THE HIVE is a transmedia project that combines social networks, television and online engagement to connect Facebook game players to real world outcomes. In essence, we will be designing a Facebook game that will positively change lives of real people. THE HIVE is the prototype for a powerful new idea: that games can connect the virtual and real worlds in very meaningful ways.
Presentation: www.slideshare.net The great challenge of digital education is meeting the needs of students who have grown up in the digital era, and the expectations of teachers and parents who haven't. In this session Annabel Astbury will talk about her experience with building an 'education portal' for the ABC and share her thoughts, observations and aspirations for the days ahead.
Presentation: www.slideshare.net With limited resources and a mandate to eliminate poverty and its causes, it will come as no surprise that charities such as World Vision need to continually innovate. This includes using games and game thinking in our operations, including fundraising, advocacy, recruitment, and in the field. By taking a virtual tour of the good, the bad and the ugly of gamification in the charity sphere however, it will become evident our big goals require help from equally big brains. With that in mind we'll provide you with practical ways to use gamification for social good and partner with charities.
Oztron develops a wide range of educational simulations and serious games for universities and corporations. During this session we shall examine several case studies across areas including nursing, pharmacy, medicine, construction, and architecture.
Presentation: www.slideshare.net In the PLANE Hero's Journey the game layer scaffolds teachers through a series of levels, quests and challenges building individual capacity and community. The game is an entrance and motivation to engage members in all the facets of the professional community life. As people level up in the game of PLANE they will be guided and encouraged to go deeper and deeper into identity building, community engagement, collaboration and leadership. This is a project where serious professional community of practice marries fun motivational game strategies to build a 21st century professional learning space. In this session we will explore the issues surrounding the design and development of meaningful gamification; the rationale, mechanics and resources required to ensure the focus remains on learning and not simply superficial gathering of badges.
Presentation: www.slideshare.net This presentation explores how the emergence of the internet of things allows us to design and create digital games that turn our schools, our cities and physical spaces into digital play environment. Daniel does this through demonstrating different ways digital tools have been used to create serious transmedia, educational and community building games and play spaces.
Praxis is an educational adventure game with RPG elements. The game aims to assist with learning science whilst analysing student actions to create a picture of how well they understand certain concepts. In this presentation David will discuss the processes that we went through in developing the game, how making a game educational differs from making a non-educational game, the common pitfalls (the majority of which we managed to avoid), and how integrating information allows for improvement of the game experience in addition to changed teacher practice.
Presentation: www.slideshare.net Two approaches to generate interest as well as providing facts about "critical" topics while playing. The development process of the games will be presented. "Frontiers" is produced by the Austrian artist group "gold extra". The game "1378(km)" is an adaption of Frontiers about the inner German border situation in the year 1976 and is produced by Jens M. Stober. Both games are multiplayer modifications and deal with the topic of refugees in different eras.
Presentation: www.slideshare.net In the future when we have autonomous vehicles on the road and we are able to enjoy being a passenger, we will have a chance to have an active and enjoyable relationship with the vehicle. We now have the chance to examine these two issues and apply enjoyment and games to them to possibly improve mobility.
The Citizen's Agenda is a project that just might change the way democracy works. It is a University of Melbourne research project that just might change the way democracy works. It is a University of Melbourne research project, using the OurSay game, aimed at intervening in an election campaign, using social media to make a Citizen's Agenda of issues visible, so this can guide both the journalists who report the campaign and the candidates whoa re after votes. The project will provide answers to one of the most urgent questions of our times: can new media be a force for good, reinvigorating our democracy in new and effective ways- or is it just blather? Citizens Agenda