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

Tuesday 22 Jun 2021

9:00 am - 4:00 pm

Create Serious Games without Coding: Using Visual Scripting - Mon

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

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

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

Wednesday 23 Jun 2021

9:00 am - 9:30 am

Announcements & Welcome

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

Wed 9:00 am - 9:30 am
OPENING SESSION

10:30 am - 11:00 am

Break

12:00 pm - 1:00 pm

Lunch

Open Mic

Host: TBD1

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

Open Mic 2

Host: TBD1

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

Open Mic 3

Host: TBD1

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

2:00 pm - 2:30 pm

Break

3:30 pm - 4:00 pm

Break

5:30 pm - 7:00 pm

Dinner Break

7:00 pm - 8:30 pm

Evening Workshop Sessions

VR Prototyping: Best Practices (Original Session Cancelled)

Bernard François, Founder, CEO, Preview Labs7

 

Click to Attend in Zoom

Test

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.
Wed 7:00 pm - 8:30 pm
GAME / INSTRUCTIONAL DESIGN

Thursday 24 Jun 2021

9:00 am - 9:15 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 9:00 am - 9:15 am
OPENING SESSION

10:30 am - 11:00 am

Break

12:00 pm - 1:00 pm

Lunch

Open Mic

Host: TBD1

 

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 - 1:00 pm

Open Mic 2

Host: TBD1

 

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 - 1:00 pm

Open Mic 3

Host: TBD1

 

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 - 1:00 pm

1:45 pm - 2:15 pm

Break

3:00 pm - 3:30 pm

Break

4:45 pm - 5:15 pm

Break

6:30 pm - 7:30 pm

Dinner Break

Friday 25 Jun 2021

9:00 am - 9:15 am

Announcements: Sue Bohle, Executive Director, Serious Play Conference

Sue Bohle, Executive Director, Serious Play Conference1

Fri 9:00 am - 9:15 am
OPENING SESSION

10:30 am - 11:00 am

Break

12:00 pm - 12:30 pm

Lunch

Open Mic

Host: TBD1

 

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.

Fri 12:00 pm - 12:30 pm

Open Mic 2

Host: TBD1

 

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.

Fri 12:00 pm - 12:30 pm

Open Mic 3

Host: TBD1

 

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.

Fri 12:00 pm - 12:30 pm

2:00 pm - 2:30 pm

Break

3:15 pm - 3:45 pm

Break

4:45 pm - 5:00 pm

Break

5:00 pm - 5:15 pm

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

Fri 5:00 pm - 5:15 pm

5:30 pm - 6:30 pm

Dinner

6:30 pm - 8:00 pm

Meeting Groups