers also manage their own online information portal. As a result of the Lab's success to date, it now has a waiting list of over 80. In the presentation we will discuss what makes The Lab work, what hasn't worked, what we have learned, and where we plan to take it in the future.
Presentation: www.slideshare.net Shhh, listen... can you hear? Sound brings the world to life. A gnarl, a note, a knock at the door, sound is a centrepiece of our very existence. It adds meaning, it matters. Take away sound and what do you have? Silence. Undetected hearing loss can dramatically impact a child's life. Learning, speech and play suffer. hearrightnow will ensure no child starts school with undetected hearing loss. A serious, narrative driven game will surreptitiously test for hearing loss and the player engagement will ensure a superior result to traditional testing methods. Listen up this is a game changer.
Presentation: www.slideshare.net Learn about Sustainability in rental properties and enjoy yourself with our large format games based upon two family favourites, 'Monopoly' and 'Snakes & Ladders'. In 'Rentopoly' players start with a rental property and attempt to improve it's sustainability credentials before it's rent day. In 'Door Snakes & Ladders' players strive to reach the end of the board avoiding sustainability pitfalls and hoping to hit a ladder to make home that little bit greener. We discuss setting up and creating the games, the difficulties, challenges and positive outcomes.