Below you can find all sessions of 2020 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 Tuesday–Thursday. Preconferences, which require a separate registration, are shown on Monday and Friday.
 
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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 22 Jun 2020
  • Tuesday 23 Jun 2020
  • Wednesday 24 Jun 2020
  • Thursday 25 Jun 2020
  • Friday 26 Jun 2020

Monday 22 Jun 2020

9:00 am – 4:00 pm

 

The Gamification of Learning

Monica Cornetti, Sententia Gamification Consortium; Jonathan Peters, Sententia Gamification Consortium

Click to Attend in Zoom

 

A Certification Course for Talent Development Officers, Training Leads, Faculty with Leadership Responsibility and Adult Education Professionals

Monica Cornetti, CEO, Sententia Gamification Consortium

Jonathan Peters PhD, CMO, Sententia Gamification Consortium

Overview:

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

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

NO CODING SKILLS REQUIRED!

Tools You Will Receive to Keep:
Below is a list of the tools and resources that each participant will receive to aid in performance support during the course, and in learning transfer after the course has been completed

  • Game the System™ Treasure (Learning) Map
  • Game the System™ Strategy Playing Cards
  • Totally Awesome Training Activity Guide – Put Gamification to Work for You eBook
  • Gamification Apprentice Playbook
  • Wellness Program Case Study
  • Rules of the Game
  • Narrative Cards
  • SMART Goal Setting Playsheet
  • OKRs Game
  • Story Board Starter Playsheet
  • Game Mechanics Starter List
  • Action Plan
  • Gamification Surveyor Badge with Meta
 
Mon 9:00 am – 4:00 pm

Pre-conf Workshop
 

Make a Game Workshop

Chris (Wombat) Crowell, Sheridan College

Click to Attend in Zoom

 

Chris (Wombat) Crowell
Game Design Faculty Member at Sheridan College,
Woodbridge, Ontario, Canada

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.

Outcomes:

  • Ugly playable game prototype that can be taken back to classroom for further development.
  • Understanding of, and experience with, a proven process of developing a concept into a game.
  • Confidence to personally develop, or lead students in developing, educational games that are engaging and effective.
  • Knowledge that games are not only fun to play; they are fun to create!

No coding required, tech knowledge is not a blocker. Your game prototypes will be in the form of rules, graphics, and art that your team creates in a collaborative space on Google Drive.

 
Mon 9:00 am – 4:00 pm

Pre-conf Workshop Design
 

Create Serious Games without Coding: Using Visual Scripting – Mon

Paul Pivec, CranberryBlue R&D, Austria; Maja Pivec FH Joanneum, Univ of Applied Sciences, Austria3

Click to Attend in Zoom

 

An All Day Learning for Educators and Entrepreneurs

Paul Pivec
CranberryBlue R&D, Austria

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

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

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

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

This 6 Hour workshop will be engaging and informative and most of all, the attendees will learn easy to use computer-based tools that will let them create their own serious digital game. An complimentary Educational version of Game Creator will be provided to all participants, along with digital assets needed to complete the workshop, totaling around $200 in value.

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

 
Mon 9:00 am – 4:00 pm

Post-conf Workshop Visual
 

Micro-Learning, the Next Great Innovation in Corporate Training for Healthcare

Dennis Glenn, Dennis Glenn LLC4

Click to Attend in Zoom

 

An All Day Learning for Educators and Entrepreneurs

Dennis Glenn
Dennis Glenn LLC

This workshop will offer three current easy to master software solutions on how micro-learning can be implemented to your healthcare learning portfolio to rapidly create interactive task mastery simulations that are limited to one or two learning objectives.

Despite all the new high-tech businesses being created today, the vast majority of new jobs are in workaday service industries like health care, hospitality, retail and services, where new technology is constantly being introduced to the workforce. This workshop is designed specifically for healthcare educators, providing an introduction to interactive simulations employ the latest engagement techniques including augmented reality, yet are quick and easy to create.

At the end of this workshop you will:

  • Create a business plan for healthcare micro e-learning simulations using a tutorial of the Business Model Canvas program created for my graduate students.
  • Author three micro-learning apps with software provided where a user must complete a task to demonstrate mastery. In advance of the workshop you will be able to download three trial versions of the software utilized. These 30-day trial versions of the software will permit continued practice after the conference ends. Additionally, I will provide a recording of the entire workshop for your review.
  • During the workshop, attendees will create all of the following healthcare apps: an interactive quiz using Articulate Rise, an interactive mobile medical procedure product inventory using Sketchfab, and an augmented reality machine set-up app using Zappar.
  • Each participant should bring to the workshop a short description of the task or concept your employees would like to master. Please collect the idea, text, images, videos, and data need to incorporate into the app and place in a folder on your laptop.

At the end of the workshop each participant will share one of their examples created that is aligned with the value proposition defined in the Business Model Canvas. Additionally, each participant will receive an individualized one-hour consultancy online session to discuss their progress and suggest next steps to mastery.

 
Mon 9:00 am – 4:00 pm

Pre-conf Workshop Micro-learning

Tuesday 23 Jun 2020

9:00 am – 9:30 am

 

Announcements & Welcome

Sue Bohle, Executive Director, Serious Play Conference; Ben Noel, Host, FIEA

Click to Attend in Zoom

 

 
Tue 9:00 am – 9:30 am

OPENING SESSION

9:30 am – 10:30 am

 

Keynote:
Pandemics to Psychological Health:
What Developing Games Can Teach us About Social Impact

Russ Shilling, PhD, Advocate for the application of psychological science in academia, government and industry

Click to Attend in Zoom

 

Speaker Details

Pandemics, Psychological Health and Muppets: What developing games can teach us about social impact Games have the potential to address and impact the greatest issues of our day. Through his 30-year career as an experimental psychologist, a U.S. Navy scientist, DARPA PM, and Executive Director for STEM at the US Department of Education, CAPT (ret) Russell Shilling has developed games as recruiting tools, for pandemic planning, STEM education and psychological health. While in the military, he also developed programs with Sesame Workshop to help military children. Join Dr Shilling as he discusses the process of developing engaging games for impact in the federal government, the obstacles for transitioning games to customers, and the future games hold in the classroom and in the clinic.

 
Tue 9:30 am – 10:30 am

OPENING SESSION

10:30 am – 11:00 am

Break

 

11:00 am – 12:00 pm

 

Complexity and How it Applies to Learning

Garth Jensen, Director of Innovation at Carderock Division, NSWC1

Click to Attend in Zoom

 


Click here to see speaker details.

Starting with his “Singularity mmowgli” game in 2017, Garth Jensen has been on a journey to help the Navy, DoD, and FedGov become more “complexity aware.” Milestones on that journey include presenting at the Ninth International Conference on Complex Systems (2018), organizing his own workshop in 2019, and launching the FedGov Complexity Community of Learning and Practice in 2020.

A recurring lesson from that journey is that Complexity is a dauntingly abstract concept. Although it can be conveyed by presentation, the actual “uptake” of these ideas using presentation methods alone is slow or lacking.

In response, Mr. Jensen started designing, practicing, and collecting exercise and activities that would help participants experience Complexity at a visceral, intuitive level.

 
Tue 11:00 am – 12:00 pm

MIL/GOVT WORKFORCE & LEADERSHIP TRAINING
 

Making the Case for Serious Games: Why Is it So Hard?

Jenn McNamera, VP, BreakAway Games2

Click to Attend in Zoom

 

 


Click here to see speaker details.

The theme of this year’s conference is Evaluation, Assessment & ROI of Serious Games. The modern application of digital games to meet real world needs began over 20 years ago and organizations are increasingly turning to games to meet their selection, education, training, and assessment needs. Yet, it remains difficult to find validation data supporting their adoption, hard numbers to demonstrate impact, or guidance for successful alignment of games to real world needs. This session will explore the reasons behind a lack of evidence supporting the use of serious games, share a summary of the available data, and open a dialogue about how we should do better as a community in the future.

 
Tue 11:00 am – 12:00 pm

CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN
 

How Games Work Well for Healthcare Training

Richard Van Eck, Univ. of North Dakota; Scott Brewster, Triad Interactive Media3

Click to Attend in Zoom

 

Richard Van Eck
Univ. of North Dakota

Speaker Details

Scott Brewster

Triad Interactive Media

Speaker Details

It is widely accepted that games have a role to play in promoting health, but why and how do they do this for individual patients and populations as a whole? In this session, representatives from the University of North Dakota School of Medicine and Health Sciences and Triad Interactive Media will present two case studies of federally-funded games developed through public-private partnerships. Project RAHI was designed to teach the public about radon. Approximately 21,000 Americans die needlessly each year from lung cancer due to exposure to radon in their homes (EPA, 2003). This is the largest cause of lung cancer after smoking and twice the number who die from drunk driving. Yet despite thousands of public education campaigns, those under the age of 30 do not know what radon is (Vogeltanz-Holm & Schwartz, 2018). Project RAHI relied on agency and evidence-centered design to teach key principles of radon exposure, testing, and remediation in less than 30 minutes of gameplay. As part of a larger HRSA-funded project, a game is being designed to educate physicians about the short and long term costs and benefits of gerontology principles of patient care. Gerontological interventions that begin with patients in their 50s produce dramatic increases in patient health and equally dramatic decreases in health care costs over decades, but these lessons are hard to learn under todays patient care models. The presenters will articulate the key steps and principles used in the design and development of these two games to illustrate how games can solve health problems where other interventions fail.

 
Tue 11:00 am – 12:00 pm

HEALTHCARE SIMS/GAME-BASED LEARNING
 

PANEL: Deep Learning for Serious Games and Simulation

Roger Smith, Advent Health; Richard Boyd, Tanjo; Brian Stensrud, Soar Tech4

Click to Attend in Zoom

 

Roger Smith
Advent Health

Speaker Details

Richard Boyd
Tanjo

Speaker Details

Brian Stensrud
SoarTech

Speaker Details

Training simulators and computer games have always been aggressive users of AI techniques like expert systems, finite state machines, case-based reasoning, and fuzzy logic. These techniques have powered the apparent intelligence of Semi-Automated Forces in simulation and Non-player Characters in computer games. Recent advances have significantly improved the power of machine learning or deep learning neural networks. These tools are transforming services like image recognition, voice recognition, voice generation, and language translation in the commercial world. But these tools are just beginning to be explored for their potential to improve simulations and serious games. In this panel session we will discuss experiments and early efforts to apply machine learning for serious play applications.

 
Tue 11:00 am – 12:00 pm

GAME / INSTRUCTIONAL DESIGN, PANEL
 

Games for Sustainability: ROI and Other Mitigating Factors

Maja Pivec, FH Joanneum University of Applied Science5

Click to Attend in Zoom

 

Click here to see speaker details.

The UNESCO roadmap states that we are altering our planet’s environment in an unprecedented manner and wholesale change in the way we think and the way we interact with the ecosystems that support our lives is urgently required. So what would motivate each of us for more sustainable behaviour and consumption? How can we gain a better understanding and awareness on sustainability in a variety of different cultural settings, and topics like waste separation, energy and water consumption? How can we use the potential of serious games as a means of facilitating sustainability teaching and learning in the area of sustainability?

This presentation will detail the results of several European game development projects focused on sustainability and green skills for different age groups, using formal and informal education. We will discuss academic research collaborations applying game mechanics and playful solutions, and report on teaching activities focused on developing intercultural and interdisciplinary solutions in the area of Gamifying Sustainability. These are topics we all need to think about, and Serious Games, due to their interactive and extremely immersive nature, are excellent vehicles to promote, foster and educate on the investment in our future.

 

 
Tue 11:00 am – 12:00 pm

HIGHER EDUCATION
 

Teach like a Dungeon Master: How RPGs Can Transform Education

Paul Darvasi, Educator, Game Designer6

Click to Attend in Zoom

 

 

Paul Darvasi

Speaker Info

Dungeons & Dragons, the iconic tabletop role-playing game, has enjoyed a massive resurgence in recent years. The Dungeon Master, or DM, is the game’s referee, worldbuilder, and storyteller-in-chief, guiding players on their campaigns and adventures. This session will explore what teachers can learn from Dungeon Masters to make classes more engaging and invigorate their own practice.

 
Tue 11:00 am – 12:00 pm

USING GAMES IN K-12

12:00 pm – 1:00 pm

Lunch

 

Open Mic

Host: Chris Crowell, Teacher of Game Design, Sheridan College1

Click to Attend in Zoom

 

Since we can’t meet in the hallway and grab a cup of coffee at a virtual conference, we decided to set up some drop in opportunities to meet with like-minded individuals. Feel free to join this session, or another.

 
Tue 12:00 pm – 1:00 pm

 

K12 Classroom Best Practices

Hosts: Paul Darvasi, York Academy and Peggy Sheehy, 3D Game Lab2

Click to Attend in Zoom

 

Since we can’t meet in the hallway and grab a cup of coffee at a virtual conference, we decided to set up some drop in opportunities to meet with like-minded individuals. Feel free to join this session, or another.

 
Tue 12:00 pm – 1:00 pm

 

Running a Game Studio

Victoria Van Voorhis, Second Avenue Learning3

Click to Attend in Zoom

 

Since we can’t meet in the hallway and grab a cup of coffee at a virtual conference, we decided to set up some drop in opportunities to meet with like-minded individuals. Feel free to join this session, or another.

 
Tue 12:00 pm – 1:00 pm

1:00 pm – 2:00 pm

 

Operational VR: From Play to Simulation to Military Operational Use

Randy Brown, Virtual Heroes Division of ARA1

Click to Attend in Zoom

 

Speaker Details

Today’s military operators must “Train as They Fight.” New VR solutions must interoperate with existing deployed solutions, to ease the learning curve for Soldiers in the field. Virtual Tactical Assault Kit (VTAK) is the VR platform developed for and integrated with the 10,000+ strong TAK ecosystem in use today. This platform provides the same interface and functionality as standard Android (ATAK) and Windows (WinTAK) devices, while greatly expanding operators’ ability to interact with, collaborate, view, mark up, and perform mission planning and rehearsal in full 3D space. This talk will provide an overview of VTAK’s functionality and multi-user collaboration capabilities.

 
Tue 1:00 pm – 2:00 pm

MIL/GOVT WORKFORCE & LEADERSHIP TRAINING
 

Onboarding Gen Z and Millennials with Experiential Training

Paula Kelly, NExT, a Schlumberger Company2

Click to Attend in Zoom

 

Speaker Details

Gamification of the new hire program has enabled Schlumberger to meet the challenges faced by new expectations and behaviors of the millennial and generation X workforce. At the heart of this program is an engaging online business simulation, which emerges teams into the reality and dynamics of the oil and gas business, whilst practicing essential soft skills needed for a corporate environment. This presentation reflects on why new ways in training are necessary and how the application of gamification mechanics and theory enables reduced time to autonomy; a broader understanding of the business; and participants’ reflection on how their roles will contribute to the success of the company. Rather than boring trainees through PowerPoint, gamification in onboarding acts as the perfect platform for launching graduate careers with enthusiasm and confidence, knowing that their new way of working is already being adopted.

 
Tue 1:00 pm – 2:00 pm

CORPORATE/NON PROFIT
 

Assessing the Neurodynamics of Uncertainty During Serious Play

Ronald Stevens, UCLA School of Medicine3

Click to Attend in Zoom

 

Speaker Details

Every human decision, whether conscious or not, has its origins in uncertainty. Despite its ubiquity, uncertainty has been difficult to dynamically track in real-world settings. This is due, in part, to uncertainty being based on each individual’s perception of the situation, and what might be highly uncertain for one person may be trivial for another. We really can’t assess the importance of uncertainty for task design and adaptive training until we have ways to rapidly, and quantitatively track its dynamics in natural settings.

Our presentation will describe how the neurodynamic organizations modeled from real-time EEG-based data streams can provide quantitative estimates of momentary team, and team member uncertainty. Looking forward, these fluctuating periods of uncertainty may provide a language that intelligent agents can be trained to recognize, providing automated understandings about when individuals are becoming uncertain, how long the uncertainty will last, what were the triggering event(s), and ultimately the mitigation the machine could provide.

 
Tue 1:00 pm – 2:00 pm

HEALTHCARE SIMS/GAME-BASED LEARNING
 

Functional Failure: How We Learn More by Getting It Wrong

Scott Provence, Grand Rounds4

Click to Attend in Zoom

 

Speaker Details

What role should failure play in training environments? How often should learners be allowed to fail? And when dealing with compliance topics or sensitive industries like the field of healthcare, is ANY failure worth encouraging?In this session, attendees will learn how the feedback structure of games can be used to challenge the way we typically look at failure. Attendees will learn a new system for “fail-safe” training that creates more collaborative environments, more creative problem-solving, and more long-lasting learning.

 
Tue 1:00 pm – 2:00 pm

GAME / INSTRUCTIONAL DESIGN
 

Let’s Get Better at Blending Technology and High-Quality Instruction

Mari Strand Cary & Lina Shanley, University of Oregon5

Click to Attend in Zoom

 

Mari Strand Cary
University of Oregon

Speaker Details

Lina Shanley
University of Oregon

Speaker Details

We will share the story of our organization’s work toward scaling evidence-based elementary math instruction through the development, deployment and efficacy testing of three technology-delivered programs. KinderTEK, NumberShire, and Precision Mathematics each have a unique student audience, approach to instruction, and development process, yet all were developed with federal funding, were driven by research and needs of classrooms, and culminated in rigorous studies of student learning.

What was clear from the start (and is still true today) is that the university research enterprise (including research designs and methodologies, funding mechanisms, and researchers themselves) is not perfectly-suited for rapid, yet rigorous development and testing of individualized technologies. Nonetheless, research teams across the country have done a laudable job navigating this space. We will share the variety of ways our university-based teams infused evidence-based instruction principles, agile development, formative evaluation, mixed designs, and data mining into our design, development and research process to develop and examine the effects of those programs. Given that the field still has far to go, we will lead a discussion about how to propel this type of work forward, perhaps with new, realistic models of private/public partnerships and supports to promote product sustainability after grant funding ends.

 
Tue 1:00 pm – 2:00 pm

GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION, USING GAMES IN K-12
 

Using Games to Make Better Readers and Writers

John Fallon, Notre Dame High School6

Click to Attend in Zoom

 

JOHN FALLON
Notre Dame High School
John Fallon

Speaker Info

Video games have reached a level of artistic maturity that allows them to be read, studied, and analyzed like traditional texts in English class. Bringing a video game into the class is both familiar and incredibly different. This talk will show how I used the interactive game Her Story and What Remains of Edith Finch (remotely) to teach the unreliable narrator, identity, and new media and engage students in reflective, critical writing. The audience will walk away with a practical case study and advice on how to bring a narrative-focused video game into the classroom.

 
Tue 1:00 pm – 2:00 pm

USING GAMES IN K-12
 

How Do We Make Immersive VR More Scalable, Accessible

Amrutha Vasan, Aditya Vishwanath, Stanford Univ, Inspirit VR7

Click to Attend in Zoom

 

Amrutha Vasan
Stanford Univ, Inspirit VR

Amrutha Vasan

Speaker Info

Aditya Vishwanath
Stanford Univ, Inspirit VR

Aditya Vishwanath

Speaker Info

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

 
Tue 1:00 pm – 2:00 pm

GAME / INSTRUCTIONAL DESIGN, VR SESSIONS, PRODUCT DEMOS

2:00 pm – 2:30 pm

Break

 

2:30 pm – 3:30 pm

 

The Do’s and Don’ts of Facilitating Serious Games Effectively

Amina Kator-Mubarez, Sally Baho, Dept of Defense Analysis – Naval Postgraduate School1

Click to Attend in Zoom

 

Amina Kator-Mubarez
Dept of Defense Analysis – Naval Postgraduate School

Speaker Info

Sally Baho
Dept of Defense Analysis – Naval Postgraduate School

Speaker Info

Members of the Global ECCO (Education, Collaboration, Community, Online) team from the Naval Postgraduate School located in Monterey, CA will delve into the lessons they have learned over the years in facilitating serious games they have developed.

 

Facilitating a serious game is not simply watching students play war games, it is much more multi–‐faceted and dynamic than it may appear: from the initial brief, to understanding the technology, to overcoming operator error and technical issues, to the debrief.

 

After conducting over 100 strategic gaming facilitations at various institutions and schoolhouses, this presentation will also provide the best practices gleaned.
 
Tue 2:30 pm – 3:30 pm

MIL/GOVT WORKFORCE & LEADERSHIP TRAINING
 

Why Game-based Learning Will Thrive in the Post Pandemic Surge of Distance Learning

John Findlay, LemonadeLXP2

Click to Attend in Zoom

 

Speaker Info

COVID-19 has forced many organizations to experiment with working from home. Companies whose remote working programs have been successful are likely to continue with part time, or permanent, work from home arrangements. The increase in distributed workforces will cause a surge in distance learning, bringing new challenges for corporate L&D departments. Traditional elearning programs, whose learning experiences are typically static, will have trouble competing with the myriad of distractions that tempt the home worker. Learning departments will need more engaging training tactics to have an impact, and well executed game-based learning programs will be an integral part of the mix. In this session we’ll examine the key elements of an effective remote learning and why game-based learning will thrive in the post-COVID world.

 
Tue 2:30 pm – 3:30 pm

CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION
 

Essential ICU Nurse Training Forced Online During the Pandemic

Brandon Baker, Advent Health University; Daniel P. Mapes, FullSail University3

Click to Attend in Zoom

 

Brandon Baker
Advent Health University

Brandon Baker

Speaker Info

Daniel P. Mapes
FullSail University

Speaker Info

Being locked out of the Advent Health University (AHU) training facilities in April coincided with a conflicting directive to increase the number of ICU trained nurses within a 2-3-week window where covid-19 cases were predicted to spike. What followed was a collaboration between AHU and FullSail where a training design approach, started as a collaborative research the month before, became an essential deliverable overnight.

While AHU researched, designed and produced “instructor in the loop” 360 training videos/scripts, FullSail embarked on a 7 day “game jam” that resulted in a deployable, networked, VR training platform where instructor and students could review materials together from their homes or hospitals in safety. As this is being written we don’t know the end of this story, but in this session, we will present our approach to rapid prototyping of training materials during an unforeseen crisis.

 
Tue 2:30 pm – 3:30 pm

HEALTHCARE SIMS/GAME-BASED LEARNING
 

Building Games for Postgraduate Online Education, Internally: Some Lessons

Louise Bennett, King’s College London4

Click to Attend in Zoom

 

Speaker Details

In 2018, King’s Online – the e-learning development team within King’s College London – were lucky enough to be given funding to invest in game-based learning to support fully online postgraduate programmes. Having already built a reputation for building internal capacity rather than outsourcing, it was a natural decision to create a new team to specialise in this. The team was fully in place by the beginning of 2019, with a mandate to produce short, single-session, replayable browser games that supported skills-based learning.

Eighteen months on, success in this has been variable, but work continues. This paper seeks to review the successes (and failures) of this initiative, and identify areas for improvement. It will explore how we went about the creation of the team, chose projects, and went about attempting to build this work into our existing workflows as well as how we went about getting others on board.

 

 
Tue 2:30 pm – 3:30 pm

HIGHER EDUCATION
 

Serious Play: Leading School Transformation during a Global Pandemic

Michelle Zimmerman, Renton Prep6

Click to Attend in Zoom

 

Michelle Zimmerman
Speaker Info

 

COVID19 has given many schools an opportunity to leap into change. For schools that have maintained a traditional model, this may be the first nudge toward major change in a well known system. For others, decades of work has been part of continuous improvement. Whatever stage you are in, this session highlights some behind-the-scenes view of common experiences during school transformation, from goals and mission statement, to staffing, mindsets and measuring success. These learnings are derived from research, original research of our process, personal experience, conversations with futurists, industry leaders, and global school leaders and ministries of education. There are more commonalities in the transformation process around the world than you might think. Part of that is because of human nature and human-computer interaction. It’s no longer theory or a simulation. It’s time to play. Serious Play.
Tue 2:30 pm – 3:30 pm

USING GAMES IN K-12
 

How to Measure Success From Your VR Training Program

Albert Liu, Cognitive3D; Tony Bevilacqua, Cognitive3D7

Click to Attend in Zoom

 

Albert Liu
Cognitive3D

Speaker Info

Tony Bevilacqua
Cognitive3D

Speaker Info

A number of studies have concluded that training in VR is more effective than traditional methods. But measuring the right metrics and defining success isn’t as simple as it seems. A poorly structured training process is still limited no matter how it’s presented. Enterprises need proof of ROI for the millions of dollars they’re investing and superficial metrics aren’t enough.

In this session, we will be discussing ways to measure compliance and completion against a set of sequential steps. This way, enterprises can directly measure results by identifying workflow bottlenecks. We will present an industrial safety compliance use case to demonstrate best practices for training users in VR. With the right systems in place, enterprises can train users more effectively and at lower costs.

 
Tue 2:30 pm – 3:30 pm

GAME / INSTRUCTIONAL DESIGN, VR SESSIONS, PRODUCT DEMOS

3:30 pm – 4:00 pm

Break

 

4:00 pm – 5:30 pm

 

Deliberate Fun: A Purposeful Approach to Gamifying Learning Experience

Jonathan Peters, Sententia Gamification2

Click to Attend in Zoom

 

Speaker Info

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

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

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

 
Tue 4:00 pm – 5:30 pm

CORPORATE/NON PROFIT
 

Measuring Effectiveness in Healthcare Simulations

Jeffrey Berkley, Mimic Simulation3

Click to Attend in Zoom

 

Speaker Details

Adopting new technologies can be very disruptive to operating room efficiency. This disruption is compounded when the technology is not easily accessible outside of the operating room for training. This is certainly the case for robot assisted surgery, which is gaining significant traction as an alternative to open surgery and traditional laparoscopic surgery.
Simulation training has proven to be an effective alternative to learning “real time” on patients in the operating room. Most high-risk disciplines, such as aerospace, aviation, hazmat and military, require simulation for training and high stakes testing. However, medicine has been slow to embrace simulation in a meaningful way. Most hospitals do not enforce a structured simulation training curriculum or simulation testing for privileging and credentialing. However, the C-Suites of many hospital systems are now looking to simulation as a means of increasing OR efficiency while reducing surgical risk and costs. We therefore may be less than a decade away from a time where simulation testing will be required for surgeons as it is for pilots.

Jeff Berkley, PhD, will present on efforts by Mimic Technologies to create a common simulation training platform for surgical robots. Mimic began developing simulation for Intuitive Surgical’s da Vinci© robot in 2003 and has more recently adapted its simulation platform for use with many of the new robots pending FDA approval. Dr. Berkley will review current and future application of simulation to robot assisted surgery. The presentation will emphasize the utilization of data analytics for identifying and remediating high risk surgeons. Dr. Berkley will also discuss Mimic’s use of gamification for the purposes of encouraging surgeon engagement.

 
Tue 4:00 pm – 5:30 pm

HEALTHCARE SIMS/GAME-BASED LEARNING
 

Virtual Environment Design for Learning & Performance Effectiveness

Carole Bagley, Univ. of St. Thomas + The Technology Group, Inc4

Click to Attend in Zoom

 

Speaker Details

How do virtual and gaming environments have an impact on the user’s learning and on their daily and future life?

Several virtual environments and games (Health Benefits, Dentistry game, Tobacco/vaping prevention game) will be discussed and demonstrated and will describe how the evaluation results have impacted the user’s learning and their life.

Project based learning will be discussed as it is incorporated into K-12 and University classes where students create projects using and developing virtual and gaming environments.

Attendees in this session who have measured the student learning and effect when using and/or creating virtual and gaming environments will be asked to provide their results and how it impacted the users.

 
Tue 4:00 pm – 5:30 pm

GAME / INSTRUCTIONAL DESIGN
 

CANCELLED By SPEAKER: WORKSHOP: Assessment for Immersive Learning Experiences

5

 

Click to Attend in Zoom

 

 

Speaker Info

 

 
Tue 4:00 pm – 5:30 pm

HIGHER EDUCATION, WORKSHOPS
 

Immersive and Virtual Environments: Are We Aiming for the Floor or the Ceiling?

Bron Stuckey, Innovative Educational Ideas6

Click to Attend in Zoom

 

Click here to see speaker details.

When asked to describe the gains from using games and immersive environments (virtual worlds, virtual reality, augmented reality etc) in their classrooms, teachers primarily raise issues of increased engagement. They describe students as being ‘engaged’; on task, excited and having fun. What exactly do we mean by ‘engaged’ and why are teachers only describing motivation and engagement and not the learning gains that motivated them to bring games into the classroom? What are learners engaged with, is it the intended curriculum knowledge or just the tool? Are we being seduced by the tools into adopting engagement as the measure of improvement? What more should teachers be doing to effectively leverage the affordances of immersive environments in learning? How can teacher better evaluate the role of immersive tools in learning environments? So many questions surround what we see in current classroom uptake of immersive environments, for example the one with the largest global uptake: Minecraft. Bronwyn’s research has examined teacher evaluations, their views of engagement and whether engagement represents the floor or the ceiling in student use of games and immersive environments.

 
Tue 4:00 pm – 5:30 pm

USING GAMES IN K-12
 

See a Demo of an In-Use Military Operational VR application and Ask Qs

Randy Brown, Virtual Heroes Division of ARA7

Click to Attend in Zoom

 

 
Tue 4:00 pm – 5:30 pm

VR SESSIONS, PRODUCT DEMOS

5:30 pm – 7:00 pm

Dinner Break

 

7:00 pm – 8:30 pm

Evening Workshop Sessions

 

INTERACTIVE SESSION: Developing High Performing Leaders

Sarah Moffat, Leadership Coach & Founder, Leading,Ladies LLC1

Click to Attend in Zoom

 

Sarah Moffat

Speaker Info

Leadership, when it’s all said and done is really just one thing: the ability to influence others. Its an individual’s ability to inspire confidence and action from teams. Gifted leaders know how to tie mission and values to the performance goals of their teams. Motivating leaders know how to use charisma, reward, and opportunity to get the best from their teams. Transformational leaders inspire and help people attain goals and understand change is necessary. But what about high performance leaders? How can an organization create a culture and norms around high performance leaders? How do you find the next generation leader that will fill that high-performance goal. And, what’s more, how do you build and train leaders who are both high-performing and contexutally effective, inspirational, and — of course, influential.
Join this session with leadership development expert and coach, Sarah Moffat, who will delve into the world of leadership development and high performance habits and share:
– What are high performance habits?
– How to identify and develop leaders to be high performance leaders?
– How to measure influence and effectiveness in leadership

 
Tue 7:00 pm – 8:30 pm

CORPORATE/NON PROFIT, WORKFORCE & LEADERSHIP TRAINING
 

WORKSHOP: Augmented Serious Gaming In the Physical Universe

John Kolm, CEO, Team Results USA, Best Selling Author2

Click to Attend in Zoom

 

Speaker Details

Serious play extends far beyond just the online world. There is a universe of corporate leadership development and discovery that is based on simulated scenarios executed in the real world, using a variety of augmented cognition techniques to provide practice and rehearsal of desired team and leadership behaviors. This universe meets the modern challenge to go beyond the limitations of classroom training and teambuilding approaches in a way that leverages modern scientific discovery about cognition and which also satisfies far higher demands and expectations of “useful” team development now coming from better educated C-level management that regards most classroom training and team building as useless.

This session will investigate aspects of cognition and team evolution from both a theoretical viewpoint and the viewpoint of 25 years of practical experience and practice in the field with work teams from some of the world’s best-known corporations and government agencies. Practical case studies and a practical demonstration and experiment using EEG with attendees are both included.
Come along and experience an application of augmented cognition in a real-world team environment, while also inspiring your own ideas and development talent to create the teaming and leadership solutions that will be needed tomorrow.

 
Tue 7:00 pm – 8:30 pm

CORPORATE/NON PROFIT, WORKFORCE & LEADERSHIP TRAINING, WORKSHOPS
 

WORKSHOP: Serious Games through the Eyes of a Certified Medical Illustrator

Samantha Bond, University of Illinois at Chicago3

Click to Attend in Zoom

 

Samantha Bond

Speaker Info

Serious games have the noteworthy potential to change lives with elegant storytelling and meaningful educational balance. When applied to healthcare, particularly in patient and caregiver education, these games can open a door to massive change in doctor-patient communication, anxiety, and autonomy. However, without a deep understanding of the science content by the developer, accuracy of material can be compromised; what’s more, the balance between game mechanics and learning objectives can skew player understanding, over-simplifying a healthcare narrative, or worse yet, increasing anxiety by shining a light on the complex facets of an ailment or patient decision without proper scaffolding. Certified Medical Illustrators spend years training in the sciences and the arts to attempt to create a perfect, elegant balance that can be wholly applied to serious games.

The University of Illinois at Chicago Biomedical Visualization program (BVIS) is one of only four accredited medical illustration programs in North America, and we pride ourselves on our focus on forward-thinking interactive technologies for holistic, impactful patient education. Attendees of this workshop will gain an insight into the vital principles of medical game development through principles and case studies by myself and my student researchers.

 
Tue 7:00 pm – 8:30 pm

HEALTHCARE SIMS/GAME-BASED LEARNING, WORKSHOPS
 

WORKSHOP: Artificial Intelligence Demystified

Thomas Talbot, University of Southern California4

Click to Attend in Zoom

 

Speaker Details

For the layperson, discussion of artificial intelligence can be intimidating. Vendors & scientists are throwing around fancy phrases. You would like to ask what those things mean but are afraid. Artificial Intelligence Demystified starts at ground level and teaches your all about the basics of Artificial Intelligence with simple examples and lots of application videos. The goal is to turn you into a reasonably informed AI consumer.

 
Tue 7:00 pm – 8:30 pm

GAME / INSTRUCTIONAL DESIGN, WORKSHOPS
 

WORKSHOP: Designing Games for Professional Development

Mike Beall, Gear Learning, University of Wisconsin5

Click to Attend in Zoom

 

Mike Beall

Speaker Info

Game-based learning is becoming an increasingly common and impactful option for professional development. Traditional professional development games like trivia and quizzes are effectively just assessments. A deeper gameplay experience that leverages a situated learning experience may better engage learners and increase the learning outcomes. Since the range of possible professional development activities can be vast, depending on the subject matter, this workshop will focus on the mapping of learning objectives to gameplay mechanics, specifically in the space of professional development. Working in small groups, participants will be guided by the University of Wisconsin – Madison’s Mike Beall, as you learn about and experience the high level game design process.

 
Tue 7:00 pm – 8:30 pm

GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION, WORKSHOPS
 

INTERACTIVE DISCUSSION: Immersive Classrooms in Middle and High School

Mitch Weisburgh, Academic Business Advisors; Scott Brewster, Triad Interactive Media6

Click to Attend in Zoom

 

Mitch Weisburgh
Academic Business Advisors

Speaker Details

Scott Brewster
Triad Interactive Media

Speaker Details

How do you best mash-up VR, AR, 360 photos, game-based learning, assessment, and pedagogy in order to engage students and accelerate their learning? We will review some of the lessons we’ve learned from creating and implementing immersive classes and curriculum in the US and Finland.

 
Tue 7:00 pm – 8:30 pm

INTERACTIVE DISCUSSION, USING GAMES IN K-12
 

VR Prototyping: Best Practices (Original Session Cancelled)

Bernard François, Founder, CEO, Preview Labs7

Click to Attend in Zoom

 

Having overseen the development of prototypes for over 200 concepts, Bernard has learned a lot about the best practices for rapid prototyping with game technology. A recurring pursuit while prototyping for VR is to find a way of interaction that feels ‘natural’ – as opposed to ‘realistic’. By using more intuitive ways of interaction, this can be taken to a new level in VR. Bernard will talk about what he and his team have learned over the years, and will show how these best practices apply to VR projects using a few related project cases.
Tue 7:00 pm – 8:30 pm

GAME / INSTRUCTIONAL DESIGN

Wednesday 24 Jun 2020

9:00 am – 9:30 am

 

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

Sue Bohle, Executive Director, Serious Play Conference1

Click to Attend in Zoom

 

Schedule Adds and Changes: Scott Provence, CEO, Ground Rounds: Functional Failure: How We Learn More by Getting It Wrong today at Noon; Alicia Sanchez, Game Czar, Defense Acquisition University: “Making Memorable Games” Thursday at 3:45 p.m.; Bernard Francis, CEO, Preview Labs: VR Prototyping: Best Practices, at dinner break Thursday Link for help: https://seriousplayconf.com/tech-support/
Wed 9:00 am – 9:30 am

OPENING SESSION

9:30 am – 10:30 am

 

Games for Community Engagement – Will it Work for You?

Sreeram Kongeseri, Ajay Balakrishnan, Amrita University, India1

Click to Attend in Zoom

 

Sreeram Kongeseri
Amrita University, India

Sreeram Kongeseri

Speaker Info

Ajay Balakrishnan
Amrita University, India

Ajay Balakrishnan

Speaker Info

This talk will start with an orientation on games designed for civic engagement. Games for civic engagement are seen as an effective way to constructively engage citizens in policy discussions, solve community issues, increase volunteer motivation and citizen science. Serious games for enhancing the civic engagement processes is an active area of interest in the communities of research and practice. Recent trends have been encouraging as more games are being used to engage the public around climate change, urban planning and policymaking. However, the presence of social, economic, technological and emotional barriers to successful civic engagement needs to considered for informing game design. A case study of a tabletop game designed for rural communities of India will also be presented. A short discussion on the participatory approaches such as Participatory Rural Appraisal (PRA) will follow. The talk will close with remarks on factors that make or break purposeful games for civic engagement.

 
Wed 9:30 am – 10:30 am

MIL/GOVT WORKFORCE & LEADERSHIP TRAINING
 

Win the Boss Fight (A Live Game)

Dov Jacobson, CEO, Games That Work2

Click to Attend in Zoom

 

Dov Jacobson

Speaker Info

The toughest part of any game contract is getting it to greenlight. You have a great game idea to fix their issue, but Higher Ups don’t get it. They talk tight budgets and tight schedules- but the real problem is you have not sold them.

Join our experiment in Game Based Learning.

We will play a multiplayer Zoom game, specially made for Serious Play 2020.
The game’s learning objectives are:

  • Learn to pitch your game project to a client, sponsor or Boss.
  • Meet interesting fellow attendees.
  • Make a few friends.

The game is a first time prototype: Functionality may be flakey, but we will have fun learning together.

Attendance limited to fifteen players.

 
Wed 9:30 am – 10:30 am

CORPORATE/NON PROFIT
 

Developer Driven Business Models and the Ethical Use of Data

Doug Whatley, BreakAway Games3

Click to Attend in Zoom

 

Doug Whatley

Speaker Info

To survive and thrive, serious games companies need to profit from modern software business practices. Over the past two decades venture capital backed technology companies have revolutionized the business world. However, many of the pillars of these new business models conflict with the principles that provide academic rigor, personal privacy, educational validity and transparent funding.
Historically, serious game products were custom built for clients and the data collected regarding their application, successes and failures, and user experiences was only available to the end-user organization. In the past year, we’ve turned that business model upside down through the introduction of the vHealthCare Portal, a storefront providing access to COTS medical training games and simulations. Under this new COTS Commercial Off The Shelf) model, which is similar to many modern technology platform business models, the developers are receiving user and usage data at a level we’ve never been privy to before.

In this session, the vHealthCare Portal will be used to provide an example of these business models and the types of data and metrics that can be tracked in a serious game application and to provide a backdrop for the discussion of our ethical responsibilities surrounding the use of collected data. Participants will be invited to participate in a discussion of what we can learn from the available data, who should have access to the data and analysis results, as well as how we should benefit from these modern business methods while staying true to principles that protect everyone.

TakeAway: Introduction to optional business models for serious game distribution

 
Wed 9:30 am – 10:30 am

HEALTHCARE SIMS/GAME-BASED LEARNING
 

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

Wei-Fan Chen, FourDesire, Taiwan4

Click to Attend in Zoom

 

Speaker Details

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

 
Wed 9:30 am – 10:30 am

GAME / INSTRUCTIONAL DESIGN
 

Not Just Soft Skills: Unlocking the Power of Branching Games

Ashley Parker, Harvard Business Publishing5

Click to Attend in Zoom

 

Speaker Details

I’ll present three games which use different quantitative features “under the hood” to enrich the pedagogical impact of game play.
The first is simple: every decision the user makes tips the scales between three values, and the resulting (im)balance illustrates the application of the framework being taught.

The second is more complex: the amount of information, and the order in which the user encounters it in the story line, highlights their “distance” from the perfect path; this is distilled into a facilitator-facing score. (Last year’s Gold Winner, IT Management Simulation: Cyber Attack!)

The third is an example of how an engrossing branching story is all but a distraction: users work in groups to make decisions, and the resulting debrief focuses on their ability to adapt and lead, rather than their “success” in the story.

I have an alternative third example: how timers and interruptive elements (including conflicting decisions) add to cognitive load and push the user to make trade-offs, which are quantitatively tracked and captured for self-analysis. Both of these third example games are currently in progress, and I’m happy to present whichever one sounds more interesting to you, or wait-and-see. They should both be finished by Spring.”

 
Wed 9:30 am – 10:30 am

GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION
 

PANEL: Integrating Games in K12

Paul Darvasi, York Academy; Tammie Schrader, Wash State USD; Andrew Easton, Westside Comm Schools; Shawn Clybor, Dwight-Englewood School6

Click to Attend in Zoom

 

Paul Darvasi
York Academy

Speaker Details

Tammie Schrader
Wash State USD

Speaker Details

Andrew Easton
Westside Comm Schools

Speaker Details

 
Wed 9:30 am – 10:30 am

PANEL, USING GAMES IN K-12

10:30 am – 11:00 am

Break

 

11:00 am – 11:45 am

 

Immersive Training for Police, Law Enforcement

Alice Formwalt, StreetSmartsVR1

Click to Attend in Zoom

 

Speaker Details

All simulations provide increased safety, savings and security measures over live physical training, but Virtual Reality provides the greatest depth of experiential immersion.

Why is that important? How does this lead to more realistic stress responses? When the simulation is internalized as actual experience rather than just passive observation, is the value and retention of that information improved? How does the use of Virtual Reality impact affordability, portability, and other practical considerations?

These are the trade-offs we had to consider when Street Smarts VR developed our Virtual Reality training program for civilian and military law enforcement. We wanted to create effective, realistic lethal force decision-making scenarios. The speaker will take you through our development process.

Our final program could easily apply to other Virtual Reality training programs for first responders and emergency personnel or any other situations where stress is high and ordinary training is either unrealistic or unsafe.

 
Wed 11:00 am – 11:45 am

MIL/GOVT WORKFORCE & LEADERSHIP TRAINING
 

How Mobile Gaming and VR Are Transforming Learning

Anders Gronstedt, Gronstedt Group2

Click to Attend in Zoom

 


Speaker Details

How does the largest employer on the planet, Walmart, attract and develop a new generation of managers who have spent more time playing games than they have in the classroom? How does pharmaceutical industry leader Novartis quickly train hundreds of people on best practice production and aseptic procedures for a new leukemia treatment, where mistakes have life and death consequences? How do you train a workforce when the half-life of skills is rapidly falling? With learning games and VR experiences that offer the engagement of the Half-Life franchisee of course!

In this session you’ll go inside medical VR simulations where mistakes have life and death consequences. You’ll be able to download and play Walmart’s “”Spark City”” Sims-style game on your phone. The session will inspire with examples from industry leaders who are ushering in a new era of experiential and visceral learning. Leave the glowing desktop screen and classroom behind and step into a new world of immersive learning.

 
Wed 11:00 am – 11:45 am

CORPORATE/NON PROFIT
 

Designing Effective Health Games for Digital Therapeutics

Bob Hone, Game Design & Architecting3

 

Click to Attend in Zoom

 

Speaker Details

Vast amounts of venture capital have recently flowed into new digital therapeutic companies (DTx) such as Akili Interactive, Pear Therapeutics, Linvongo, Freespira, Hinge Health, and many others. These companies leverage advances in sensor technology, AI analysis of physiological data, virtual coaching, and interactive game therapies to provide prescription-based treatments for ADHD, panic attacks, anxiety, chronic back pain, diabetes and many other chronic conditions and diseases.

This session will examine proven approaches for developing effective health games. Key insights include:

• Creative synergy between clinician and game designer produce health games that patients not only enjoy playing but that also improve their health
• Effective games work on multiple timescales–seconds, minutes, and weeks–to accumulate small incremental improvements into cognitive and/o physical benefits
• Strategies for the Seconds timescale guide players into a “flow state” where the game challenge matches player ability
• Strategies for the Minutes timescale create engaging and memorable game levels that encourage replay
• Strategies for the Weeks timescale support player autonomy and demonstrate their evolving competence to motivate players to complete game therapies for lasting improvements in their chronic conditions.

 
Wed 11:00 am – 11:45 am

HEALTHCARE SIMS/GAME-BASED LEARNING
 

Designing Interactives, Toys and Games for Optimal Engagement

Lindsay Grace, University of Miami4

Click to Attend in Zoom

 

Speaker Details

Highlighting concepts from my 2019 book, Doing Things with Games, Social Impact through Play, and drawing from lessons learned completing projects for a variety of game projects in education, news, arts and social impact – the talk highlights core design tenets for effective, play based design. Beginning with the core distinctions between toys, interactives and games, the talk provides real world examples from projects I’ve lead (good and bad) from prototype to completion to both inspire and focus others looking to do complimentary work.

 
Wed 11:00 am – 11:45 am

GAME / INSTRUCTIONAL DESIGN
 

Game Design in the Age of Coronavirus: Fostering Sustainable Futures through Gameplay

Carlo Fabricatore, University of Huddersfield5

Click to Attend in Zoom

 

Carlo Fabricatore

Speaker Info

Our world is afflicted by global problems that threaten its preservation, and our preservation in it. These are complex problems that stem from the interplay of environmental, social and economic issues driven by conflicting needs, interests and constraints. COVID-19 is a notable example of such problems, also known as wicked problems. Our ability to constantly adapt to and manage wicked problem situations will ultimately define our preservation and evolution, as individuals and societies. This requires valuing and nurturing our connectedness with each other and our broader environment, in order to consequently think and act collectively to promote the common good.
Games can play a crucial role in this context, due to their potentialities to promote social connectedness through meaningful activities, develop capacities and sensibilities required to tackle wicked problems, and offer opportunities to collectively explore realistic scenarios and devise possible better futures. Deploying these potentialities require human-centric design approaches focused on players, their needs, and the broad impacts that playing games can have on individual and societal wellbeing and development.

This talk will explore the nature wicked problems through the example of the COVID-19 pandemics, highlighting key ways in which game-mediated human activity could influence the impacts of wicked problem on human development and wellbeing. The talk will then introduce a human factors design and analysis framework useful to design games for this purpose, demonstrating its application through real-world use cases.

 
Wed 11:00 am – 11:45 am

HIGHER EDUCATION
 

From Cathedrals to Virtual Reality: (Un)Structuring Spatial Narratives for Video Games, AR and VR

Paul Darvasi, York Academy6

Click to Attend in Zoom

 

Paul Darvasi

Speaker Info

Open virtual worlds challenge traditional narrative conventions, and redefine how stories are told and received. A vital way to advance storytelling while still affording agency is to enlist the environment itself as a narrative tool to inform and shape user experiences. This session will recruit from diverse sources, including Inca city planning, cathedral architecture, theme park arrangement, video game design, and scholarly work on environmental authoring to explore the fertile and inspiring intersections of story, artifact, and space.

 
Wed 11:00 am – 11:45 am

USING GAMES IN K-12
 

Federal Funding for Education Games

Ed Metz, Department of Education’s Institute of Education Sciences, SBIR Program7

Click to Attend in Zoom

 

Speaker Info

In this session, attendees will have the unique opportunity to hear Edward Metz from the US Department of Education’s Small Business Innovation Research program share insights in crafting compelling proposals that meet federal funding priorities. Attendees will also have a chance to ask questions.

 
Wed 11:00 am – 11:45 am

FUNDING AND CONTACT OPPS FOR DEVELOPERS

12:00 pm – 1:00 pm

Lunch

 

Open Mic

Host: Chris Crowell, Game Design Teacher, Sheridan College1

Click to Attend in Zoom

 

Since we can’t meet in the hallway and grab a cup of coffee at a virtual conference, we decided to set up some drop in opportunities to meet with like-minded individuals. Feel free to join this session, or another.

 
Wed 12:00 pm – 1:00 pm

 

Mobile Games

Anders Gronstedt, CEO, Gronstedt Group2

Click to Attend in Zoom

 

Since we can’t meet in the hallway and grab a cup of coffee at a virtual conference, we decided to set up some drop in opportunities to meet with like-minded individuals. Feel free to join this session, or another.

 
Wed 12:00 pm – 1:00 pm

 

Functional Failure: How We Learn More by Getting It Wrong

Scott Provence, Grand Rounds3

Click to Attend in Zoom

 

What role should failure play in training environments? How often should learners be allowed to fail? And when dealing with compliance topics or sensitive industries like the field of healthcare, is ANY failure worth encouraging?In this session, attendees will learn how the feedback structure of games can be used to challenge the way we typically look at failure. Attendees will learn a new system for “fail-safe” training that creates more collaborative environments, more creative problem-solving, and more long-lasting learning.
Wed 12:00 pm – 1:00 pm

GAME / INSTRUCTIONAL DESIGN

1:00 pm – 1:45 pm

 

Preparing NATO Forces for Human Security Missions Using VR

Paul Thurkettle, NATO Allied Command Transformation1

Click to Attend in Zoom

 

Speaker Info

Following NATO’s development of policies for Protection of Civilians and Children in Armed Conflict, a innovative way to deploy this training to ensure the concepts and rules were understood was required. NATO ACT Training Technologies suggested doing this by developing a VR game which “dropped” the users into the environment and had them work through the scenarios with the correct actions. This was accepted and we now have a VR/PC and SCORM compliant versions. The presentation will walk through the ideas, challenges and solutions leading to this exciting new way to train.

 
Wed 1:00 pm – 1:45 pm

MIL/GOVT WORKFORCE & LEADERSHIP TRAINING
 

Play with a Purpose

Monica Cornetti, Sententia Games2

Click to Attend in Zoom

 

Speaker Details

Is it possible that the opposite of play is not work – that they are in fact mutually supportive, and when we stop playing, we stop creating and developing? Games are often talked about as if they were a relief from serious learning. But in the make-believe world of games we are in charge, making decisions, as we assess risk to master a range of challenges. Are games and gamification in reality… serious learning?

Because play helps create new connections between neurons and between different parts of the brain, perhaps we have a neurological imperative to allow our learners to play.

In this featured session with gamification educator and designer Monica Cornetti, you’ll learn:
· Simple strategies to inspire curiosity and encourage experimentation in your learners
· How to incorporate play to deal with difficulties, promote mastery of skills, and provide a sense of purpose
· How to allow play to drive your work – as we are built to do – and begin to find opportunities for play everywhere.

Learn how you can use gamification to help learners not only feel better while engaged in your learning experiences, but you’ll also encourage creativity, expand their brains (literally), and help them better survive their complex world.

In a world continuously presenting unique and ever-changing problems, can play prepare us to better understand the opportunities and challenges in the world around us?
The real question remains – is play useful in the workplace?

 
Wed 1:00 pm – 1:45 pm

CORPORATE/NON PROFIT, HIGHER EDUCATION
 

Using Science, Analytics and Psychology to Make Games that Work

Olli Rundgren, Psyon Games, Finland3

 

Click to Attend in Zoom

 

Speaker Info

Life Science (or Healthcare) companies lack good ways to measure the results of marketing campaigns. Psyon Games has developed a mobile platform that combines marketing with data collection to generate awareness, at the same time, collecting data that allows companies to measure the success of their marketing effort. The key is using games – mobile games – that engage the audience. In this session, Olli Rungren, CEO, will explain how his lifetime fascination with games and poker, where he was a high stakes player, lead him to create a platform that helps Pharma and Biopharma companies market their products, at the same time collecting audience demographics, attitudes and behavior patterns. Psyon has received excellent results in a vaccine awareness pilot, which the company is now applying to marketing corona awareness. This session is about sharing our insight and learnings about the use of mobile health games for marketing, data collection and compliance.
Wed 1:00 pm – 1:45 pm

EVALUATE, ASSESS, MEASURE TOPICS, GAME / INSTRUCTIONAL DESIGN, HEALTHCARE SIMS/GAME-BASED LEARNING
 

Serious Games for BioDefense

David Metcalf, UCF IST, Metil Lab4

Click to Attend in Zoom

 

Speaker Details

The world is changing as we Reopen America and prepare for our Post COVID environment. Training will change too. Come see early examples of health and security training using novel gaming techniques to rapidly tune and realign our workforce to be safe and well across smart buildings, military installations and health facilities.

 
Wed 1:00 pm – 1:45 pm

GAME / INSTRUCTIONAL DESIGN, HEALTHCARE SIMS/GAME-BASED LEARNING
 

Assessment of the Effectiveness of an E-scape Room for Instruction

Enrique Cachafeiro, Duke Health6

Click to Attend in Zoom

 

Speaker Details

Escape rooms are a phenomenon that has taken the world by storm in the last decade and the model has been used effectively for instruction in schools. However it can sometimes be challenging to enact as traditional escape rooms require space and quite a bit of materials to implement. Virtual environments are a promising technology for innovation in education, training and e-learning. This presentation talks about how we combined these two concepts for a high quality, deep and meaningful learning — the Serious E-scape Room. In this form, the escape room doesn’t take up physical space and materials.

In this case study “Room of Keys,” a serious virtual escape room for biology concepts, we test the assumptions of the model with 143 students in a US high school using one of the Biology common core objectives, Enzymes. In this presentation we will explore performance and satisfaction results from the trial, as well as the modalities utilized through this medium. I will also share advice on how to produce your own virtual learning environments in a cost effective way.

 
Wed 1:00 pm – 1:45 pm

EVALUATE, ASSESS, MEASURE TOPICS, USING GAMES IN K-12
 

How China’s After School Education Industry Leverages Digital Games

Ronald J. Kantor, Kantor Consulting6

Click to Attend in Zoom

 

Speaker Info

In November 2018, Dr. Ron Kantor was invited to attend the Global Educational Technology Summit in Beijing, China. In addition to attending the conference, Kantor was also invited to participate in a Chinese Ed Tech Eco Tour which led to his visiting five key Chinese Ed Tech companies including iFlyTek, Class In, TAL, NetEase and the Chinese Governments Mooc development center, an entity whose purpose is to incubate Ed Tech start ups and create educational materials (learning objects) that can be used across different on line learning products. As part of the EcoTour and Conference, Dr. Kantor collected field data including slides, interview data and videos. What he discovered through this initial research was the widespread use of gamification, serious play being used in self-paced as well as virtual classroom learning environments. In this session, Dr Kantor will share his findings from 2018 as well as additional research he has continued to pursue investigating how the Chinese use gaming to sustain learning focus, enhance motivation and increase learning outcomes. The current Corona virus crisis means that schools are closed and parents are encouraging and paying for their children to take on line education in lieu of attending face to face classroom session. In all probability, the health crisis will result in an exponential increase in the use of on line K-12 education. Stock prices of key companies that provide educational services have risen strongly in the past two weeks and will continue to, especially if the health crisis continues to grow.

 
Wed 1:00 pm – 1:45 pm

HIGHER EDUCATION, USING GAMES IN K-12
 

Games for Learning Funding Opportunities: National Endowment for the Arts (NEA)

Lakita Edwards, National Endowment for the Arts7

Click to Attend in Zoom

 

Speaker Details

The Arts Education division of the National Endowment for the Arts supports arts instruction and professional development projects that use electronic media and technology as an artistic medium to increase access to arts education for Pre-K-12. This session provides information and insights in crafting a compelling application for arts education projects, including an overview of NEA guidelines, application resources, and descriptions of relevant funded projects. The session incorporates a Q & A component following a brief presentation.

 
Wed 1:00 pm – 1:45 pm

FUNDING AND CONTACT OPPS FOR DEVELOPERS, PANEL

1:45 pm – 2:15 pm

Break

 

2:15 pm – 3:00 pm

 

Creating a Serious Game about Organizational Agility

Peter Leveille, Sarah Miller, MITRE1

Click to Attend in Zoom

 

Peter Leveille
MITRE

Speaker Info

 

Sarah Miller
MITRE

Speaker Info

Government agencies are increasingly asked to do more with less and continue to operate in the same manner as they did decades ago, while having a broader mission and fewer resources. Agencies must find ways to organize to accomplish the mission while balancing constant change. Organizational Agility is a new paradigm for accomplishing work in a way that emphasizes both flexibility and stability, or structure and innovation. We developed a serious game that enables participants to experiment with new ways of organizing their work and reaching their goals and then transfer that learning to their actual organizations.

This talk will introduce the key elements of Organization Agility and describe the method used to incorporate these concepts into a serious game for teaching government leaders about Organizational Agility. We tour the process of designing and developing a serious game from both the perspective of the designer and the customer. We share insights into the shaping and refining of the game to promote engagement for a government audience. The audience will get an opportunity to touch and feel the final printed tabletop version of the game as well as ask us questions about the end to end process.

 
Wed 2:15 pm – 3:00 pm

CORPORATE/NON PROFIT, MIL/GOVT WORKFORCE & LEADERSHIP TRAINING
 

Select a Champion: How Identifying the Right Stakeholders Will Make or Break your Serious Game

Michael DiPonio, Quicken Loans2

Click to Attend in Zoom

 

Speaker Info

As developers, we often get lost in the problems we’re trying to solve or the methods we’re using to solve them, because those are the exciting parts. What’s often missed in the process but is vital to your success is finding the right person in-organization to champion your training game, so that when all the hard work is done, everyone will see that all-important ROI.

Using practical examples from enterprise gaming solutions my team has built over the years, we’ll cover what it looks like when you have a strong champion; how things can go wrong when you don’t have one, and how you can identify red flags during development.

 
Wed 2:15 pm – 3:00 pm

CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN
 

Integrating Hardware into Serious Games Design

Peter Smith, UCF + Limitless Solutions3

Click to Attend in Zoom

 

Speaker Details

We will cover best practices lessons learned for:
– Interfacing with custom hardware both in general and with our controllers
– The importance of solid and easy to use calibration
– How EMG works and why it is useful for prosthetics and games
– Usability concerns in gameplay and out
– Game play preferences for arm flexing games
– One handed vs conventional controllers for users with limb difference
– The importance of being able to play a game with both limbs.

We will cover user data collected on usability of the controller; preferences for various game play styles; and training effectiveness. We will also include use cases for EMG Control for players with limb difference, including our participatory design process, our training philosophy and the positive impact on bionic kids.

This presentation will follow our journey developing games that utilize custom EMG controllers to train children to use their prosthetic arms. The arms are all designed and 3D printed at Limbitless Solutions in Orlando, Florida. Their designs are intended to empower through creativity. The individualized designs reflect the personality of the kids and provide them with a fully functioning multi-gestural prosthetic. These arms can be complicated to control, but we use gaming to make the training process enjoyable and strengthen the muscles by turning flexes into game input.

This presentation will cover how the Limbitless Games controller works, as well as the Microsoft Adaptive Controller and other accessibility controls.

 
Wed 2:15 pm – 3:00 pm

HEALTHCARE SIMS/GAME-BASED LEARNING
 

Pokémon Stop: Why More HIPAA-like Privacy Laws Are Coming to Serious Games

Leslie Gruis, Author and Privacy Expert4

Click to Attend in Zoom

 

Speaker Info

In 2016, Pokémon Go made a considerable splash with its augmented reality gaming format. Many heralded it as a harbinger of future game play without considering the privacy implications. This is but one example of how gaming environments are leveraging more and more personal information. First it was things like your name, home address, and current GPS coordinates. Then it was information about your friends, the sites you browsed, and the products your bought. By 2020, scores of vendors at the Consumer Electronics Show demonstrated the value of VR access to EEG information for clinical and educational purposes. While the privacy of clinical usage is governed by HIPAA, what about privacy in an educational setting? What does the Children’s Online Privacy Protection Act (COPPA) cover? What if the student is over 18?

This is one of the things the new federal privacy law will address in the United States. New privacy law is coming now because other forces – like the European General Data Protection Regulation (GDPR) and state laws like the California Consumer Privacy Act — are declaring increased privacy a norm. Vendors support such Congressional legislation because a single federal law is far easier to conform to than 50 separate state laws.

This talk will highlight the erosion of individual privacy by technology and commercial interests. It will then focus on the international norms for privacy and ethical design of algorithms. Such norms encapsulate the key attributes of any new U.S. privacy law which will apply to serious gamers.

 
Wed 2:15 pm – 3:00 pm

CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN
 

Assessment with Reacting Games

Tony Crider, Professor of Astrophysics, Elon University5

Click to Attend in Zoom

 

Speaker Details

Games in Higher Ed; What works Best

The Reacting to the Past series of games, peer-reviewed by the Reacting Consortium and published by Norton, have college students play historical characters debating topics and writing letters at a particular time and place in the past. In this session, we will exam both traditional and experiential assessment approaches using these games. In this workshop session, attendees will play a short Reacting game tutorial (e.g. Bomb the Church), with each person being assigned a role. The session will start with a short (~15 minute) introduction to reacting games, followed by 30 minutes of game play. We will then discuss how to assess student learning with such games. Finally, they will be directed to websites where they can download reacting games under development and sample rubrics for assessing student performance in games.
Wed 2:15 pm – 3:00 pm

EVALUATE, ASSESS, MEASURE TOPICS, HIGHER EDUCATION
 

Teachers as Game Designers: Games in the High School History Classroom

Shawn Clybor, Dwight-Englewood School6

Click to Attend in Zoom

 

Speaker Info

Games and gameful learning have great potential to enrich critical reasoning and analytical skills in high school history classrooms. However, game-based approaches to the teaching of history have focused predominantly on the use of commercially developed simulation games and virtual worlds, such as Civilization, Assassin’s Creed, or Second Life. But what happens when history teachers begin creating their own content? Where do they begin? How do we merge “best practices” for history as an academic field with games and game-based learning? Offering concrete examples from my own classes, and several of my colleagues’ in the history department at Dwight-Englewood School, I will explore various approaches to instructional design, including assessments and outcomes, for history teachers who are seeking ways to create their own games and simulations (even if they have limited tech experience). I will also offer a few examples of how historians and history teachers have taken a more active role in the game-development process, and what that means for the future of game-based learning in the history classroom.

 
Wed 2:15 pm – 3:00 pm

USING GAMES IN K-12
 

Federal Funding Opportunities for Museums from the Institute of Museum Services and for Games in the Humanities

Helen J. Wechsler, Grants Mngt Specialist, Institute of Museum and Library Services; Marc Ruppel, Senior Program Officer at National Endowment for the Humanities (NEH)7

Click to Attend in Zoom

 

Helen J. Wechsler
Institute of Museum and Library Services

Speaker Info


Marc Ruppel
National Endowment for the Humanities (NEH)

Speaker Info

IMLS Museum Grant programs support the development and use of games for educational purposes in museums of all types, for collections data crowdsourcing, and to develop deeper relationships with community. They can also support the use of game development as a way of building 21st century skills among students and other audiences.

 
Wed 2:15 pm – 3:00 pm

FUNDING AND CONTACT OPPS FOR DEVELOPERS

3:00 pm – 3:30 pm

Break

 

3:30 pm – 4:45 pm

 

Selecting a Vendor for an Adult Learning Project, Outlining and Monitoring the Process, Measurement

Rhonda Bruce, Defense Acquisition University (DAU)1

Click to Attend in Zoom

 

Speaker Details

Topics
a. Requirements and Contract Language
b. Vendor Selection
c. Monitoring Project Processes
d. Measuring Learner’s Effectiveness

 
Wed 3:30 pm – 4:45 pm

CORPORATE/NON PROFIT, MIL/GOVT WORKFORCE & LEADERSHIP TRAINING
 

WORKSHOP: Micro-Learning, the Next Great Innovation in Healthcare or Any Training

Dennis Glenn, Dennis Glenn Consulting2

Click to Attend in Zoom

 

Speaker Info

Despite all the new high-tech businesses being created today, the vast majority of new jobs are in workaday service industries, like health care, hospitality, retail, and building services, where new technology is constantly being introduced to the workforce. This workshop is designed specifically for corporate trainers who need an introduction to interactive simulations that are quick and easy to create. These apps employ the latest engagement techniques including augmented reality. This workshop will offer three current solutions on how micro-learning can be implemented to your learning portfolio to rapidly create interactive task mastery simulations that are limited to one or two learning objectives.

After the conference, I will provide an individualized one-hour online session to discuss your progress and suggest next steps to mastery.

Cost: This 4-one hour virtual workshop plus a one-hour next-steps evaluation is priced at $200.00.

 
Wed 3:30 pm – 4:45 pm

CORPORATE/NON PROFIT, HEALTHCARE SIMS/GAME-BASED LEARNING, MIL/GOVT WORKFORCE & LEADERSHIP TRAINING, WORKSHOPS
 

Game-based Transition to Practice Nursing Program

Cynthia Sanner, Elsevier3

Click to Attend in Zoom

 

Speaker Info

Trying to meet the needs of new nurses with static, pre-set curriculum can cause both learning and productivity concerns. Some new nurses spend too much time going over topics they’ve already mastered, while others feel unprepared because they’re not sure where to focus. All the while, the learning experience doesn’t translate into what they’re dealing with on the clinical floor every day. We have developed standardized, evidence-based training that is more engaging and better aligned with the needs of individual nurses by simulating the kind of complex-care situations that new nurses are likely to find themselves facing. The course integrates self-reflection, as well as daily information sharing between nurse residents and their preceptors to foster a more supportive relationship and allowing the preceptors real-time insights into how their new nurses are progressing. This includes giving your nurse residency coordinators, preceptors and nurse managers a way to identify a nurse’s learning challenges at both the cohort and individual level, provide appropriate remediation, and then measure its impact.

 
Wed 3:30 pm – 4:45 pm

HEALTHCARE SIMS/GAME-BASED LEARNING
 

An Introduction to Using xAPI in Gaming and Simulation

Andy Johnson & Florian Tolk, Advanced Distributed Learning Initiative (ADL)4

Click to Attend in Zoom

 

Florian Tolk
Advanced Distributed Learning Initiative (ADL)

Speaker Details


Andy Johnson

Advanced Distributed Learning Initiative (ADL)

Speaker Details

The Experience API (xAPI) is a key modernized technology in tracking web performance within learning environments. xAPI has recently permeated into policy and into software solutions. This session introduces this soon-to-be standard in the light of validating experiences within virtual environments such as simulations, serious games, and augmented reality. It will provide a high-level overview of the use of xAPI and parts of the xAPI Statement, which will enable the attendee to strategize implementation details of xAPI-based solutions without having to program anything. This session will discuss the value-added components and expectations of moving beyond the “course” paradigm and the challenges that are presented to capturing data. Finally, the session will articulate return on investment principles of using xAPI to achieve solutions that leverage data analytics to validate training and visualizations to demonstrate those results.

 
Wed 3:30 pm – 4:45 pm

GAME / INSTRUCTIONAL DESIGN
 

WORKSHOP: Create an Escape Room, Producing a More Active Learning Environment

Rachel Slivon, University of Florida5

Click to Attend in Zoom

 

Speaker Info

By creating a series of puzzles or problems for students to work through in teams, we can transform our classrooms into escape rooms. Escape rooms are flexible: you can build one that is just right for your students. For example, when you introduce a new concept to your students, you may use an escape room as an experiential learning strategy. Or, you may use an escape room to review course material with your students. Whatever you use an escape for, you will be promoting an active, fun learning environment that fosters hands-on experience.

During this workshop, I will discuss how we can transform our classrooms into escape rooms to engage students and create an active learning environment. After this brief introduction, we will analyze step-by-step instructions for creating an effective escape room. Next, we will participate in an escape room, which will take most of the workshop time. At the end of the session, we will reflect on our experiences and brainstorm our own escape rooms.

 
Wed 3:30 pm – 4:45 pm

HIGHER EDUCATION, WORKSHOPS
 

From a Few Games to a Science/STEM GBL Program State Wide

Tammie Schrader, Northeast Washington Education Service District 1016

Click to Attend in Zoom

 

Click here to see speaker details.

This presentation will highlight the extended work that our education service agency, NEWESD 101, has done across the State of Washington. I will be showing the model we are using to roll our game based learning program, working with our state agency as well as several game developers and our Washington State Teachers Union, to introduce, expand, and integrate games in education on a statewide scale. We will be showcasing the work that has taken, including finding funding, and working with all the education districts, teachers and game developers, and the support we’ve had from from the state.

 
Wed 3:30 pm – 4:45 pm

USING GAMES IN K-12
 

Govt Assets to Enrich Educational Game Content

Elizabeth Newbury, Wilson Center; Shobhana Gupta, Nasa; Cody Coltharp, Smithsonian Center for Learning and Digital Access; Drew Robarge, Smithsonian Institution National Museum of American History7

Click to Attend in Zoom

 

Elizabeth Newbury
Wilson Center’s
Serious Games Initiative

Speaker Details

Shobhana Gupta
Nasa


Speaker Details

Cody Coltharp
Smithsonian Center for
Learning and Digital Access

Speaker Details

Drew Robarge
Smithsonian Institution
National Museum of American History

Speaker Details

One way to make learning come to life is through a rich experience — and it helps to have the assets to do this. Learn how you can use assets available from government entities to make your games come to life. From Congressional budget office or environmental data (The Wilson Center); to scientific data like 3D scans of coral (Smithsonian Institution) or data visualizations, animations, and free software (NASA); there are a wealth of free governmental resources to enrich educational experiences.

 
Wed 3:30 pm – 4:45 pm

FUNDING AND CONTACT OPPS FOR DEVELOPERS

4:45 pm – 5:15 pm

Break

 

5:15 pm – 6:30 pm

 

WORKSHOP: Using Data from Scenario-based Games to Demonstrate Business Impact

John Shulman, Alignor; Sue Blaske, Allina Health2

Click to Attend in Zoom

 

John Shulman

Alignor

Click here to see speaker details

 

Sue Blaske
Allina Health

What can you do when leaders question the business impact of training? 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 negotiations, managing through change, and difficult conversations. John will share how leaders often challenge L&D teams to prove business impact and question the value of training investments. The session will explore how you can use diagnostic data from learner game playing to identify learner strengths, diagnose gaps to be addressed, and partner with leadership to support training interventions.

 
Wed 5:15 pm – 6:30 pm

CORPORATE/NON PROFIT, EVALUATE, ASSESS, MEASURE TOPICS, HEALTHCARE SIMS/GAME-BASED LEARNING, WORKSHOPS
 

INTERACTIVE DISCUSSION: Using Simulation to Prepare for and Anticipate the Challenges of an ICU

Brad Tanner, Clinical Tools3

Click to Attend in Zoom

 

Bradley Tanner

Speaker Info

Potential and future physicians and other health care workers must assess and revise their interest and intent, establish confidence, define barriers, and build a plan to overcome the challenges of clinical care. Simulation offers an excellent means to investigate the multiple factors that impact and impede a future in medicine and their personal goals and preferences. A game framework lets potential health care professionals explore and challenge assumptions and external limitations.

Objective: What will your audience learn from attending your presentation

  • Envision how interactive gaming experiences can assist with personal exploration.
  • Clarify how best to connect real-world challenges with simulation-based equivalents to assure engagement and heighten impact

Talk Outline

The talk will help you answer the questions

  • Can a simulation assist with something as complicated as career change or decision?
  • How can simulation be more than an exploration? How can we connect the experience to active planning to impact real-world change?

As is all to clear in the pandemic we are dependent on a pool of motivated and energized health care workers. The potential pool of health care workers is stymied by a system with barriers that impedes easy assessment of interest, engagement, and confidence. Some with a potential interest in health care are ignored. Others enter the profession without a clear understanding of the emotional and physical challenges of health care versus other professions.

The talk will highlight the Clinical Encounters: ICU, a 3D simulation product that engages potential health care professionals in a simulation and training experience. As they role-play challenges to established barriers and seek guidance from simulated advisors, they

  • define their interest
  • establish their level of intent,
  • identify barriers,
  • build self-efficacy.
  • define a pathway to enhance or revise interest, intent and self-efficacy, acquire necessary skills, and overcome barriers.
 
Wed 5:15 pm – 6:30 pm

CORPORATE/NON PROFIT, HEALTHCARE SIMS/GAME-BASED LEARNING, INTERACTIVE DISCUSSION
 

WORKSHOP: Turning Games/Activities into Learning & Engagement

Marcia Downing, Marciaz Consulting4

Click to Attend in Zoom

 

Speaker Details

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

 
Wed 5:15 pm – 6:30 pm

CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, WORKSHOPS
 

WORKSHOP: Creation of an Educational Board Game

Carlos Zapata Jaramillo, Jose David Mosquer, Universidad National de Columbia5

Click to Attend in Zoom

 

Carlos Zapata Jaramillo
Universidad National de Columbia

Speaker Details

 

Jose David Mosquera
Universidad National de Columbia

Speaker Details

“I’ve developed a tutorial for designing and creating a serious game for educational purposes in a short session. I’ve also practiced this tutorial in some conferences with wonderful results.

The main steps of the tutorial are the following:
1. Selecting the study field
2. Defining the involved agents
3. Defining the processes agents develop
4. Defining the main objects and concepts the agents use
5. Designing the game avoiding words like “dice,” “cell,” “token,” “card,” etc. Tell the game story in the same words we use in the study field
6. Test and enjoy!

After the tutorial we expect to have a playable version of the games proposed by the attendants.”

 
Wed 5:15 pm – 6:30 pm

GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION, WORKSHOPS
 

WORKSHOP: A Video Production Power-Up for Your Gamification Skills

Andrew Easton Westside Comm Schools Omaha, Neb5

Click to Attend in Zoom

 

Speaker Info

This workshop will be committed to equipping educators with knowledge of the tools, skills, tech, resources, and examples necessary for them to develop their own video content to enhance their game and, as a result, the learning within it. I am passionate about encouraging educators to utilize the power of video to create engaging, authentic, and immersive learning experiences/games, and this workshop will serve as a sort of video-for-educators bundle, broken down into three segments. The workshop will begin with somewhat of a reverse-design approach by sharing examples of teacher-created video content implemented in a single lesson, in a gamified unit, in an alternate reality game (ARG) unit, etc. The thinking here is that this will provide attendees with examples, context, and a vision for what they might aspire to do in their own practices (30 minutes). From there, the second segment will explore all-things pre-editing related before the third segment shifts to turning that raw content into a finished piece (20 minutes combined). At the conclusion of each segment, educators will create a reflection video clip that we will combine by the end of the session as their takeaway check for understanding piece (3×5 minutes).

 
Wed 5:15 pm – 6:30 pm

GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION, USING GAMES IN K-12, WORKSHOPS
 

DEVELOPER WORKSHOP: Developing Research Methodologies for Grant and Funding Submissions

Alicia Sanchez, DAU; Jennifer Murphy, Quantum, Improvements Consulting7

Click to Attend in Zoom

 

Alicia Sanchez
DAU

Speaker Info

 

Jennifer Murphy
Quantum, Improvements Consulting

Speaker Info

In this session, you will learn how to appropriately design, document and execute research programs that will help you win those proposals you’ve been submitting. Focusing on funding appropriate levels of research protocol, this session will give you practical takeaways that to take your proposals to the next level.

 
Wed 5:15 pm – 6:30 pm

FUNDING AND CONTACT OPPS FOR DEVELOPERS, WORKSHOPS

6:30 pm – 7:30 pm

Dinner Break

 

7:30 pm – 8:30 pm

 

Catalysts, Purchase Trends, Opportunities for Developers in the 2020-2025 U.S. Game-Based Learning Market

Keynote: Sam Adkins, Principal Analyst, Metaari10

Click to Attend in Zoom

 

Sam S. Adkins

Speaker Info

Adkins will provide key findings from the new Metaari report distributed by the Serious Play Conference called The 2020-2025 Global Game-based Learning Market. That report includes an analysis of the market in 122 countries across seven regions. He will provide five-year revenue forecasts and identify primary revenue opportunities, market catalysts, and the buying behaviors for six buying segments in each region. He will also discuss the recent worldwide boom in investment activity.

Metaari has revised its revenue forecasts for the global Game-based Learning market significantly upward from previous forecasts. This is due to the impact of major global market catalysts that are creating very favorable market conditions for suppliers. Of the seven advanced learning technology products tracked by Metaari, Game-based Learning has the highest growth rate.

Sam S. Adkins is the CEO and Chief Researcher at Metaari. Sam has been providing market research on the IT Training and learning technology industries for over twenty years and has been involved with electronic training technology for over thirty-five years. Sam is an expert at identifying revenue opportunities for global learning technology suppliers. 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 was a business development manager for Microsoft’s Training and Certification group. During his eight years at Microsoft, he managed the Advanced Knowledge Engineering team that built the world’s first commercial online learning business (The Microsoft Online Learning Institute). Prior to that, he was a Senior Instructional Designer at United Airlines. Before United Airlines, Sam was the manager of the Instructional Animation and Graphics Lab at AT&T’s central computer-based training (CBT) facility for four years.
Wed 7:30 pm – 8:30 pm

GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION
 

Choose Your Own Adventure in Government Benefits

Eulani Labay, Sarah Hughes, Lab at OPM3

Click to Attend in Zoom

 

Eulani Labay
Lab at OPM

Speaker Info

Sarah Hughes
Lab at OPM

Speaker Info

Members of the Global ECCO (Education, Collaboration, Community, Online) team from the Naval Postgraduate School located in Monterey, CA will delve into the lessons they have learned over the years in facilitating serious games they have developed.

Facilitating a serious game is not simply watching students play war games, it is much more multi–‐faceted and dynamic than it may appear: from the initial brief, to understanding the technology, to overcoming operator error and technical issues, to the debrief.

After conducting over 100 strategic gaming facilitations at various institutions and schoolhouses, this presentation will also provide the best practices gleaned.

 
Wed 7:30 pm – 8:30 pm

MIL/GOVT WORKFORCE & LEADERSHIP TRAINING

Thursday 25 Jun 2020

9:00 am – 9:30 am

 

Announcements: Sue Bohle, Executive Director, Serious Play Conference

Sue Bohle, Executive Director, Serious Play Conference1

Click to Attend in Zoom

 

 
Thu 9:00 am – 9:30 am

OPENING SESSION

9:30 am – 10:30 am

 

WORKSHOP: Measurement & Evaluation – Strategies for Measurement of Serious Game Integration

Ronald Dyer, University of Sheffield Business School, England1

Click to Attend in Zoom

 

Speaker Details

Serious games are now pervasive across all sectors, yet a challenge remains regarding both identification and measurement of their impact at the individual and organizational levels. While increased engagement and motivation are commons elements cited as it relates to games, the question remains as to how to capture the relevant qualitative & quantitative data requisite for identification of return on investment as well as sustainability of serious games integration in the corporate ecosystem. This workshop’s focus is on development of a measurement framework to support construction of an appropriate model using the following:

1. Play assessment diagnostic

2. A scorecard (Scoring Rubric). i.e GPAI (Game Performance Assessment Instrument)

3. Pre/Post Knowledge Assessment &

4. Gamified Performance Assessment Review (GPAR)

These four components will form the basis for the development of a comprehensive model, integrating the key variables for a measurement methodology to assess the benefits of serious games both empirically and as a value-added component across learning environment.

 
Thu 9:30 am – 10:30 am

CORPORATE/NON PROFIT, EVALUATE, ASSESS, MEASURE TOPICS, WORKSHOPS
 

WORKSHOP: Practical Gamification; What Works, What Does Not

Vineet Raj Kapoor, Chitkara University, India2

Click to Attend in Zoom

 

Speaker Info

Simulation games engage students and allow them to have a realistic interaction involving strategic decision making, problem solving and implementation of their theoretical knowledge. However, most of the time, simulations lead to a linear pathway rather than a dynamic interplay as the software responds to decisions taken by players in a linear pre-decided manner dictated by the logic programmed into the simulator. Also, the decision making is primarily focused on analysis and logic in a simulation and the critical role of an institutive gut feel practiced by most General Managers is missing.

 
Thu 9:30 am – 10:30 am

CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION, WORKSHOPS
 

PANEL: Best Applications of Serious Games & Simulations in Healthcare

Brad Tanner, Clinical Tools; Dennis Glenn, Dennis Glenn Consulting; Ron Stevens, UCLA School of Medicine3

Click to Attend in Zoom

 

Brad Tanner
Clinical Tools

Speaker Details

Dennis Glenn
Dennis Glenn Consulting

Speaker Details

Ron Stevens
UCLA School of Medicine

Speaker Details

 
Thu 9:30 am – 10:30 am

HEALTHCARE SIMS/GAME-BASED LEARNING, PANEL
 

Lessons in Applying for a Hospital Grant

Koh Sze Khee, Tan Tock Seng Hospital, Singapore4

Click to Attend in Zoom

 

 
Thu 9:30 am – 10:30 am

GAME / INSTRUCTIONAL DESIGN, HEALTHCARE SIMS/GAME-BASED LEARNING
 

WORKSHOP: From Games to your Learning Experience: A Practical Workshop

Rob Alvarez, IE Business School, Madrid, Spain5

Click to Attend in Zoom

 

Speaker Details

During this workshop, you will understand the five steps of creating a solution using games. This is a summarized version of a 1-2 day workshop where we will focus on the creation and testing phases of a single iteration. These steps are applicable to a wide variety of sectors and during our time together we will focus on its application for learning. These steps have derived from interactions with over 100 experts of games-based learning and gamification through the Professor Game Podcast as well as my own experience with games-based approaches at IE Business School in Madrid with interactive learning materials (that have been in creation and evolution since 2001) and beyond. Come join us and get a hands-on experience you can apply to your practice the day after!

Rob Alvarez – IE Business School
Thu 9:30 am – 10:30 am

HIGHER EDUCATION, WORKSHOPS
 

WORKSHOP: Fortnite Creative: Leveraging Student Expertise in Content Creation

Steve Isaacs, Bernard Township Schools6

Click to Attend in Zoom

 

Speaker Info

Students love games and thrive when we make learning meaningful for them. Fortnite Creative Mode allows students to create their own content (games, learning experiences and so much more!) in the Fortnite sandbox. Educators in all content areas are embracing the use of tools like Fortnite Creative! In this workshop, participants will learn about Creative mode and create their own minigame or project to explore the possibilities.

 
Thu 9:30 am – 10:30 am

USING GAMES IN K-12, WORKSHOPS
 

What the Military Needs Now from Game Developers

Frank Kelley, Defense Acquisition University7

Click to Attend in Zoom

 

While games and simulations have evolved in their usage in military settings, this session seeks to explore practical applications designed to inform decision makers involved with military operations. Specifically the use of games and simulations to inform military leaders on warfighter and operational requirements by employing games and simulations geared that might be instrumented to make data driven decisions based on user behaviors within those games. From determining the desired capabilities and requirements of unmanned vehicle characteristics to making organizational decisions based on game and simulation based data, this session seeks to open new areas of potential impact for exploration and discussion.

 
Thu 9:30 am – 10:30 am

FUNDING AND CONTACT OPPS FOR DEVELOPERS

10:30 am – 11:00 am

Break

 

11:00 am – 12:00 pm

 

All Day, Every Day Analytics for Design, Evaluation and Understanding

Jennifer Scianna, Field Day Lab, University of Wisconsin1

Click to Attend in Zoom

 

Speaker Details

Data plays an integral role in the background of all of our lives. This session will focus on how to make data work in any phase of a project from play-testing to final evaluation and beyond using Lakeland, the latest science systems-thinking game from Field Day as a model. During design, the use of lightweight, third-party analytics allowed the team to streamline decision-making based on real player data from sample populations. As the project continued to evolve, embedded logging allowed our team to create predictive, real-time analytics that assess student behaviors and process them into a dashboard for teacher viewing. There is a spectrum for how much investment you can make into your data collection and analysis, and this session will provide concrete examples for implementation with your goals in mind.

 
Thu 11:00 am – 12:00 pm

EVALUATE, ASSESS, MEASURE TOPICS, GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION
 

Creating an Interactive TableTop Business Strategy Game

Mahesh Joshi, GMU School of Business2

Click to Attend in Zoom

 

Speaker Info

Business education today requires an approach towards teaching that enhances the problem-solving and decision-making skills of students. These skills are hard to provide through lectures and traditional pedagogy, specifically in a strategy management course. Traditional methods of teaching that use lectures and case-based study provide a partial learning experience especially in an exceedingly practical subject like strategy management (for a detailed discussion. Experiential learning methods and simulations can be a complement to traditional teaching methods, especially in the field of strategic management.

Simulation games engage students and allow them to have a realistic interaction involving strategic decision making, problem solving and implementation of their theoretical knowledge. However, most of the time, simulations lead to a linear pathway rather than a dynamic interplay as the software responds to decisions taken by players in a linear pre-decided manner dictated by the logic programmed into the simulator. Also, the decision making is primarily focused on analysis and logic in a simulation and the critical role of an institutive gut feel practiced by most General Managers is missing.

Given these limitations of a standard simulation game, “BiggieBills” the interactive strategy board game was invented in 2016 and received a patent from USPTO in December 2019. This game uses a dynamic (not static) framework to ensure that decisions of one team impact those of its competitors. The objective was to provide yet another option for students to use their theoretical knowledge on strategy management in a close to real life situation to increase student learning.

This is game is played four teams of two to six players using four different cards: Growth Cards- allow players’ entity to grow if it suffices given criteria, Challenge cards- allow teams to challenge competitors’ actions and enhance player interactions, Industry Conditions- provide changes in business environment to which teams must adapt, and, Bonus Cards- provide bonus opportunities with which teams can challenge their opponents or defend against a competitor’s challenge card. Each team is responsible for a business entity with a pre-determined amount of bank balance.
Of course, the critical aspect of any educational game is the efficacy. From its early development time, the beta testing involved efficacy of the game through a reflective exercise by students at the end of the semester. Results will be discussed in the session.

 
Thu 11:00 am – 12:00 pm

CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN
 

Collaboration on Campus: A Mobile Game about Drug Discovery and Development

Ben Chang, Rensselaer3

Click to Attend in Zoom

 

Speaker Info

CureQuest is an adventure game about drug discovery and development, taking players through the process from medical discovery and laboratory research to clinical trials and patient treatment. As they journey across the lands of a mystical island, players must use the skills of ethical research and team science to find a cure for a mysterious new ailment. The game is being developed through a collaboration between the CONDUITS Translational Science Hub at Mt. Sinai Hospital and the Games and Simulation Arts and Sciences Program at Rensselaer Polytechnic Institute.

This talk will discuss the unique challenges of creating a learning game for this topic, design process and solutions, and the nature of collaboration and crossover of expertise in the specialized domains of game design and translational science.

 
Thu 11:00 am – 12:00 pm

HEALTHCARE SIMS/GAME-BASED LEARNING
 

PANEL: Forming a Organization to Promote Game-Based Learning Developers

Andre Thomas, Triseum; Victoria Van Voorhies, Second Avenue Learning, Jesse Schell, Schell Games; Dan White, Filament Games; Richard Dillo, NP Strategy Group; Sue Bohle, Serious Play4

 

Click to Attend in Zoom

 

Andre Thomas

Triseum

Speaker Info

Victoria Van Voorhis,

Second Avenue Learning

Digital Game-Based learning has been around for almost 50 years now and our industry has grown significantly. Today there are many companies focusing on DBGL and many government incentives and grants available. Currently the DGBL industry has no industry association representing our interests. We asked many DGBL companies to fill out a survey on their interest in establishing an association that represents the interests of our industry. In this panel we will share the results from the survey and discuss with company CEO’s and government representative the history, present and future of our industry and the pros and cons of having an industry association.

 

 
Thu 11:00 am – 12:00 pm

GAME / INSTRUCTIONAL DESIGN, PANEL
 

Data-Driven Design of May’s Journey: A Programming Game for Non-Programmers

Magy Seil El-Nasf, Chaima Jemmali, Northeastern University5

Click to Attend in Zoom

 

Magy Seil El-Nasf

Northeastern University

Speaker Info

Chaima Jemmali

Northeastern University

In this talk, we will address the design choices for May’s Journey, a narrative game that teaches beginners how to program through puzzle solving. Players in the game move game pieces and interact with them through code written in a programming language we developed similar in syntax to Java. We will discuss the design choices including the programming language the players code in, the narrative elements, the level design and progression mechanics. We will also talk about how we used data-driven visualization and analysis techniques to allow us to evolve the game design. We will discuss the methodologies and techniques we used and how they helped us understand player debugging strategies and inform our design for new levels, and a help system. Finally, we will conclude by showing how our findings can be beneficial for educational games and computer science education.

 
Thu 11:00 am – 12:00 pm

HIGHER EDUCATION
 

Advanced Uses of Minecraft

Thierry Karsenti, University of Montreal6

Click to Attend in Zoom

 

Click here to see speaker details.

With our team, we have conducted numerous studies on the impact Minecraft on school achievement. The goal of this presentation is to show how students can have fun playing, creating and building in Minecraft while they learn how to code with Microsoft’s MakeCode platform. Microsoft MakeCode is a free, open source platform for creating engaging computer science learning experiences that support a progression path into real-world programming. Simply put, with MakeCode, students will program an Agent robot to complete challenges and even change the weather, or as they say in the world of Minecraft: they will make it rain Ocelots and Wolves! My objective is to show how Microsoft MakeCode can bring computer science to life, in a fun, engaging way, for all students with cool projects, immediate results, and both block and text editors for learners at different levels. We will also show examples of how some schools and educators are creating inclusive, engaging learning experiences with Microsoft MakeCode.

 
Thu 11:00 am – 12:00 pm

USING GAMES IN K-12
 

Opportunities for Developers with the Army’s Synthetic Training Development

Joe Parson, Synthetic Training Environment CFT, HQE USARMY FUTURES COMMAND7

Click to Attend in Zoom

 

Speaker Details

The Army’s Future Command is developing a virtual world in which to train soldiers for war in a common synthetic environment that includes complex and real-life terrain. It will be collective training across all military units: air, ground, sea, cyber and space, tobe used not only as a trainer but also as a mission-planning tool. The Army is seeking innovative training tools that can expand its current capabilities.

 
Thu 11:00 am – 12:00 pm

FUNDING AND CONTACT OPPS FOR DEVELOPERS

12:00 pm – 12:30 pm

Lunch

 

Open Mic

Chris Crowell, Game Teacher, Sheridan1

Click to Attend in Zoom

 

Since we can’t meet in the hallway and grab a cup of coffee at a virtual conference, we decided to set up some drop in opportunities to meet with like-minded individuals. Feel free to join this session, or another.

 
Thu 12:00 pm – 12:30 pm

 

Starting a Game Studio

Host: Shawn Clybor, Charles Games2

Click to Attend in Zoom

 

Since we can’t meet in the hallway and grab a cup of coffee at a virtual conference, we decided to set up some drop in opportunities to meet with like-minded individuals. Feel free to join this session, or another.

 
Thu 12:00 pm – 12:30 pm

 

Partnerships and Collaborations

Host: Erik Sand, Director Oof Strategic Partnerships – Florida Interactive Entertainment Academy (FIEA), UCF3

Click to Attend in Zoom

 

Since we can’t meet in the hallway and grab a cup of coffee at a virtual conference, we decided to set up some drop in opportunities to meet with like-minded individuals. Feel free to join this session, or another.

 
Thu 12:00 pm – 12:30 pm

1:00 pm – 2:00 pm

 

Motivation: What Is It and How Do We Know If It’s Happening?

Adrian Cox, JHT1

Click to Attend in Zoom

 

Speaker Details

The concepts of gamification and motivation are often intertwined in the discussion of serious games applications. There is a common expectation that learning will be more fun, more engaging, and more motivational purely by virtue of its being “gamified.” But what are we really looking for when we seek to motivate players – Is it a behavior? An experience? A feeling? And how can we tell if it’s happening? This session addresses the science and art of motivation, looking at models from the cognitive and social sciences, instructional systems design, and commercial video game development. I’ll discuss a cluster of interconnected constructs including “motivation,” “engagement,” “satisfaction,” “flow,” “immersion,” and “presence.” And I’ll look at the available methods and instruments for measuring these constructs, from post-game assessment to in-game biometrics capture.

 
Thu 1:00 pm – 2:00 pm

EVALUATE, ASSESS, MEASURE TOPICS
 

Gamification Cheat Codes: Strategies That Achieved Winning Results

Valary Oleinik, Well, Gotshal & Manges2

Click to Attend in Zoom

 

Speaker Details

Video gamers use cheats to do things in games in non-traditional ways or for the purpose of winning or scoring above their competition. In Gamification Cheat Codes, we will explore a series of strategies tested and proven over the years for getting you the best results for your learners and business.

By implementing the strategies from this session you will be ahead of the game when planning and implementing your next gamified (or even non-gamified) learning experience. You will save countless hours of research and trial and error by having the opportunity to learn from the successes and failures I have had using gamification in the learning space for the past decade.

 
Thu 1:00 pm – 2:00 pm

CORPORATE/NON PROFIT
 

From Game Design to Production in 4 Months

Angela Malicki, Sharon Bildstein, Christian Clausen Johns Hopkins Hospital, Nursing Prof Practice3

Click to Attend in Zoom

 

Angela Malicki
Johns Hopkins Hospital
Nursing Prof Practice

Speaker Details

Sharon Bildstein
Johns Hopkins Hospital
Nursing Prof Practice

Christian Clausen
Johns Hopkins Hospital
Nursing Prof Practice

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. We plan to demonstrate how we got started and help you to brainstorm game play ideas based on your current 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 these processes we share will be extremely low budget with practical application.

 
Thu 1:00 pm – 2:00 pm

GAME / INSTRUCTIONAL DESIGN, HEALTHCARE SIMS/GAME-BASED LEARNING
 

Avoiding the Tower of Babel: Best Practices for Interdisciplinary Teams

Tobi Saulnier, 1st Playable4

Click to Attend in Zoom

 

 
Thu 1:00 pm – 2:00 pm

GAME / INSTRUCTIONAL DESIGN
 

The Climate Trail, A Game That Changes Hearts and Minds

William Volk, Deep State Games5

Click to Attend in Zoom

 

Speaker Detials

Have a cause you care about? Want to inform and influence people? Learn how I turned my concern about climate change into The Climate Trail, described as a “good, realistic, and sobering” game about climate refugees fleeing ever-worsening conditions after inaction on climate has rendered much of the USA (and the world) uninhabitable.

 
Thu 1:00 pm – 2:00 pm

GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION
 

Designing and Using Games to Teach Business Skills to Children

Georgi Tsvetanov, Silega Global6

Click to Attend in Zoom

 

Georgi Tsvetanov

Speaker Details

In this session, I will focus on the value of fostering business skills in children and draw focus to how games and simulations can be used for that purpose. We live during a time of accelerated technological change. Shifting demographics, global competition, and automation are eroding wages and job stability. In fact, automation alone is threatening 25% of the jobs in the United States. Given these considerations, it is becoming increasingly urgent to teach business skills at an early age to prepare the next generation of employees and foster continued economic growth. I will share specific examples of using business classroom games that were designed or adapted for children aged 9-12 and what were the results from those games.

 
Thu 1:00 pm – 2:00 pm

USING GAMES IN K-12
 

PANEL: Finding Funding from the Department of Defense

Ret. Gen. Frank Kelley, DAU; Michelle Currier, Professor of Contract Management, DAU; Diana Teel, Central Florida Tech Bridge Director, Naval Warfare Center Training Systems Division; Leslie Faircloth, Deputy for Small Business Programs Naval Air Warfare Center Training Systems Division7

Click to Attend in Zoom

 

Ret. Gen. Frank Kelley
DAU

Speaker Details


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

Speaker Details


Michelle Currier
Professor of Contract Management
DAU

Speaker Details


Diana Teel
Central Florida Tech Bridge Director
Naval Warfare Center Training Systems Division

Speaker Details

While games and simulations have evolved in their usage in military settings, this session seeks to explore practical applications designed to inform decision makers involved with military operations. Specifically the use of games and simulations to inform military leaders on warfighter and operational requirements by employing games and simulations geared that might be instrumented to make data driven decisions based on user behaviors within those games. From determining the desired capabilities and requirements of unmanned vehicle characteristics to making organizational decisions based on game and simulation based data, this session seeks to open new areas of potential impact for exploration and discussion.

 
Thu 1:00 pm – 2:00 pm

FUNDING AND CONTACT OPPS FOR DEVELOPERS, PANEL

2:00 pm – 2:30 pm

Break

 

2:30 pm – 3:15 pm

 

PANEL: The Future is Now: Games as Assessment

YJ Kim, Scot Osterweil, MIT Playful Journey Lab; Peter Stidwill, FableVision Studios1

Click to Attend in Zoom

 

YJ Kim
MIT Playful Journey Lab

Speaker Info

Scot Osterweil

MIT Playful Journey Lab

Speaker Info


Peter Stidwill

FableVision Studios

Speaker Info

A growing body of research suggests the efficacy of games as tools for learning and perhaps even more interestingly as tools for assessment. Drawing on decades of experience in the commercial game-based learning industry, panelists will share their perspective on how games can not only cultivate, but assess future-facing skills (popularly known as 21st century skills) through the lens of 5 games developed by the studios in the panel.

Takeaways:

  • Understand best practices for designing games to evaluate future-ready skills
  • Determine guidelines for assessing player skills in ways that are accountable
  • Identify strategies to help ensure learners understand their game skills are transferable to the real world
 
Thu 2:30 pm – 3:15 pm

EVALUATE, ASSESS, MEASURE TOPICS, PANEL
 

Games, AI and Worker Displacement — i.e. Why We need more Play in the Workplace

Ross Smith, Microsoft2

Click to Attend in Zoom

 

Speaker Info

In 2016, McKinsey forecast that by 2030, as many as 800 million jobs could be displaced by AI and automation. More recent students suggest maybe 375 million by 2030. To put that in context, that’s a little more than everyone in the US and Canada losing their jobs. OK, that’s a bummer. How can games and play help? In his book on Play, Stuart Brown said, “Stepping out of a normal routine, finding novelty, being open to serendipity, enjoying the unexpected, embracing a little risk, and finding pleasure in the heightened vividness of life. These are all qualities of a state of play.”

A lot of advances in AI are based on machine learning – taking large datasets and looking for patterns to predict the future. Play is different. Bernard Suits, in his book “The Grasshopper” talks about game playing as the selection of inefficient means. If the goal of the game of golf is to put the ball in the hole, why use a golf club when you can pick the ball up with your hand, walk to the whole, and drop it in – a hole in one on every hole! Playing a game requires adherence to the rules of the game.

Creative adjustment to changing rules is where humans add value and where games and play can teach us all how to add value in the coming AI revolution. What can we learn from DeepMind and AI playing the game of Go. Why choose a game? – What about AlphaZero? DeepMind and Go – discussing Watson and Jeopardy, Deep Blue and Gary Kasparov – why are games the test bed for AI progress? Games and play represent the frontier of human intelligence – we experiment and test ideas using play. We pretend, fantasize, and ideate using play.

This talk will look back at how weavers and spinners adapted to the arrival of the power loom, how the printing press changed the way creators created – and how games and play are uniquely human. Our ability to step outside the magic circle of rules, as Johann Huizinga described “the arena, the card-table, the magic circle, the temple, the stage, the screen, the tennis court, the court of justice, etc., are all in form and function play-grounds, i.e. forbidden spots, isolated, hedged round, hallowed, within which special rules obtain. All are temporary worlds within the ordinary world,. dedicated to the performance of an act apart.” – as humans we have the ability to create, to be spontaneous, to imagine. Play is unique in that sense – and with the coming fourth industrial revolution, powered by AI, play is more important than ever.

 
Thu 2:30 pm – 3:15 pm

CORPORATE/NON PROFIT
 

Harnessing the Power of Serious Games to Improve Medication Use

Olufunmilola Abraham, Univ of Wisconsin Madison School of Pharmacy3

Click to Attend in Zoom

 

Speaker Info

Medication misuse often leads to poor health outcomes, including injury and death. Educating patients and families about safe and appropriate use of medications is critical to reducing errors and managing chronic and acute conditions. Serious games provide an innovative and effective approach for improving health outcomes. We will discuss the value of developing, disseminating, and implementing serious games to improve medication use through a multidisciplinary team of experts (pharmacists, physicians, youth, game designers and developers, and behavioral health experts). The presentation will describe a theory-driven approach for the design and development of a serious game (MedSMA℞T:Adventures in PharmaCity) to educate youth and families on prescription opioid safety. We will present insights from community-based feedback using mixed-methods research techniques. Our presentation will highlight the process for engaging with a variety of clinics and schools in rural and urban settings to incorporate serious games in science and health classes.

 
Thu 2:30 pm – 3:15 pm

HEALTHCARE SIMS/GAME-BASED LEARNING
 

INTERACTIVE SESSION: What Makes a Game Empathetic?

Victoria Grieve, University of Pittsburgh4

Click to Attend in Zoom

 

Speaker Details

This session will be somewhat different from a standard lecture. I will present a short amount of information on game study theory, definitions of empathy and sympathy, and games that report empathetic outcomes. The majority of the time will be an interactive discussion on the components of empathy, whether empathy games actually provide sympathy, misery tourism, and things to keep in mind when designing such experiences.

 
Thu 2:30 pm – 3:15 pm

GAME / INSTRUCTIONAL DESIGN, INTERACTIVE DISCUSSION
 

Designing In-game Supports to Facilitate Learning

Ginny Smith, Florida State University5

Click to Attend in Zoom

 

Speaker Info

Over the course of a three-year NSF project, I worked with a research team to design and develop a set of learning supports in a 2D digital physics game. We wanted to support both gameplay and physics understanding. Incorporating learning supports into game play without disrupting the flow state is tricky but has been shown to increase students’ learning and engagement in learning games. In a recent meta-analysis on the use of learning supports in such games, researchers identified ten distinct types of learning supports. In our project, we focused on three types: modeling, modality, and advice. Modeling supports provide example solutions or explanations about solutions. Modality refers to offering multiple representations, such as auditory and visual presentation of information. Advice supports aim to focus the students’ attention on an important aspect or aspects of the game level or activity. Design and development of the learning supports was an iterative process with both failures and successes. After three rounds of usability testing our final set of learning supports contained eight distinct supports. The lessons we learned have implications for the design of next-generation STEM learning games.

 
Thu 2:30 pm – 3:15 pm

HIGHER EDUCATION
 

How Reward Structures Can Aid Assessment Without Harming Learning

Kevin Miklasz, Brain Pop6

Click to Attend in Zoom

 

Although reward structures have generally been successful in games, the types of rewards used in education typically impede the learning process. New forms of assessment, like badges and micro-credentials, have generally failed to take root in education because of deep-seated design constraints in schools- the fact that you are using a badge is far less important than how you use a badge. This talk offers the idea that in general, games have used well-designed, meaningful, intrinsic reward structures, while educational systems have often used poorly-designed, not meaningful, extrinsic reward structures. Without dissecting and addressing the reasons for this discrepancy, attempts to revolutionize educational assessment in a game-based manner are doomed to failure. This talk will first describe how reward structures are used in the game industry. I will then offer a taxonomy for characterizing the design of rewards systems, which has high relevance to assessment systems in schools. Next I will discuss a framework for understanding how to design rewards in a meaningful way for their intended play or learning objectives as well as assessment objectives, with examples offered from the game and education worlds.
Thu 2:30 pm – 3:15 pm

EVALUATE, ASSESS, MEASURE TOPICS, USING GAMES IN K-12
 

How to Market Game-Based Training to the DOD

Walt Yates Walt Yates & Associates7

Click to Attend in Zoom

 

 
Thu 2:30 pm – 3:15 pm

FUNDING AND CONTACT OPPS FOR DEVELOPERS

3:15 pm – 3:45 pm

Break

 

3:45 pm – 4:45 pm

 

Rules of the Game: How to Ensure Training Outcomes

Tim Welch, Naval Air Warfare Center Systems Training Division1

Click to Attend in Zoom

 

Speaker Info

Games are fun. They can make learning fun. But it is not as simple as just making a game of it. The challenge of fitting education and training into the construct of game design can be challenging, even impossible. This presentation will discuss games for learning challenges, some best and worst case examples, and an open discussion on how to avoid the pitfalls of a bad game.

 
Thu 3:45 pm – 4:45 pm

EVALUATE, ASSESS, MEASURE TOPICS
 

INTERACTIVE DISCUSSION: The Good, the Bad and the Ugly: A Personal Tale about Leadership, AI & Ethics

Phaedra Boinodiris, IBM2

Click to Attend in Zoom

 

Speaker Info

Artificial Intelligence (AI) enhances and amplifies human expertise, makes predictions more accurate, automates decisions and processes, optimizes employees’ time to focus on higher value work, improves people’s overall efficiency, and Will be KEY to helping Humankind travel to new frontiers and solve what feels now like insurmountable problems. But- We’ve got to get AI right…

Can you trust the decisions made by an AI? Just because a decision is made by an AI does not mean that the results are morally or ethically squeaky clean. This talk will introduce listeners to the very real dangers of unmitigated bias in AI, told in a very personal way through storytelling. The talk will conclude by giving very tangible steps that organizations can take to best leverage this technology to your advantage WHILST mitigating the risks.

 
Thu 3:45 pm – 4:45 pm

CORPORATE/NON PROFIT, INTERACTIVE DISCUSSION
 

XR in Health & Education: Are We Ahead of the Game?

Kimberly Hieftje, play4REAL XR Lab at Yale3

Click to Attend in Zoom

 

Speaker Info

The play4REAL XR Lab recently launched Invite Only VR, a vaping prevention game for teens. Developed for the Oculus Go, the player must navigate different types of peer pressure, including the pressure to vape in various social situations. The game covers several topics related vaping including: health and safety concerns, nicotine addiction, and the influence of social media and marketing. The game is currently undergoing an effectiveness trial with 280 teens, with an expected completion date of early June, 2020.

But are we ahead of the game? While our lab is adding to the current dearth of experiential, skill-based learning experiences for health education that are greatly needed, unfortunately few schools may have access to our intervention or other similar XR experiences. Even if that gap were to close in the near future, are teachers ready to use them in their classroom? While optimistic about XR in education and health, our lab is cautious, too. There is still a lot of research to do before we can make strong claims about the effectiveness of XR in improving learning and health outcomes. And we really need to be talking to those that will be using it the most – our teachers.

 
Thu 3:45 pm – 4:45 pm

HEALTHCARE SIMS/GAME-BASED LEARNING
 

How Serious Games Lost their Mojo for Industry

Elisa Navarro Chinchilla, Gargamel Estudio, Mexico4

Click to Attend in Zoom

 

Speaker Details

Coming from the developers side, I’d like to create some awareness of the affordances and disadvantages of games developed intentionally for learning, and how are they different from commercial video games used for learning.Parallel to the entertainment industry, learning video games have a 54 year old history, but the story amongst them isn’t quite the same. Even if big developing companies made their bet on educational games at first, after 3 decades they basically quit and edutainment became outdated. New, but very different agents summed as developers: NGOs, foundations, governments, universities, museums. How is this different? Are learning games within the Gaming Industry or nearer to the Educational Services Industry? Should we keep adding almonds to the chocolate covered broccoli or what have we learned as developers that can help us create truly engaging challenging games for learning?

 
Thu 3:45 pm – 4:45 pm

GAME / INSTRUCTIONAL DESIGN
 

Reality or Fiction? The Use of Pervasive Games in Higher Education

Thomas Burelli, Alexandre Lillo, David Macdonald University of Ottawa5. DPAC – HIGHER EDUCATION

Click to Attend in Zoom

 

Thomas Burelli
University of Ottawa

Speaker Info

Alex Lillo
University of Ottawa

Speaker Info

David Macdonald
University of Ottawa

Speaker Info

Pervasive games blur the boundaries between the game world and the real world. In this workshop, we propose to share our experiences with the creation and the implementation of an educational pervasive game in two environmental law classes. We will discuss how we merged a semester long scenario, in which a professor is kidnaped during the class, with escape rooms, scavenger hunts, and other classroom activities. We will share the challenges we faced with the creation, engagement, and analysis of classroom activities. Our workshop will take the form of a pervasive game and allow participants to live a similar experience as our students; blending aspects of game and reality. As part of the experience, we will embed our key takeaways for game-based learning. . During the workshop, we will address the following questions: How many resources are required to develop and implement pervasive games in class? How much preparation do students need to play, enjoy and learn from the game? What are the main components to consider during the development of a pervasive game? What are the risks of implementing a pervasive game in class?

 
Thu 3:45 pm – 4:45 pm

HIGHER EDUCATION
 

INTERACTIVE DISCUSSION: Fostering Affinity Spaces and Community in Academic Esports

Michael Washburn, Participate; Steve Isaacs, Bernard Township6

Click to Attend in Zoom

 

Michael Washburn
Participate

Mike Washburn

Speaker Info

 

Steve Isaacs
Bernard Township

Speaker Info

In this session, you will learn how to appropriately design, document and execute research programs that will help you win those proposals you’ve been submitting. Focusing on funding appropriate levels of research protocol, this session will give you practical takeaways that to take your proposals to the next level.

 
Thu 3:45 pm – 4:45 pm

HIGHER EDUCATION, INTERACTIVE DISCUSSION, USING GAMES IN K-12
 

How to Make Memorable Games

Alicia Sanchez, Game Czar, Defense Acquisition University7

Click to Attend in Zoom

 

Click here to see speaker details.

This session will inform on the use of human affordances and storytelling to make games more memorable. How human’s store and recall information is critical to ensuring that the information in serious games is consumed, remembered and transferrable. By leveraging our understanding of how memory creation and recall works; the ability to design games that will be authentic and relevant can be enhanced. Stories and lessons learned are the central focal points of this presentation.

 
Thu 3:45 pm – 4:45 pm

MIL/GOVT WORKFORCE & LEADERSHIP TRAINING

4:45 pm – 5:00 pm

Break

 

5:00 pm – 6:15 pm

 

eLearning Beyond the Abstract: The Quest for Better Learning Analytics in Serious Games

Alexander Salas, StyleLearn eLearning1

Click to Attend in Zoom

 

Speaker Details

Corporate learning environments often face similar challenges experienced in academic settings i.e. low engagement, poor performance despite elaborate training efforts. Although much time is spent on the creation of gamified learning experiences, not much is often spoken about learning analytics. How can learning professionals track and measure learner interactions with educational content? This presentation discusses several learning design strategies leveraging the use of the Experience Application Programming Interface or xAPI to capture learner activities at the interaction level rather than at the completion of learning objectives.

 
Thu 5:00 pm – 6:15 pm

CORPORATE/NON PROFIT, EVALUATE, ASSESS, MEASURE TOPICS
 

WORKSHOP: Flex: Impossible Stories and Speculative World Building
… Moved to Friday 3 p.m. Eastern Time

Katharine Hargreaves, ARKO2

Click to Attend in Zoom

 

Speaker Details

Flex is an interactive narrative workshop that explores how cultural roles and creative archetypes influence the ability to innovate at your edges. Speculative scenarios, archetypal characters, and impossible problems collide in this 60-min creative problem solving game.

An exercise in flexing your exponential imagination, this workshop provides a playful opportunity for groups to develop and flex their empathy skills, collective sense-making, and speculative world building as a new “society” of strangers.

 
Thu 5:00 pm – 6:15 pm

CORPORATE/NON PROFIT, WORKSHOPS
 

Game-inspired Narrative Design to Support Compassion Training with Virtual Patients

Miranda Verswijvelen, Nataly Martini, University of Auckland, NZ3

Click to Attend in Zoom

 

Miranda Verswijvelen
University of Auckland, NZ

Speaker Info

Nataly Martini
University of Auckland, NZ

Speaker Info

Research shows that compassionate health care improves patient outcomes, and that this behaviour and the related emotions can be taught. Virtual patients can simulate real-life clinical scenarios and provide healthcare students and professionals with a safe environment in which to practice communication and actions. However, it is not an easy task to approach the authenticity, unexpectedness and complexity of real patients in the narrative and dialogues.

To learn how to improve the virtual patient experience, this research aims to investigate the narrative techniques used by experienced game writers. Since the first text-based adventure games in the eighties, these writers have perfected ways to create deep characters, compelling choices and meaningful consequences that engage and surprise their players. Their experience gives us insights into how we can improve story-based learning experiences, heighten engagement and evoke learner emotions. They show us that higher fidelity technology like AI or VR is not the only path towards creating more engaging virtual patient experiences.

In this session, you will learn about specific techniques that you can apply immediately in writing better situations, dialogues and choices that increase learner immersion in virtual patient scenarios to teach compassion, and in scenario-based learning in healthcare in general.

 
Thu 5:00 pm – 6:15 pm

HEALTHCARE SIMS/GAME-BASED LEARNING
 

Designing Innovative Virtual Spaces

Steve Guynup, Hayfield Isovista4

Click to Attend in Zoom

 

Speaker Info

Build creative functional virtual spaces. Learn to use reality as a tool to create belief and behavior in your users. By blending game design, the development of early cinema, and examples from award winning virtual art galleries, this session takes you on an immersive journey and will expand your understanding of VR.

 
Thu 5:00 pm – 6:15 pm

GAME / INSTRUCTIONAL DESIGN
 

PANEL: Using Games in Higher Ed

Tony Crider, Elon Univ.;Mike Beall. Univ of Wisconsin; Rob Alvarez, IE Business School, Spain5

Click to Attend in Zoom

 

Tony Crider
Elon University

Speaker Details

Rob Alvarez
IE Business School, Madrid Spain

Speaker Details

Mike Beall
Univ. of Wisconsin

Speaker Details

In this panel, we’ll consider (and attempt to predict) how games might be used in higher education in a post-COVID 19 world. We’ll make a few assumptions about the financial state of small and large colleges, the proliferation of (what is currently) new technology, and the new expectations that administrators, instructors, and students will have. We’ll then explore a series of questions. Will serious games be more popular for instructors leaning on synchronous education or asynchronous education? Will more higher ed games be designed by companies or custom-made by instructors? Which kinds of online educational games create the most helpful college relationships (student-student, student-faculty)?
Thu 5:00 pm – 6:15 pm

HIGHER EDUCATION, PANEL
 

MiniDevs < = > Mixiply: NZ Developers and Middle School Students Collaborate to Build a Platform for Creating Mixed-Reality Games

Marianne Malmstrom, Know Clue Kidd; Jim Taylor and Ryan Sumner, Students: Newlands Intermediate “MiniDevs”6

Click to Attend in Zoom

 

Marianne Malmstrom

Know Clue Kidd

Speaker Details

Jim Tayor, Ryan Sumner
Students
Newlands Intermediate “MiniDevs”

As a pioneering teacher in the realm of games and learning, I have become an advocate for students constructing their own knowledge through creating their own content. Playing games is an epic way to learn, but making games takes the learning to a whole new level of complexity.

The challenge is that education is largely designed as a mechanism to deliver content. Products developed for education follow suit, leaving us with very few options to pursue deeper levels of learning in our classrooms.

Case in point, mixed-reality. This technology is one of the most exciting new innovations that students want to access, yet most educational products being developed are focused on delivering experiences rather than providing the robust creation tools students require to create their own knowledge.

Mixiply was created to fill this gap by offering a platform for students to create their own authentic content. It grew organically out of a unique partnership between a teacher, a team of developers and a group of students who provided their vision for product development.

 
Thu 5:00 pm – 6:15 pm

USING GAMES IN K-12
 

PANEL DISCUSSION: How the Government is Attempting to Reach Non-Traditional Problem Solvers

Matt Denny, NavalX; Ryan Connell, DCMA Commercial Item Group; Lori-Ann Rissler, Kessel Run; Chris Benson, AFWERX; Ben McMartin, Public Spend Forum; Iain Skeete, NSTXL7

Click to Attend in Zoom

 

 

Matt Denny
NavalX

Speaker Details


Ryan Connell
DCMA Commercial Item Group

Speaker Details


Lori-Ann Rissler
Kessel Run

Speaker Details


Iain Skeete
NSTXL

Speaker Details


Chris Benson
AFWERX

Speaker Details


Ben McMartin

Public Spend Forum

Speaker Details

 

Join innovators and bureaucracy hackers from across the Department of Defense Atmosphere as they share stories and discuss methods they are using to innovate inside an organization that most find hard to navigate. They will share stories of things they have accomplished in organizations known for their red tape. They can also answer questions about how to start interfacing with the government and non-traditional ways to work with or support government organizations.
Thu 5:00 pm – 6:15 pm

FUNDING AND CONTACT OPPS FOR DEVELOPERS

6:15 pm – 6:30 pm

 

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

 

Click to Attend in Zoom

 

 
Thu 6:15 pm – 6:30 pm

6:30 pm – 7:30 pm

Dinner

 

VR Prototyping: Best Practices

Bernard François, Founder, CEO, Preview Labs1

Click to Attend in Zoom

 

Speaker Details

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

 
Thu 6:30 pm – 7:30 pm

GAME / INSTRUCTIONAL DESIGN

7:30 pm – 9:00 pm

Meeting Groups

 

Using Games in K-6 and K-12

1

Click to Attend in Zoom

 

One of the things attendees tell us they like most about Serious Play Conference is the opportunity to link up with other smart, like-minded people. To share experiences, to form friendships and collaborations.

We didn’t want to miss that, even with a virtual conference, so we decided to offer a few open-ended, interactive sessions where anyone can chime in. The topics came from attendee vote, but feel free to take these sessions where you want them to go.

 
Thu 7:30 pm – 9:00 pm

INTERACTIVE DISCUSSION
 

esports

Host: Steve Isaacs, Bernard Township Schools, Basking Ridge, NJ and insight2execution2

Click to Attend in Zoom

 

One of the things attendees tell us they like most about Serious Play Conference is the opportunity to link up with other smart, like-minded people. To share experiences, to form friendships and collaborations.

We didn’t want to miss that, even with a virtual conference, so we decided to offer a few open-ended, interactive sessions where anyone can chime in. The topics came from attendee vote, but feel free to take these sessions where you want them to go.

 
Thu 7:30 pm – 9:00 pm

INTERACTIVE DISCUSSION
 

Healthcare Professional Training

Host: Richard Van Eck, Associate Dean for Teaching & Learning Monson, Endowed Chair for Medical Education School of Medicine and Health Sciences,Univ. of North Dakota3

Click to Attend in Zoom

 

One of the things attendees tell us they like most about Serious Play Conference is the opportunity to link up with other smart, like-minded people. To share experiences, to form friendships and collaborations.

We didn’t want to miss that, even with a virtual conference, so we decided to offer a few open-ended, interactive sessions where anyone can chime in. The topics came from attendee vote, but feel free to take these sessions where you want them to go.

 
Thu 7:30 pm – 9:00 pm

INTERACTIVE DISCUSSION
 

Education Game Developers; More on Forming a Developer Organization

Host: Andre Thomas, CEO, Triseum4

Click to Attend in Zoom

 

One of the things attendees tell us they like most about Serious Play Conference is the opportunity to link up with other smart, like-minded people. To share experiences, to form friendships and collaborations.

We didn’t want to miss that, even with a virtual conference, so we decided to offer a few open-ended, interactive sessions where anyone can chime in. The topics came from attendee vote, but feel free to take these sessions where you want them to go.

 
Thu 7:30 pm – 9:00 pm

INTERACTIVE DISCUSSION
 

Evaluation and Assessment

Host: Tony Crider, Professor of Astro Physics, Elon University5

Click to Attend in Zoom

 

One of the things attendees tell us they like most about Serious Play Conference is the opportunity to link up with other smart, like-minded people. To share experiences, to form friendships and collaborations.

We didn’t want to miss that, even with a virtual conference, so we decided to offer a few open-ended, interactive sessions where anyone can chime in. The topics came from attendee vote, but feel free to take these sessions where you want them to go.

 
Thu 7:30 pm – 9:00 pm

INTERACTIVE DISCUSSION
 

VR, AR and Best Practices

Host: Bernard Francois, CEO, Preview Labs6

Click to Attend in Zoom

 

One of the things attendees tell us they like most about Serious Play Conference is the opportunity to link up with other smart, like-minded people. To share experiences, to form friendships and collaborations.

We didn’t want to miss that, even with a virtual conference, so we decided to offer a few open-ended, interactive sessions where anyone can chime in. The topics came from attendee vote, but feel free to take these sessions where you want them to go.

 
Thu 7:30 pm – 9:00 pm

INTERACTIVE DISCUSSION
 

Leadership Training

John Kolm, CEO, Team Results USA7

Click to Attend in Zoom

 

One of the things attendees tell us they like most about Serious Play Conference is the opportunity to link up with other smart, like-minded people. To share experiences, to form friendships and collaborations.

We didn’t want to miss that, even with a virtual conference, so we decided to offer a few open-ended, interactive sessions where anyone can chime in. The topics came from attendee vote, but feel free to take these sessions where you want them to go.

 
Thu 7:30 pm – 9:00 pm

INTERACTIVE DISCUSSION

Friday 26 Jun 2020

9:00 am – 4:00 pm

 

Create Serious Games without Coding: Using Visual Scripting

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

Click to Attend in Zoom

 

An All Day Learning for Educators and Entrepreneurs

Paul Pivec
CranberryBlue R&D, Austria

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

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

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

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

This 6 Hour workshop will be engaging and informative and most of all, the attendees will learn easy to use computer-based tools that will let them create their own serious digital game. An complimentary Educational version of Game Creator will be provided to all participants, along with digital assets needed to complete the workshop, totaling around $200 in value.

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

 
Fri 9:00 am – 4:00 pm

Post-conf Workshop Visual

9:45 am – 10:45 am Morning Session 9:45

 

Federal Funding for Healthcare Games

Tony Beck, National Institute of Health/SBIR Programs7

Click to Attend in Zoom

 

Speaker Details

Dr. Beck, with 19 years of NIH program and review expertise, will provide a detailed and interactive workshop focused on:
(1) NIH SBIR/STTR and R25 funding programs for serious STEM games,
(2) the NIH grant review process and
(3) the gold standard for development of competitive NIH grant proposals

 
Fri 9:45 am – 10:45 am

FUNDING AND CONTACT OPPS FOR DEVELOPERS

2:00 pm – 3:40 pm Thomas Talbot

 

WORKSHOP: Artificial Intelligence Demystified

Thomas Talbot, University of Southern California4

Click to Attend in Zoom

 

Speaker Details

For the layperson, discussion of artificial intelligence can be intimidating. Vendors & scientists are throwing around fancy phrases. You would like to ask what those things mean but are afraid. Artificial Intelligence Demystified starts at ground level and teaches your all about the basics of Artificial Intelligence with simple examples and lots of application videos. The goal is to turn you into a reasonably informed AI consumer.

 
Fri 2:00 pm – 3:40 pm

GAME / INSTRUCTIONAL DESIGN, WORKSHOPS

4:00 pm – 5:00 pm Reprise 1

 

WORKSHOP: Flex: Impossible Stories and Speculative World Building

Katharine Hargreaves, ARKO2

Click to Attend in Zoom

 

Speaker Details

Flex is an interactive narrative workshop that explores how cultural roles and creative archetypes influence the ability to innovate at your edges. Speculative scenarios, archetypal characters, and impossible problems collide in this 60-min creative problem solving game.

An exercise in flexing your exponential imagination, this workshop provides a playful opportunity for groups to develop and flex their empathy skills, collective sense-making, and speculative world building as a new “society” of strangers.

 
Fri 4:00 pm – 5:00 pm

CORPORATE/NON PROFIT, WORKSHOPS

  • Tuesday 22 Jun 2021
  • Wednesday 23 Jun 2021
  • Thursday 24 Jun 2021
  • Friday 25 Jun 2021
  • Saturday 26 Jun 2021
  • Sunday 27 Jun 2021

Tuesday 22 Jun 2021

9:00 am - 4:00 pm

The Gamification of Learning: A Certification Course for Talent Development Officers, Training Leads & Faculty w/ Leadership

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

 

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

 

Monica Cornetti
CEO
Sententia Gamification Consortium
Click for Speaker Bio

 

Jonathan Peters
CMO
Sententia Gamification Consortium
Click for Speaker Bio

Cost: $350 *

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

Overview:

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

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

NO CODING SKILLS REQUIRED!

Tools You Will Receive to Keep:
Below is a list of the tools and resources that each participant will receive to aid in performance support during the course, and in learning transfer after the course has been completed

  • Game the System™ Treasure (Learning) Map
  • Game the System™ Strategy Playing Cards
  • Totally Awesome Training Activity Guide – Put Gamification to Work for You eBook
  • Gamification Apprentice Playbook
  • Wellness Program Case Study
  • Rules of the Game
  • Narrative Cards
  • SMART Goal Setting Playsheet
  • OKRs Game
  • Story Board Starter Playsheet
  • Game Mechanics Starter List
  • Action Plan
  • Gamification Surveyor Badge with Meta
Tue 9:00 am - 4:00 pm
Pre-conf Workshop

Create Serious Games without Coding: Using Visual Scripting - Mon

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

Click to Attend in Zoom

 

An All Day Learning for Educators and Entrepreneurs

Paul Pivec
CranberryBlue R&D, Austria

Click for Speaker Bio

 

Cost: $350 *
6 hours

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

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

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

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

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

This 6 Hour workshop will be engaging and informative and most of all, the attendees will learn easy to use computer-based tools that will let them create their own serious digital game. An complimentary Educational version of Game Creator will be provided to all participants, along with digital assets needed to complete the workshop, totaling around $200 in value.

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

Tue 9:00 am - 4:00 pm
Pre-conf Workshop

Make A Game Workshop

Chris Crowell, Chief Creative, Crowell InteractiveTrack 3 HIGHER ED

Click for Speaker Bio

Cost: $350 *
6 hours

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

In this 6 hour workshop, Chris will take self-formed teams of educators and company training personnel through his proven process of making a game from a curriculum concept of their choice.

As the teams collaboratively create a new game prototype, lively discussion during each development stage will inform their decisions about resources, game design and player experience, providing an understanding of the key elements in a serious game framework.

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

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

Tue 9:00 am - 4:00 pm
Pre-conf Workshop

Wednesday 23 Jun 2021

8:45 am - 9:00 am

Announcements & Welcome

Sue Bohle, Executive Director, Serious Play Conference

 

Click to Attend in Zoom

 

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

10:00 am - 10:45 am

Why They Don't Play: Designing for Personas

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

Click for Speaker Bio

Link to Zoom Session

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

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

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

Wed 10:00 am - 10:45 am
CORPORATE/NON PROFIT

AR Tools for Surgical Navigation and Training

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

Click forSpeaker Bio

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

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

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

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

Top Ten Research Findings in Games 2020 Edition

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

Clint Bowers
Click for Speaker Bio

Alicia Sanchez
Click for Speaker Bio

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

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

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

Harnessing the Full Potential of Games to Spur Learning for Kids

Abby Jenkins, Senior Director of Content, PBS KIDS Digital PBSTrack 4 GAMES IN K-12

Click for Speaker Bio

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

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

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

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

Play to Build: Using your Own Experience to Create Training

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

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

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

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

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

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

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

Virtual Reality Training for Operational and Equipment Training

Paul Thurkettle, NATO Training Technologies Section Head, NATO - Allied Command TransformationTrack 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

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

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

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

Wed 10:00 am - 10:45 am
VR SESSIONS, PRODUCT DEMOS

Reserved

Track 7 FUNDING/RESOURCES FOR DEVS

Reserved

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

10:45 am - 11:00 am

Break

11:00 am - 11:45 am

Gamifying Conventional eLearning Modules Using Adobe Captivate

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

Click for Speaker Bio

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

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

Developing VR Medical Simulations for USAF: The VALOR Program

Karthik Sarma, Chief Technology Officer, SimXTrack 2 HEALTHCARE

Click for Speaker Bio

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

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

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

The takeaway learning points will be:

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

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

Interdisciplinary Research Mentorship in Serious Play

Elizabeth Swensen, Assistant Professor of Art and Design: Games + Playable Media; Nicole Feldl Assistant Professor of Earth and Planetary Sciences, University of California, Santa CruzTrack 3 HIGHER ED

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


Nicole Feldl

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

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

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

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

Wed 11:00 am - 11:45 am
GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION

Designing Narrative-based Escape Games for Education

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

Click for Speaker Bio

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

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

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

Zero to Playable in 60 Minutes. Make Your Game Now

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

Click for Speaker Bio

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

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

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

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

Educational VR for K-6: Water Treatment Sim

Richard Boyd, President, UltisimTrack 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

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

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

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

Reserved

Track 7 FUNDING/RESOURCES FOR DEVS

Reserved

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

11:45 am - 12:45 pm

Break/Opt In Social Networking Sessions

Sponsored Session

Host: TBDTrack 1 CORP/NP/MIL/GOVT

Sponsored Session

Wed 11:45 am - 12:45 pm
CORPORATE/NON PROFIT,

Virtual Patients, Labs, Simulation and Training from Virtually Anywhere

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

Click for Speaker Bio

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

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

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

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

  1. What limitations do I have in my own classes that are similar to what the faculty at Madison College experienced?
  2. How can I use this technology in my own classes to supplement my teaching and enhance my students learning?
  3. What barriers to learning can I break down with the help of virtual reality?
Wed 11:45 am - 12:45 pm
HIGHER EDUCATION, VR SESSIONS, PRODUCT DEMOS

Empowering Black Teen Girls Regarding Sexual Health

Verocica Weser, Associate Research Scientist, play4REAL XR Lab at the Yale School of MedicineTrack 4 GAMES IN K-12

Click forSpeaker Bio

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

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

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

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

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

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

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

Wed 11:45 am - 12:45 pm
USING GAMES IN K-12

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

Marcia Downing, Learning and Business Educationalist, Marciaz ConsultingTrack 5 GAME/INSTRUCTION DESIGN

Click for Speaker Bio

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

Wed 11:45 am - 12:45 pm
GAME / INSTRUCTIONAL DESIGN

Break/Opt-In Social Networking Sessions

Host: TBDTrack 6 VIRTUAL REALITY/MOBILE

TBD

Wed 11:45 am - 12:45 pm

Winning Seed Funding for Technology from National Science Foundation

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

Wed 11:45 am - 12:45 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

1:00 pm - 1:45 pm

Mainstreaming Adult Learning Principles in Simulation Training

Amelia Geary, Adult Learning Specialist, Independent ConsultantTrack 1 CORP/NP/MIL/GOVT

Click for Speaker Bio

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

Takeaways:

  1. General understanding of adult learning principles
  2. Application to their industry
  3. Confluence of serious gaming and adult learning
  4. Resources in adult-learning
Wed 1:00 pm - 1:45 pm
LEADERSHIP

Serious Game Development in University Settings

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

Click for Speaker Bio

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

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

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

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

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

PANEL: Growing Demand for Educators Trained in Immersive VR

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

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

Click for Speaker Bio

Panelists: Chris Madsen

Click for Speaker Bio

Andrew Dayton

Click for Speaker Bio

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

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

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

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

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

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

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

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

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

Guidelines for Making SEL Board Games & Guidelines for Using Board Games for SEL

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

Click for Speaker Bio

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

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

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

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

Sponsored Interactive Session: Build Your Own Business in the Corporate Space

Track 5 GAME/INSTRUCTION DESIGN

(Solution Provider Looking for Partner)

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

Build Meaningful VR STEM Content: Instructors create VR!

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

Click for Speaker Bio

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

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

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

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

Reserved

Track 7 FUNDING/RESOURCES FOR DEVS

Reserved

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

1:45 pm - 2:00 pm

Break

2:00 pm - 3:30 pm

DOD Training on E2 Platform

Track 1 CORP/NP/MIL/GOVT

TBA

Wed 2:00 pm - 3:30 pm
MIL/GOVT WORKFORCE & LEADERSHIP TRAINING

ARMY COVID Training Card Game and App

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

Wed 2:00 pm - 3:30 pm
HEALTHCARE SIMS & GAME-BASED LEARNING

5 Steps for a Gamified Learning Experience

Rob Alvarez, Founder / Professor / Assoc. Director, Professor Game / IE University / IE PublishingTrack 3 HIGHER ED

Click for Speaker Bio

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

Wed 2:00 pm - 3:30 pm
HIGHER EDUCATION

WORKSHOP: Practical Ideas for Enhancing Your Classroom Games

Andrew Easton, Digital Learning Coordinator, Nebraska ESU Coordinating CouncilTrack 4 GAMES IN K-12

Click for Speaker Bio

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

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

Wed 2:00 pm - 3:30 pm
USING GAMES IN K-12, WORKSHOPS

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

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

Click for Speaker Bio

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

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

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

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

Wed 2:00 pm - 3:30 pm
GAME / INSTRUCTIONAL DESIGN

Immersive Clinical Experience Production

Jim Kiggens, CEO, inciteVRTrack 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

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

Wed 2:00 pm - 3:30 pm
HEALTHCARE SIMS & GAME-BASED LEARNING, HIGHER EDUCATION, MIL/GOVT WORKFORCE & LEADERSHIP TRAINING

Federal Grant Programs for Mental Health Games

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

Click for Speaker Bio

Mental health is the biggest single predictor of life-satisfaction. Poor mental health can impede an individual’s capacity to realize their potential, work productively, and contribute to society. Yet, despite its importance, mental illness remains one of the most neglected yet essential issues in the US and across global settings.  Mental illness tends to be under assessed, under managed and undertreated across clinical populations, with significant disparities in high risk and vulnerable populations due to social factors (e.g., stigma, access, discrimination, cost, poverty etc.,). The social and economic costs are diverse and far‐reaching—often leading to homelessness, poor educational and health outcomes, high unemployment rates culminating in high rates of poverty. While a variety of psychological and pharmacological treatments exist for moderate and severe mental illness (e.g., depression, anxiety, bipolar disorder etc.,); the COVID-19 pandemic has resulted in profound mental health impacts among the general populations worldwide, also  accelerating the rapid expansion of adoption asynchronous virtual mental technologies and the implementation of a variety of digital mental health tools (e.g. psychotherapy sessions for enhancing access and monitoring treatments and therapeutic benefit, mental health provider training/supervision, and the use of games to augment training of mental health workers, or as a treatment for mental illness, etc.). As we look to the future and certainly to the world post COVID-19, there are new opportunities to positively transform clinical and personal environments of mental health care. Using insight from the fields of mental health, behavioral science, neuroscience, digital psychiatry, serious game design, and narrative;  this panel will discuss practical approaches and challenges to developing analogue, interactive, playful, and virtual environments to better understand, treat and transform the experience of mental illness at this time and for the future. Practical lessons, ethical considerations and insights will also be discussed.

Wed 2:00 pm - 3:30 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

3:30 pm - 3:45 pm

Break

3:45 pm - 5:00 pm

Workshop Sessions

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

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

Click for Speaker Bio

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

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

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

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

Wed 3:45 pm - 5:00 pm
CORPORATE/NON PROFIT

Business Models for Healthcare and Education Training

Doug Whatley, CEO, BreakAwayTrack 2 HEALTHCARE

Click forSpeaker Bio

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

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

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

Wed 3:45 pm - 5:00 pm
HEALTHCARE SIMS & GAME-BASED LEARNING

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

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

Moderator: Alexandre Lillo
Postdoctoral Researcher, University of Ottawa

Click for Speaker Bio

Panelists:

Elaine Beaulieu
Assistant Professor, University of Ottawa

Mish Boutet
Digital Literacy Librarian, University of Ottawa

Lynne Bowker
Full Professor, University of Ottawa.

Thomas Burelli
Assistant Professor, University of Ottawa.

Jackie Carnegie
Associate Professor, University of Ottawa.

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

Colin Montpetit
Assistant Professor, University of Ottawa.

Steven Ousko
Assistant Professor, University of Ottawa

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

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

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

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

Wed 3:45 pm - 5:00 pm
HIGHER EDUCATION

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

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

Click for Speaker Bio

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

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

Wed 3:45 pm - 5:00 pm
PANEL, USING GAMES IN K-12

TBA

Track 5 GAME/INSTRUCTION DESIGN

TBA

Wed 3:45 pm - 5:00 pm
GAME / INSTRUCTIONAL DESIGN

Creating Immersive Augmented Reality Applications for Learning

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

Click forSpeaker Bio

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

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

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

Wed 3:45 pm - 5:00 pm
VR SESSIONS, PRODUCT DEMOS

DEVELOPER PANEL: Finding Funding for Your Serious Game Idea

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

Dana Lombardy
Owner
Lombardy Studios
Click forSpeaker Bio

Maureen Powers
Eyes in Sync
Click for Speaker Bio

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

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

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

Wed 3:45 pm - 5:00 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

5:00 pm - 5:15 pm

Break

5:15 pm - 6:30 pm

Workshop Sessions

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

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

Click for Speaker Bio

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

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

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

Immersive VR Trainings for Medical Education

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

Click for Speaker Bio

This online workshop will run live in FrameVR, a multi-user WebGL platform. Attendees will explore VR art & design history and theory. They will create small scale poetic artworks that will expand their understanding of the virtual and gain skills needed to run similar events for their own communities. All assets and imagery used in the workshop will be shared.

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

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

Wed 5:15 pm - 6:30 pm
HEALTHCARE SIMS & GAME-BASED LEARNING

Break/Opt In Social Networking Sessions

Host: TBDTrack 3 HIGHER ED

TBA

Wed 5:15 pm - 6:30 pm

WORKSHOP: Teaching Games as Literature and Literary Games

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

Click for Speaker Bio

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

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

INTERACTIVE SESSION: Networking for Virtual Reality Developers. Field Any Questions

Bernard Francois, Preview LabsTrack 5 GAME/INSTRUCTION DESIGN

Click for Speaker Bio

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

 

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

Reserved

Track 7 FUNDING/RESOURCES FOR DEVS

Reserved

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

7:00 pm - 9:00 pm

Game Night

Track 1 CORP/NP/MIL/GOVT

TBA

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

Thursday 24 Jun 2021

8:45 am - 9:00 am

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

Sue Bohle, Executive Director, Serious Play Conference1

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

9:00 am - 9:45 am

Group Dynamics for a Gamified Collaboration Mindset

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

Click for Speaker Bio

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

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

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

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

Mobile Medical Education: A Journey of a 1 Million Smiles

Aaron Oliker, Chief Innovation Officer, Bio DigitalTrack 2 HEALTHCARE

Click for Speaker Bio

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

Thu 9:00 am - 9:45 am
HEALTHCARE SIMS & GAME-BASED LEARNING

Performance-Based Content Generation for Language Learning

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

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

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

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

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

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

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

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

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

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

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

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

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

What Serious Game Designers Can Learn From The Espionage World

Leslie Gruis, Privacy AuthorTrack 5 GAME/INSTRUCTION DESIGN

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

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

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

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

Leveraging VR for Training Behaviours: Tokyo 2020 Olympic Games Case Study

Matteo Bottini, Managing Director, Ikosaeder BVTrack 6 VIRTUAL REALITY/MOBILE

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

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

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

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

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

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

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

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

Reserved

Track 7 FUNDING/RESOURCES FOR DEVS

Reserved

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

9:45 am - 10:00 am

Break

10:00 am - 10:45 am

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

Peter Leveille, Principle Software Systems Engineer, MITRETrack 1 CORP/NP/MIL/GOVT

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

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

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

Thu 10:00 am - 10:45 am
MIL/GOVT WORKFORCE & LEADERSHIP TRAINING

Burn Injury Training on Mobile Platforms

Marcia Clover, Senior Producer, Virtual Heroes Division of Applied Research Associates (ARA)Track 2 HEALTHCARE

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

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

This session will be led by Marcia Clover, Senior Producer at Virtual Heroes (a division of ARA) and Project Manager of BurnCARE. She will demonstrate this immersive application, which currently trains two procedures: estimating Total Burn Service Area (TBSA) and performing an escharotomy.

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

 

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

Lifelong Learning Games for 100 Million 50+ Year Olds

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

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

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

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

 

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

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

Circle 1964: A DIY Game that Saved a School from COVID Ennui

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

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

 

Click for Speaker Bio

 

Nicholas Vassos
President
NJAV Productions

 

Click for Speaker Bio

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

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

Attendees will learn:

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

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

How Games Change Your Brain

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

Click forSpeaker Bio

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

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

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

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

Developing a Mobile Training Game for Professional Education

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

Vasco Torres
Co-founder & CTO
inciteVR

Click for Speaker Bio

Angeline Brown
Senior Director of Product Management
Becker

Click for Speaker Bio

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

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

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

Thu 10:00 am - 10:45 am
MOBILE

Reserved

Track 7 FUNDING/RESOURCES FOR DEVS

Reserved

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

10:45 am - 11:00 am

Break

11:00 am - 12:00 pm

PANEL: Achieving Immersion in Military Maintenance Training

Randy Brown, VP, Division Manager Virtual Heroes, an ARA Division; Dean Hoover, Raytheon; John Hayward, DistiTrack 1 CORP/NP/MIL/GOVT

Moderator: Randy Brown
ARA

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Panelists: Dean Hoover
Raytheon

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John Hayward
Disti

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TBA

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

Serious but Not Tedious: Blending Fun and Science Effectively

Noah Falstein, President, The InspiracyTrack 2 HEALTHCARE

Click for Speaker Bio

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

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

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

Thu 11:00 am - 12:00 pm
GAME / INSTRUCTIONAL DESIGN, HEALTHCARE SIMS & GAME-BASED LEARNING

Serious Games and Society: A Free Honors Course

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

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

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

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

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

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

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

Grand Strategy Games as History Textbooks

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

Click for Speaker Bio

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

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

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

Accessible and Universal Design for Games

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

Click for Speaker Bio

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

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

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

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

Post-Pandemic Learning with VR, Simulations and Games

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

Click for Speaker Bio

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

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

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

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

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

Thu 11:00 am - 12:00 pm
VR SESSIONS, PRODUCT DEMOS

Expanding your Education Games Business Overseas

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

Click for Speaker Bio

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

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

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

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

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

12:00 pm - 1:00 pm

Sponsored Sessions

Sponsored Session

Host: TBDTrack 1 CORP/NP/MIL/GOVT

Sponsored Session

Thu 12:00 pm - 1:00 pm

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

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

Click for Speaker Bio

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

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

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

Sponsored Platform Session

Track 5 GAME/INSTRUCTION DESIGN

TBA

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

Reserved

Track 7 FUNDING/RESOURCES FOR DEVS

Reserved

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

1:00 pm - 1:45 pm

Game-based Learning: No Gamification Gimmicks

Aisling O'Connell, Academy Manager, GamelearnTrack 1 CORP/NP/MIL/GOVT

Click for Speaker Bio

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

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

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

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

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

Reserved

Track 2 HEALTHCARE

Reserved

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

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

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

Click for Speaker Bio

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

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

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

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

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

Learning in Lockdown: Educators Discover Virtual Game Play

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

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

Fewer Papercuts: Digitizing In-Class Games

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

Click for Speaker Bio

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

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

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

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

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

Reserved Distracted Navigator - Preventing Distracted Driving with a VR Game

Bernard Francis, Preview LabsTrack 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

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

Attendees will benefit from:

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

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

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

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

Jasminka Criley
CEO
Indelible Learning
Click forSpeaker Bio

Stuart Criley
Founder
Indelible Learning
Click for Speaker Bio

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

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

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

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

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

1:45 pm - 2:00 pm

Break

2:00 pm - 2:45 pm

Ethics and Technology Leadership

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

Click for Speaker Bio

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

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

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

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

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

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

Designing Effective Games for the Pharmaceutical Industry

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

Click for Speaker Bio

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

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

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

Thu 2:00 pm - 2:45 pm
HEALTHCARE SIMS & GAME-BASED LEARNING

Using an LMS to Create Game-based Courses

Janna Kellinger, Associate Professor, UMass BostonTrack 3 HIGHER ED

Click for Speaker Bio

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

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

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

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

Digital Escape Rooms As An Assessment Tool

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

Click for Speaker Bio

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

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

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

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

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

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

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

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

Click for Speaker Bio

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

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

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

Track 6 VIRTUAL REALITY/MOBILE

More details to follow

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

2:45 pm - 3:00 pm

Break

3:00 pm - 3:45 pm

Developing Serious Games on Little (to No) Budget

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

Click for Speaker Bio

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

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

GBL Training For Clinical Staff

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

TBA

Thu 3:00 pm - 3:45 pm
HEALTHCARE SIMS & GAME-BASED LEARNING

PANEL: Building An Online Library Orientation Game

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

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

Click for Speaker Bio

Panelists: Elisa Navarro Chinchilla
Educational Video Games Developer
Gargamel Studio

Click for Speaker Bio

Nicholas Vassos
President
NJAV Productions

Click for Speaker Bio

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

Click for Speaker Bio

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

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

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

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

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

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

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

Catherine Croft, Co-Founder/CEO, Catlilli Games; Kathleen Mercury, Teacher Facilitator using RPG and Boardgames; Cheryl Bodnar, Associate Professor, Experiential Engineering Education Department, Rowan University; Nigel Scarfe, Founder, Imagination GamingTrack 4 GAMES IN K-12

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

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

Nigel Scarfe
Founder
Imagination Gaming
Click for Speaker Bio

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

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

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

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

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

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

How to Find a Publisher for Your Title

Darion Lowenstein, Darion Co ProductionsTrack 5 GAME/INSTRUCTION DESIGN

TBA

Thu 3:00 pm - 3:45 pm
GAME / INSTRUCTIONAL DESIGN

Guest Speaker from ILEARN

Track 6 VIRTUAL REALITY/MOBILE

TBA

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

3:45 pm - 4:00 pm

Break

4:00 pm - 5:00 pm

Sponsor Sessions

Going in Circles: The Iterative Process of Game Design

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

Click for Speaker Bio

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

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

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

Thu 4:00 pm - 5:00 pm
CORPORATE/NON PROFIT

Sponsored Session

Host: TBDTrack 2 HEALTHCARE

Sponsored Session

Thu 4:00 pm - 5:00 pm
HEALTHCARE SIMS & GAME-BASED LEARNING

Game Based Learning Across the Curriculum and Across Washington State

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

Click for Speaker Bio

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

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

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

Training Student Game Developers to Work with Clients

Erik Sand, Business Development; Tom Carbone, Technical Director, UCF FIEA Game LabTrack 5 GAME/INSTRUCTION DESIGN

Thu 4:00 pm - 5:00 pm

Guest Speaker from iLRN

Track 6 VIRTUAL REALITY/MOBILE

TBA

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

Govt Assets to Enrich Educational Game Content

Shobhana Gupta, NASATrack 7 FUNDING/RESOURCES FOR DEVS

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

5:00 pm - 5:30 pm

Break

5:30 pm - 6:30 pm

Teamwork Meets Science - How Group Behavior Makes Better Games

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

Click for Speaker Bio

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

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

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

Creating Medical Simulations on Epic2 Platform

Track 2 HEALTHCARE

TBA

Thu 5:30 pm - 6:30 pm
HEALTHCARE SIMS & GAME-BASED LEARNING

What to Have, In a College Game Design Curriculum

Roger Pederson, ConsultantTrack 3 HIGHER ED

Click for Speaker Bio

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

• Core courses that all game majors (serious game and entertainment degrees) would need?
• Specialized courses for serious game majors:
o Healthcare: Creating simulations for hospitals, nuclear power plants, astronauts, military, education for nursing, doctor operations
o Education
o Corporate applications
• Inservice program, where students form teams and work for local organizations, hospitals, etc
• Game Lab
• Other valuable electives (For instance sociology, psychology, entrepreneurship

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

Thu 5:30 pm - 6:30 pm
HIGHER EDUCATION

Create a Mobile Game to Teach Solar System in Middle School

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

Sa Liu
Assistant Professor
Harrisburg University

Click for Speaker Bio

Brian Grey
Lecturer, Software Engineer
Harrisburg University

Click for Speaker Bio

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

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

Thu 5:30 pm - 6:30 pm
USING GAMES IN K-12

Using "Values at Play" in Undergraduate Analog Game Design

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

Matthew Mosher
Assistant Professor
UCF
Click for Speaker Bio

Rachel Donley
PhD Student
UCF

Click for Speaker Bio

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

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

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

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

Thu 5:30 pm - 6:30 pm
GAME / INSTRUCTIONAL DESIGN

Guest Speaker from iLRN

Track 6 VIRTUAL REALITY/MOBILE

Reserved

Thu 5:30 pm - 6:30 pm
VR SESSIONS, PRODUCT DEMOS

Reserved

Track 7 FUNDING/RESOURCES FOR DEVS

TBA

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

7:00 pm - 8:00 pm

Keynote: Sam Adkins, Principal Analyst, Metaari

Track 3 HIGHER ED

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

Thu 7:00 pm - 8:00 pm
HIGHER EDUCATION

Friday 25 Jun 2021

8:45 am - 9:00 am

Announcements: Sue Bohle, Executive Director, Serious Play Conference

Sue Bohle, Executive Director, Serious Play Conference1

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

9:00 am - 9:45 am

Is Gamification Keeping Up with Reality?

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

Click for Speaker Bio

It is foolish to assume that there are ungamified systems that exist. The issue is more about the gamification losing track due to changed Reality. As a gamifier our task should be to get Reality back to track or Rather, tween the system according to the Reality (NeoReality) - actually both.

This is useful for afficianados of Gamification who would try to find answers / solutions through Gamification and are many times surprised by lack of workability of solutions. I would cover environment issues which impact solutions differently in different environments. For e.g. Social work is voluntary, employment is not (even though prima facie evidence points to volutarism element of the employment system). This is not a academic discussion - it has direct implications for practitioners from the fields of military, corporate, education.

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

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

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

Rhonda Moore, Program Officer NIMH, NIH, Mariam Nusrat, GRID Gaming Revolution for Inspiring Development, Noah Falstein, theinspiracy, Thomas Talbot, MD, USC Institute for Creative TechnologiesTrack 2 HEALTHCARE

Moderator:
Rhonda Moore

US DHHS
NIH
Click for Speaker Bio

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

Noah Falstein
theinspiracy
Click for Speaker Bio

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

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

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

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

Fri 9:00 am - 9:45 am
HEALTHCARE SIMS & GAME-BASED LEARNING, PANEL

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

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

Click for Speaker Bio

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

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

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

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

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

Worst Practices for Learning

Mitchell Weisburgh, Founding Partner, Academic Business AdvisorsTrack 4 GAMES IN K-12

Click for Speaker Bio

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

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

This will NOT be fun. Maybe.

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

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

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

Chris McEachron, Museum Program Manager, Region 5 Children's MuseumTrack 5 GAME/INSTRUCTION DESIGN

Click for Speaker Bio

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

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

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

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

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

Games, Including VR, for K-6 Education

Deepti Chopack, IndiaTrack 6 VIRTUAL REALITY/MOBILE

More to follow.

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

Reserved

Track 7 FUNDING/RESOURCES FOR DEVS

Reserved

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

9:45 am - 10:00 am

Break

10:00 am - 10:45 am

From Fighter Pilot to Factory Floor: Data Driven VR Training

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

Click for Speaker Bio

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

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

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

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

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

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

Fri 10:00 am - 10:45 am
MIL/GOVT WORKFORCE & LEADERSHIP TRAINING, VR SESSIONS, PRODUCT DEMOS

IST Healthcare Simulation Session to Come

Track 2 HEALTHCARE

Reserved

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

Creating a Service Learning Model with Serious Games

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

Click forSpeaker Bio

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

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

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

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

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

Edible Gamification of STEM

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

Click forSpeaker Bio

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

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

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

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

Teaching Emergent Technologies: Photogrammetry for Games

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

Click for Speaker Bio

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

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

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

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

Reserved

Track 7 FUNDING/RESOURCES FOR DEVS

Reserved

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

10:45 am - 11:00 am

Break 2

11:00 am - 11:45 am

How Serious Games Can Help Companies Sustain Business Growth

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

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

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

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

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

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

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

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

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

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

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

Scalable Voice, AI and AR Solutions Rolled Out During COVID

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

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

Moving Educational Tabletop Design into the Digital Realm

Michelle Goodridge, Liaison Librarian, Wilfrid Laurier UniversityTrack 3 HIGHER ED

Click for Speaker Bio

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

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

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

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

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

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

Design Principles for Early Education Apps

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

Click for Speaker Bio

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

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

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

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

Assuring Your Game Design Will Have Impact

Rosemary Lokhorst, Project Manager and Producer, The Digging Deep ProjectTrack 5 GAME/INSTRUCTION DESIGN

Click for Speaker Bio

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

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

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

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

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

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

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

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

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

Digital Robotics and the Future of Remote Learning

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

Click for Speaker Bio

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

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

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

Reserved

Track 7 FUNDING/RESOURCES FOR DEVS

Reserved

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

11:45 am - 1:00 pm

Sponsored Sessions

Title Coming:

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

More details soon.

CORPORATE/NON PROFIT

WORKSHOP: Designing Computational Economics Experiments: An Ongoing Experience

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

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

Click for Speaker Bio

Sarah Sylvester
George Mason University

Click for Speaker Bio

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

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

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

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

HIGHER EDUCATION

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

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

Click for Speaker Bio

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

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

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

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

USING GAMES IN K-12

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

Moderator: Mitch Weisburgh EdChat InteractiveTrack 5 GAME/INSTRUCTION DESIGN

Moderator: Mitch Weisburgh EdChat Interactive

Reserved

Host: TBDTrack 7 FUNDING/RESOURCES FOR DEVS

More details soon.

FUNDING AND CONTRACT OPPS FOR DEVELOPERS

1:00 pm - 2:00 pm

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

Valary Oleinik, ConsultantRoom TBD

Click for Speaker Bio

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

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

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

Fri 1:00 pm - 2:00 pm
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, WORKSHOPS

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

Track 2 HEALTHCARE

Details Coming

Fri 1:00 pm - 2:00 pm
HEALTHCARE SIMS & GAME-BASED LEARNING

Gamifying a Semester Long Course in Higher Education Through

Thomas Burelli, Professor in Law, University of Ottawa, Alex Lillo, Part-Professor in Law, University of OttawaTrack 3 HIGHER ED

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

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

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

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

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

In this session, we will present the adventure/story we created. The creation process, the challenges and the implementation will be described, as well as tools for developing such adventures and tips and advice on how to create and implement a story, especially as it would be used in an online course.

We found that creating a story to integrate the core content of a class and GBL activities was far from an impossible task but does require gathering additional resources.

The participants will learn about what we consider being the three pillars of a complete and coherent game-based learning experience in higher education: a story or a scenario, the core content of the course and GBL activities. In addition, they will explore the different ways in which those pillars can interact.

We will share with the participants tips and advices on how to create and implement a story with limited resources. We will also share a variety of tools and strategies available to stage the story and implement it especially in an online course.

Fri 1:00 pm - 2:00 pm
HIGHER EDUCATION

Bringing Walden, a Game to Online and Hybrid Classrooms

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

Click for Speaker Bio

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

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

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

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

Fri 1:00 pm - 2:00 pm
USING GAMES IN K-12

PANEL: Exploring Accessible Game Design for All Children

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

Moderator:
Wendy Sapp

Director of Research
Bridge Multimedia
Click for Speaker Bio

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

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

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

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

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

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

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

Fri 1:00 pm - 2:00 pm
GAME / INSTRUCTIONAL DESIGN, PANEL

VR Applied to Training: Beyond the Technology

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

Click for Speaker Bio

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

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

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

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

Fri 1:00 pm - 2:00 pm
GAME / INSTRUCTIONAL DESIGN, VR SESSIONS, PRODUCT DEMOS

Reserved

Track 7 FUNDING/RESOURCES FOR DEVS

Reserved

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

2:00 pm - 2:15 pm

Break

2:15 pm - 3:30 pm

WORKSHOP: Rethinking Collaboration: How Drawing and Storytelling Can Improve Outcomes

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

Click for Speaker Bio

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

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

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

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

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

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

Fri 2:15 pm - 3:30 pm
CORPORATE/NON PROFIT, WORKSHOPS

Reserved

Track 2 HEALTHCARE

Details Coming

Fri 2:15 pm - 3:30 pm
HEALTHCARE SIMS & GAME-BASED LEARNING

PANEL: Using Digital Games in Higher Education

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

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

Panelists:
Marwan Alamat
Head of Innovation Lab
West Coast University
Click for Speaker Bio

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

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

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

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

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

Session attendees will:

  • Understand the relationship between learning and play, with a specific focus on game-based learning applications for higher education instruction
  • Explore how other universities and colleges can harness game-based learning in order to successfully teach and support students
  • Discover how experts from West Coast University, Rowan University, and Ross University are leveraging the power of digital games as a learning medium
Fri 2:15 pm - 3:30 pm
HIGHER EDUCATION, PANEL

WORKSHOP: Fostering CT in Middle Schools Through Empathic Gameplay

Dorothy Bennett Director of Creative Pedagogy New York Hall of ScienceTrack 4 GAMES IN K-12

Details Coming

Fri 2:15 pm - 3:30 pm
USING GAMES IN K-12

Making Games: A Game Production Crash Course

Christopher Spivey, Producer, ConsultantTrack 5 GAME/INSTRUCTION DESIGN

Click for Speaker Bio

Your organization wants to make a game, but how do you start? And how do you manage it? What happens between having an idea and having a product are what we'll cover in this session. Learn from an experienced game producer for what you can expect throughout the Discovery, Prototyping, Production, and Post-Launch phases and how to best position your organization for success.

Fri 2:15 pm - 3:30 pm
GAME / INSTRUCTIONAL DESIGN

Designing Virtual Nature Evironments for Restorative VR Games

Justin Johnson, Assistant Professor of Art + Design, North Carolina State UniversityTrack 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

A substantial body of research connects exposure to nature to mental health benefits such as stress reduction and attention restoration. Recent literature shows similar benefits in exposures to virtual nature environments presented in VR. Current video game development technology allows for the creation of high-fidelity virtual environments while adding interactive elements. This combination of visuals and interactivity may enhance a feeling of presence and result in significant mental restoration. This presentation will connect the literature to designing virtual nature environments with interactivity for VR and make the case for VR games as a potential way to provide mental health benefits. Design strategies, tools, and an ongoing research project will also be discussed, as well as recommendations for future research.

This presentation will provide strategies for designing virtual environments linked to mental restoration by outlining connections to the literature and research frameworks. These strategies will include: visual aesthetics, landscape design, and game play mechanics.

Attendees will also come away will tools, such as hardware and software, for developing virtual nature environments for VR. Recommendations will be provided on how build virtual nature environments and interactivity using current video game development technology including digital nature assets, working with the Unreal Game Engine, and deploying to VR platforms.

Fri 2:15 pm - 3:30 pm
VR SESSIONS, PRODUCT DEMOS

What You Need to Know about Contracting

Track 7 FUNDING/RESOURCES FOR DEVS

More details soon.

Fri 2:15 pm - 3:30 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

3:30 pm - 3:45 pm

Break

3:45 pm - 5:15 pm

WORKSHOP: Lecture vs Consumption: How to Really Engage Learners

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

Click forSpeaker Bio

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

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

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

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

Fri 3:45 pm - 5:15 pm
CORPORATE/NON PROFIT, HEALTHCARE SIMS & GAME-BASED LEARNING

INTERACTIVE SESSION:
Developing Training for Healthcare:
A Cautionary Tale

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

Jasminka Criley
CEO
Indelible Learning
Click forSpeaker Bio

Stuart Criley
Founder
Indelible Learning
Click for Speaker Bio

Medicine, and the caring for patients, has long been a mix of science and practice. Reflecting this reality, training for healthcare professionals combines science education followed by practical apprenticeships.

The global pandemic threw a monkey wrench into this training: remote learning was implemented for medical and nursing students, while recent graduates who were still in training were rushed to the front lines.

In this crisis, interactive media, whether it is a smartphone app or a full-scale mannequin, has enormous potential to improve the quality of this training, and ensure standard exposure to scenarios that every trainee should encounter and master.

In this session, we will explore what works, what doesn't, and most importantly, why. We will show how the histories of medical training, as well as examination and licensure, have evolved with medical and educational technology. The failures may be forgotten, but they are a cautionary tale that can help us avoid repeating these mistakes in the future. And the successes are both surprising in their ingenuity and economy.

Fri 3:45 pm - 5:15 pm
HEALTHCARE SIMS & GAME-BASED LEARNING

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

Jim Piechocki, LightValve LearningTrack 6 VIRTUAL REALITY/MOBILE

Click for Speaker Bio

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

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

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

 

Fri 3:45 pm - 5:15 pm
VR SESSIONS, PRODUCT DEMOS

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

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

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

Principal, Acquisition
NSTXL
Click for Speaker Bio

Free Services to Help You Become a Government Contractor
Ben McMartin

Managing Partner
Public Spend Forum
Click for Speaker Bio

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

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

Fri 3:45 pm - 5:15 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

5:30 pm - 6:15 pm

Open Mic: Feedback on Conference

Host: TBDTrack 1 CORP/NP/MIL/GOVT

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

Fri 5:30 pm - 6:15 pm

Open Mic: Attendee Networking

Host: TBDTrack 2 HEALTHCARE

Fri 5:30 pm - 6:15 pm

Open Mic: Attendee Networking

Host: TBDTrack 5 GAME/INSTRUCTION DESIGN

Fri 5:30 pm - 6:15 pm

6:15 pm - 7:00 pm

Meeting Groups

Using Games in K-6 and K-12

Host: TBDTrack 1 CORP/NP/MIL/GOVT

Fri 6:15 pm - 7:00 pm

eSports

Host: TBDTrack 2 HEALTHCARE

Fri 6:15 pm - 7:00 pm

Healthcare Professional Training

Host: TBDTrack 3 HIGHER ED

Fri 6:15 pm - 7:00 pm

Open Mic

Host: TBDTrack 4 GAMES IN K-12

Fri 6:15 pm - 7:00 pm

Evaluation and Assessment

Host: TBDTrack 5 GAME/INSTRUCTION DESIGN

Fri 6:15 pm - 7:00 pm

VR

Host: TBDTrack 6 VIRTUAL REALITY/MOBILE

Fri 6:15 pm - 7:00 pm

Leadership Training

Host: TBDTrack 7 FUNDING/RESOURCES FOR DEVS

Fri 6:15 pm - 7:00 pm

Saturday 26 Jun 2021

9:00 am - 3:00 pm

How to Create Microlearning Apps in Less than an Hour!

Dennis Glenn, President, Dennis Glenn LLCRoom TBD

Click for Speaker Bio

Cost: $350 *

5 hours

*Purchase these workshops separately. These special skill sessions are not included in a Main Conference Registration.
If you’re interested in creating bite-sized training activities where participants can learn in short bursts with maximum engagement, Dennis Glenn will be teaching a hands-on workshop on Micro-Learning Apps during a preconference for Serious Play Conference -- Online this year!

Participants will learn how to and actually create three micro e-learning simulations in less then one hour each during this workshop. Glenn will cover how to create a training on practically any topic, including the use of short videos, from learning to read all the way up to brain surgery. Many things don’t need an hour.

You will see how micro learning apps are created, access a site with easy-to-create samples, discuss how they can be applied to your lessons and then produce your own app.

5 hour Workshop: Beginner Level. June 22. Instructor:
Dennis Glenn, President and Chief Learning Officer | Dennis Glenn LLC
Adjunct Professor, DePaul University Graduate School for Continuing and Professional Studies

Additionally, Dennis will meet privately in an interactive one hour session after the workshop to advance your personal projects.

Sat 9:00 am - 3:00 pm
Post-conf Workshop

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

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

Steve Guynup
VR Developer / Online Game Design Faculty
Isovista
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Adam Walker
VR Artist
Isovista
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Cost: $350 *

6 hours

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

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

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

Sat 9:00 am - 3:00 pm
Post-conf Workshop

Staying Playful In A Serious World

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

Click for Speaker Bio

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

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

Sat 9:00 am - 3:00 pm
TEACHER PLAY

Sunday 27 Jun 2021

To Be Scheduled

Sessions to be scheduled for Wed through Fri

OPEN MIC OPT IN NETWORKING SESSION

Track 1 CORP/NP/MIL/GOVT

TBA

Sun 8:00 pm - 8:01 pm

Reserved

Track 1 CORP/NP/MIL/GOVT

Reserved

Sun 8:00 pm - 8:01 pm
CORPORATE/NON PROFIT

Sponsored Session

Host: TBDTrack 2 HEALTHCARE

Sponsored Session

Sun 8:00 pm - 8:01 pm

Reserved

Track 3 HIGHER ED

Reserved

Sun 8:00 pm - 8:01 pm
HIGHER EDUCATION

Reserved

Track 4 GAMES IN K-12

Reserved

Sun 8:00 pm - 8:01 pm
USING GAMES IN K-12

OPEN MIC OPT IN NETWORKING SESSION

Track 5 GAME/INSTRUCTION DESIGN

TBA

Sun 8:00 pm - 8:01 pm

WORKSHOP: Fortnite

Track 5 GAME/INSTRUCTION DESIGN

TBA

Sun 8:00 pm - 8:01 pm
GAME / INSTRUCTIONAL DESIGN, WORKSHOPS

Break/Opt-In Social Networking Sessions

Host: TBDTrack 5 GAME/INSTRUCTION DESIGN

TBD

Sun 8:00 pm - 8:01 pm

Opportunity to Start a Corporate Training Business

Track 7 FUNDING/RESOURCES FOR DEVS

TBA

Sun 8:00 pm - 8:01 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

PARTICIPATE IN VIRTUAL CONFERENCE

Track 7 FUNDING/RESOURCES FOR DEVS

Orientation for those that want to see the sessions below participating (as a icon) in a virtual learning platform

Sun 8:00 pm - 8:01 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

Guest Speaker from iLRN

Track 7 FUNDING/RESOURCES FOR DEVS

TBA

Sun 8:00 pm - 8:01 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

PANEL: Applying for an NSF Grant

Track 7 FUNDING/RESOURCES FOR DEVS

Reserved

Sun 8:00 pm - 8:01 pm
FUNDING AND CONTRACT OPPS FOR DEVELOPERS