Below you can find all sessions of 2021 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 Wednesday–Friday. Preconferences, which require a separate registration, are shown on Tuesday and Saturday.
 
Search Results Web results How to … Check that Zoom Works for You

Serious Play Conference sessions speakers will present in Zoom. Attendees can access live sessions from any personal computer or mobile devices.
Before the actual conference dates, use your unique code to test that your computer or device is all set up to work. Go to http://www.zoom.us/test
How to … Attend a Session

Use the Scheduler to select the sessions that interest you.
 
You can go straight into the conference from here, but we recommend you take some time to review session descriptions ahead of time and choose the presentations you most want to hear. See “How to … Mark Sessions to Attend” below. Since we will have only 30 minutes between talks and workshops, this will help you be on time. All session times will be your time zone, based on your Browser setting.

You can use the dropdown function if you plan to stick to one track.
 
You can also search for a key word of interest with the search box.
 
Click in a session box in the calendar to see session details/abstract and a link to the speaker bio. 
 
On conference day, you click on the session button to join a session. 
 
Zoom will ask you for your sign in ID email and password. Use the ones we provided to you. Sign in as you normally would when entering a Zoom meeting. See above instructions under “Webinar Platform” if you are a new Zoom user. You will be attending as a silent participant.  Your speaker, however, may opt to let you ask questions in the chat window.
 
In between sessions, you will return to this schedule page to select and enter the next session the same way you exit any meeting in Zoom. 
 
How to … Mark Sessions to Attend ⭐


If you are having a hard time choosing between sessons, you can pick more than one and make your ultimate chice on the day of the conference. You actually can also hop to another session during the conference, if you discover the content of that sessions is not what you thought.
 
When you are finished, click the “Show My Picks” button.
You can come back to the Scheduler and enter the Conference by opening the box for each of your choices on the day we are actually in session by clicking anywhere in the box.
 
To print a copy, click the “Print This Page” button. (You must first click the “Show My Picks” button).

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

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

Saturday 26 Jun 2021

To Be Scheduled

Sessions to be scheduled for Wed through Fri

Immersive Clinical Experience Production

Jim Kiggens, CEO, inciteVRRoom TBD

Click for Speaker Bio

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

Sat 8:00 am - 8:01 am
HEALTHCARE SIMS & GAME-BASED LEARNING, HIGHER EDUCATION, MIL/GOVT WORKFORCE & LEADERSHIP TRAINING

Designing Virtual Nature Evironments for Restorative VR Games

Justin Johnson, Assistant Professor of Art + Design, North Carolina State UniversityRoom TBD

Click for Speaker Bio

A substantial body of research connects exposure to nature to mental health benefits such as stress reduction and attention restoration. Recent literature shows similar benefits in exposures to virtual nature environments presented in VR. Current video game development technology allows for the creation of high-fidelity virtual environments while adding interactive elements. This combination of visuals and interactivity may enhance a feeling of presence and result in significant mental restoration. This presentation will connect the literature to designing virtual nature environments with interactivity for VR and make the case for VR games as a potential way to provide mental health benefits. Design strategies, tools, and an ongoing research project will also be discussed, as well as recommendations for future research.

This presentation will provide strategies for designing virtual environments linked to mental restoration by outlining connections to the literature and research frameworks. These strategies will include: visual aesthetics, landscape design, and game play mechanics.

Attendees will also come away will tools, such as hardware and software, for developing virtual nature environments for VR. Recommendations will be provided on how build virtual nature environments and interactivity using current video game development technology including digital nature assets, working with the Unreal Game Engine, and deploying to VR platforms.

Sat 8:00 am - 8:01 am
VR SESSIONS, PRODUCT DEMOS

Gamifying Conventional eLearning Modules Using Adobe Captivate

Enrique Cachafeiro, Education & Training Coordinator, Duke HealthRoom TBD

Click for Speaker Bio

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

Sat 8:00 am - 8:01 am
CORPORATE/NON PROFIT

TBC

Rob Alvarez, Founder / Professor / Assoc. Director, Professor Game / IE University / IE PublishingRoom TBD

Sat 8:00 am - 8:01 am

Harnessing the Full Potential of Games to Spur Learning for Kids

Abby Jenkins, Senior Director of Content, PBS KIDS Digital PBSRoom TBD

Click for Speaker Bio

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

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

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

Sat 8:00 am - 8:01 am
USING GAMES IN K-12

Build Meaningful VR STEM Content: Instructors create VR!

Aditya Vishwanath, Co-Founder & CEO, Inspirit (Inspirit Learning, Inc.)Room TBD

Click for Speaker Bio

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

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

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

  1. How to bring VR in meaningful ways to their classroom or learning space
  2. Where VR adds value in learning and where it does NOT add value
  3. How gamified VR experiences and student-authored storytelling can deepen the level of engagement with immersive VR
  4. How to align new media technologies with curriculum, standards, and desired outcomes
  5. How to create a STEM VR lesson aligned to their curriculum"
Sat 8:00 am - 8:01 am
USING GAMES IN K-12

Mainstreaming Adult Learning Principles in Simulation Training

Amelia Geary, Adult Learning Specialist, Independent ConsultantRoom TBD

Click for Speaker Bio

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

Takeaways:

  1. General understanding of adult learning principles
  2. Application to their industry
  3. Confluence of serious gaming and adult learning
  4. Resources in adult-learning
Sat 8:00 am - 8:01 am
LEADERSHIP

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

Wei-Fan Chen, Executive Producer / Founder, FourDesire, TaiwanRoom TBD

Click for Speaker Bio

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

Sat 8:00 am - 8:01 am
GAME / INSTRUCTIONAL DESIGN

Post-Pandemic Learning with VR, Simulations and Games

Anders Gronstedt, President, Gronstedt GroupRoom TBD

Click for Speaker Bio

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

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

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

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

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

Sat 8:00 am - 8:01 am
GAME / INSTRUCTIONAL DESIGN

How to Create Microlearning Apps in Less than an Hour!

Dennis Glenn, President, Dennis Glenn LLCRoom TBD

Click for Speaker Bio

If you’re interested in creating bite-sized training activities where participants can learn in short bursts with maximum engagement, Dennis Glenn will be teaching a hands-on workshop on Micro-Learning Apps during a preconference for Serious Play Conference -- Online this year!

Participants will learn how to and actually create three micro e-learning simulations in less then one hour each during this workshop. Glenn will cover how to create a training on practically any topic, including the use of short videos, from learning to read all the way up to brain surgery. Many things don’t need an hour.

You will see how micro learning apps are created, access a site with easy-to-create samples, discuss how they can be applied to your lessons and then produce your own app.

5 hour Workshop: Beginner Level. June 22. Instructor:
Dennis Glenn, President and Chief Learning Officer | Dennis Glenn LLC
Adjunct Professor, DePaul University Graduate School for Continuing and Professional Studies

Additionally, Dennis will meet privately in an interactive one hour session after the workshop to advance your personal projects.

Sat 8:00 am - 8:01 am
Pre-conf Workshop

Making Games: A Game Production Crash Course

Christopher Spivey, Producer, ConsultantRoom TBD

Click for Speaker Bio

Your organization wants to make a game, but how do you start? And how do you manage it? What happens between having an idea and having a product are what we'll cover in this session. Learn from an experienced game producer for what you can expect throughout the Discovery, Prototyping, Production, and Post-Launch phases and how to best position your organization for success.

Sat 8:00 am - 8:01 am
CORPORATE/NON PROFIT

Developing Serious Games on Little (to No) Budget

Michael DiPonio, Instructional Designer, AmeriSave Mortgage CorporationRoom TBD

Click for Speaker Bio

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

Sat 8:00 am - 8:01 am
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN

Teamwork Meets Science - How Group Behavior Makes Better Games

John Kolm, CEO, Team Results USARoom TBD

Click for Speaker Bio

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

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

Sat 8:00 am - 8:01 am
CORPORATE/NON PROFIT

PANEL: Serious Games for Global Mental Health under Federal Grant Programs

Rhonda Moore, Program Officer NIMH, NIH, Mariam Nusrat, GRID Gaming Revolution for Inspiring Development, Noah Falstein, theinspiracy, Thomas Talbot, MD, USC Institute for Creative TechnologiesRoom TBD

Moderator:
Rhonda Moore

US DHHS
NIH
Click for Speaker Bio

Panelists:
Mariam Nusrat
GRID Gaming Revolution for Inspiring Development

Noah Falstein
theinspiracy
Click for Speaker Bio

Thomas Talbot, MD
USC Institute for Creative Technologies
Click for Speaker Bio

Mental health is the biggest single predictor of life-satisfaction. Poor mental health can impede an individual's capacity to realize their potential, work productively, and contribute to society. Yet, despite its importance, mental illness remains one of the most neglected yet essential issues in the US and across global settings.

Mental illness also tends to be under assessed, under managed and undertreated across clinical populations, with significant disparities in high risk and vulnerable populations due to social factors (e.g., stigma, access, discrimination, cost, poverty etc.,). The COVID-19 pandemic has also resulted in profound mental health impacts in general populations worldwide, contributing to intersectional disparities and poor health outcomes. Rhonda Moore, a Program Officer with NIH will present a talk titled Serious Games for Global Mental Health under Federal Grant Programs.

In this talk, Rhonda will discuss: growing awareness of mental health as a public health crisis; the work of the Center for Global Mental Health (cGMH-NIMH) including programmatic areas; and NIMH-NIH specific funding opportunities (i.e., SD and the Global mhealth technology programs).

Sat 8:00 am - 8:01 am
FUNDING AND CONTRACT OPPS FOR DEVELOPERS, PANEL

PANEL: Exploring Accessible Game Design for All Children

Wendy Sapp, Director of Research, Bridge Multimedia, Michelle Chen, Senior Producer Kids Media and Education, WNET, Mylo Lam, Assistant Content Director, PBS KIDS Digital, Loren Lee-Flynn, Lead UX/UI Designer, FableVision StudiosRoom TBD

Moderator:
Wendy Sapp

Director of Research
Bridge Multimedia
Click for Speaker Bio

Panelists:
Michelle Chen
Senior Producer
Kids Media and Education at WNET
Click for Speaker Bio

Mylo Lam
Assistant Content Director
PBS KIDS Digital
Click for Speaker Bio

Loren Lee-Flynn
Lead UX/UI Designer
FableVision Studios
Click for Speaker Bio

Ensuring accessibility for people with disabilities to games is a challenging but worthwhile endeavor. If we start with accessibility at the forefront of the development process, we simplify the process of including all children as potential users. The panel presenters represent the team members who envisioned, designed and programmed a fully accessible, online educational game, Echo Explorers, which is available for free at www.PBSKids.org and the PBS KIDS Games App.

Part of the award-winning PBS KIDS math adventure series, Cyberchase, the game is designed to be accessible to children with a range of disabilities including blindness/low vision, deafness/hard of hearing, intellectual disabilities, learning disabilities, ADHD, autism spectrum disorder, motor impairments, and more.

Through this presentation, we will explain the process we used to create Echo Explorers, including its conception, iterative feedback from numerous experts, and continuous playtesting sessions. We will discuss characteristics of the game's design and setting options that could enhance the opportunities for a child with a disability to play online games. We will share suggestions for game developers who are interested in incorporating accessibility into their future games. Designing games for children with disabilities leads to designing games for all children.

All attendees will receive a Game Developers' Guide for Accessibility.

Sat 8:00 am - 8:01 am
GAME / INSTRUCTIONAL DESIGN, PANEL

VR Applied to Training: Beyond the Technology

Mikel Calvo, Lead VR Designer, Ludus GlobalRoom TBD

Click for Speaker Bio

Are you planning to use Virtual Reality in your training sessions but are you afraid that it won’t be properly adapted? All the possibilities that this technology can offer can be overwhelming, to the point of digressing from the topic of our main educational goals. Furthermore, introducing virtual reality can become a challenge and requires a mindset change to all parties involved who participate in the training process.

In this session, The speaker will share design tips to help create a more useful and effective VR training solution. Also, examples currently in use in health and safety hazards training will be shown.

Lastly, the speaker will outline the process of implementation and how best to achieve the involvement of all parties.

Attendees will benefit from listening to our working in a wide audience already using the Ludus Global platform. Various design examples specifically created to the guidance and implementation of VR training system can be seen. Attendees will receive some tips to help you establish a clear focus about the application of virtual reality and to how to make sure that VR is applied in a useful and practical way. They will also learn some of the most critical parts of the creation process of a VR tool and how to avoid some of the most common mistakes of the implementation of this tool.

Sat 8:00 am - 8:01 am
GAME / INSTRUCTIONAL DESIGN, VR SESSIONS, PRODUCT DEMOS

Zero to Playable in 60 Minutes. Make Your Game Now

Dov Jacobson, Creative Director, GamesThatWorkRoom TBD

Click for Speaker Bio

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

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

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

Sat 8:00 am - 8:01 am
GAME / INSTRUCTIONAL DESIGN

Accessible and Universal Design for Games

Bill Fischer, Professor of Digital Art and Design, Kendall College of Art and Design of Ferris State UniversityRoom TBD

Click for Speaker Bio

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

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

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

Sat 8:00 am - 8:01 am
GAME / INSTRUCTIONAL DESIGN

Serious but not Tedious: Blending Fun and Science Effectively

Noah Falstein, President, The InspiracyRoom TBD

Click for Speaker Bio

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

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

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

Sat 8:00 am - 8:01 am
GAME / INSTRUCTIONAL DESIGN, HEALTHCARE SIMS & GAME-BASED LEARNING

Play to Build: Using your Own Experience to Create Training

Juston Espinoza, Sr. eLearning & Media Production Specialist, Spectrum Health, Ty James, Learning & Development Specialist, Spectrum HealthRoom TBD

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

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

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

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

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

  • Learn to hold gamification workshops (template handout will be provided)
  • Gain ideas and process on how to build a game
  • See the power of iteration and prototyping in development
Sat 8:00 am - 8:01 am
GAME / INSTRUCTIONAL DESIGN, HEALTHCARE SIMS & GAME-BASED LEARNING

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

Kevin Miklasz, Senior Director, Learning Analytics, NogginRoom TBD

Click for Speaker Bio

Reward systems are everywhere. Although we are in the ludic century where gamification is more prevalent than it’s ever been, rewards writ large have been around for thousands of years. There’s a lot to be learned from how rewards have not only been used historically, but also how they have been innovated and perfected in the modern digital video game industry. In particular, the idea of intrinsic rewards, or rewards that have the form "do this, to do this more," is a particular innovation of the game industry that has yet to be effectively incorporated into other game-based or gamification systems.

In this workshop, we’ll walk through a history of rewards, a taxonomy that can break down the key motivational design elements of rewards, and a rubric that relates the design of rewards to intrinsic motivation theory. We’ll use the taxonomy to deconstruct the rewards that currently exist in our educational systems (aka assessments and standardized tests) and/or games (aka badges and achievements), and brainstorm ways to redesign those systems to more effectively accomplish our educational and entertainment goals.Participants who have conducted ROI evaluations of educational games and stories will be asked to discuss their product evaluation results and how what they learned impacted the users.

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

Sat 8:00 am - 8:01 am
GAME / INSTRUCTIONAL DESIGN, HIGHER EDUCATION, WORKSHOPS

Play at Home - Starting a Children's Museum in Quarantine

Chris McEachron, Museum Program Manager, Region 5 Children's MuseumRoom TBD

Click for Speaker Bio

2020 was a tough year for everybody, and it was an especially tough year to start a Children's Museum. From the beginning of the process, we knew that we needed to involve children and families in the design process of the exhibits and museum experiences.

In this session, you will learn how the Region 5 Children's Museum responded to the pandemic by utilizing Play Packets delivered to constituents around the region and facilitated community-driven, inquiry-based exhibit and experience design.

Does the way in which a child plays with a few scraps of materials 200 miles away impact how we build a Children's Museum? As we say in Minnesota, you betcha!

Attendees will gain insight into the community-driven design process, and see examples of how the pandemic resulted in new and innovative ways to engage our audience. Learn about the successes that we experienced and the pitfalls that we discovered while pivoting to remote facilitation that is not reliant on technology. We will also look at evaluation as a tool not only for future program development but also for real-time experience design. All attendees will have access to a set of Play Packet instructions that they can use with their own groups. Finally, attendees will get to experience the evaluative techniques and processes that we used to convert remote play into exhibit design.

Sat 8:00 am - 8:01 am
GAME / INSTRUCTIONAL DESIGN, MUSEUM

Workshopping VR Art, Design, & Education -- in VR

Steve Guynup, VR Developer / Online Game Design Faculty, Isovista, Adam Walker, VR Artist, IsovistaRoom TBD

Steve Guynup
VR Developer / Online Game Design Faculty
Isovista
Click for Speaker Bio

Adam Walker
VR Artist
Isovista
Click for Speaker Bio

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

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

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

Sat 8:00 am - 8:01 am
GAME / INSTRUCTIONAL DESIGN, VR SESSIONS, PRODUCT DEMOS

The Value and Use of Game-Based Intrinsic Rewards

Kevin Miklasz, Senior Director, Learning Analytics, Noggin "Room TBD

Click for Speaker Bio

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

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

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

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

Sat 8:00 am - 8:01 am
GAME / INSTRUCTIONAL DESIGN

Immersive VR Trainings for Medical Education

Michael Barrie, Emergency Physician, Medical Oversight Board Member, SimXRoom TBD

Click for Speaker Bio

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

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

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

Sat 8:00 am - 8:01 am
HEALTHCARE SIMS & GAME-BASED LEARNING

Gamifying a Semester Long Course in Higher Education Through

Thomas Burelli, Professor in Law, University of Ottawa, Alex Lillo, Part-Professor in Law, University of OttawaRoom TBD

Thomas Burelli
Professor in Law
University of Ottawa
Click for Speaker Bio

Alex Lillo
Part-Professor in Law
University of Ottawa
Click for Speaker Bio

What if, rather than following a class syllabus for 12 weeks, students could participate to an adventure in which they will have to complete several challenges?

Since 2017, we have worked to introduce punctual game-based learning (GBL) activities in our classes in order to make them more interactive and engaging for our students. After seeing many gains, we realized that the next step would be to better integrate game-based learning into the core content of a class, using a scenario.

In the fall 2020, with the global pandemic forcing us to go fully online, we decided to experiment, to create a whole adventure for a course. The adventure, or the story of "The Prophecy of International Environmental Law,“ provides a common thread during the entire course.

In this session, we will present the adventure/story we created. The creation process, the challenges and the implementation will be described, as well as tools for developing such adventures and tips and advice on how to create and implement a story, especially as it would be used in an online course.

We found that creating a story to integrate the core content of a class and GBL activities was far from an impossible task but does require gathering additional resources.

The participants will learn about what we consider being the three pillars of a complete and coherent game-based learning experience in higher education: a story or a scenario, the core content of the course and GBL activities. In addition, they will explore the different ways in which those pillars can interact.

We will share with the participants tips and advices on how to create and implement a story with limited resources. We will also share a variety of tools and strategies available to stage the story and implement it especially in an online course.

Sat 8:00 am - 8:01 am
HIGHER EDUCATION

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

Robin Bagent, Professor, Business Management, College of Southern IdahoRoom TBD

Click for Speaker Bio

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

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

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

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

Sat 8:00 am - 8:01 am
HIGHER EDUCATION

Using an LMS to Create Game-based Courses

Janna Kellinger, Associate Professor, UMass BostonRoom TBD

Click for Speaker Bio

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

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

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

Sat 8:00 am - 8:01 am
HIGHER EDUCATION

PANEL: Using Digital Games in Higher Education

Dan Norton, Chief Creative Officer, Filament Games, Marwan Alamat, Head of Innovation Lab, West Coast University, Cheryl Bodnar, Associate Professor, Experiential Engineering Education Dept., Rowan University, Sarah M. Cavanaugh, Assistant Professor of Cardiology and Respiratory Medicine, Ross University School of Veterinary MedicineRoom TBD

Moderator:
Dan Norton
Chief Creative Officer
Filament Games
Click for Speaker Bio

Panelists:
Marwan Alamat
Head of Innovation Lab
West Coast University
Click for Speaker Bio

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

Sarah M. Cavanaugh
Assistant Professor of Cardiology and Respiratory Medicine
Ross University School of Veterinary Medicine
Click for Speaker Bio

By now, it’s no secret that game-based learning is effective... but how exactly are today’s leading colleges and universities harnessing the power of games as a learning medium?

In this session, Marwan Alamat (Director of Online Innovation, West Coast University), Cheryl Bodnar (Associate Professor of Experiential Engineering Education (ExEEd), Rowan University), and Sarah M. Cavanaugh (Assistant Professor & Small Animal Medical Skills Program Coordinator, Ross University) join moderator Dan Norton (Chief Creative Officer, Filament Games) for an actionable, evidence-backed look at how their institutions are leveraging the unique affordances of digital games as instructional tools.

From helping nursing students study key medical terminology concepts on their mobile devices, to using games to teach key chemical safety and risk management skills to engineering students, and even equipping veterinary students with the tools needed to digitally simulate cardiac auscultation for canine and equine patients, join us for a closer look at how universities across the globe are using digital games to explore the relationship between learning and play, building experiences that successfully communicate vital learning outcomes.

Session attendees will:

  • Understand the relationship between learning and play, with a specific focus on game-based learning applications for higher education instruction
  • Explore how other universities and colleges can harness game-based learning in order to successfully teach and support students
  • Discover how experts from West Coast University, Rowan University, and Ross University are leveraging the power of digital games as a learning medium
Sat 8:00 am - 8:01 am
HIGHER EDUCATION, PANEL

The Esports Experience: Empowering Every Learner Through Inclusive Gaming

Steve Isaacs, Education Program Manager, Epic GamesRoom TBD

Click for Speaker Bio

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

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

Sat 8:00 am - 8:01 am
USING GAMES IN K-12

Game Based Learning Across the Curriculum and Across Washington State

Tammie Schrader, Science/Computer Science Coordinator, Washington State Association of Educational Service DistrictsRoom TBD

Click for Speaker Bio

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

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

Sat 8:00 am - 8:01 am
USING GAMES IN K-12

Designing Narrative-based Escape Games for Education

Scott Nicholson, Professor, Wilfrid Laurier UniversityRoom TBD

Click for Speaker Bio

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

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

Sat 8:00 am - 8:01 am
USING GAMES IN K-12

Educational VR for K-6: Water Treatment Sim

Richard Boyd, President, UltisimRoom TBD

Click for Speaker Bio

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

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

Sat 8:00 am - 8:01 am
USING GAMES IN K-12

Worst Practices for Learning

Mitchell Weisburgh, Founding Partner, Academic Business AdvisorsRoom TBD

Click for Speaker Bio

Many of us have attended sessions about how to teach effectively, how people learn, and how to maximize learning. But what if we wanted to do a really really bad job teaching? What if we wanted to be the worst teacher ever? Or perhaps, what if we wanted to learn from teaching failures so that we could be better teachers or content developers for learning?

We are not just going to look at fails, we are going to glorify epic fails, dissect them, and figure out what we can learn about them.

This will NOT be fun. Maybe.

You will learn how to be really bad at developing and delivering engaging content to learners, and perhaps ways to turn these around to be engaging and motivational to learners.

Sat 8:00 am - 8:01 am
USING GAMES IN K-12

Digital Escape Rooms As An Assessment Tool

Lily Moayeri, Teacher & Librarian, Abraham Lincoln High School, Los Angeles Unified School DistrictRoom TBD

Click for Speaker Bio

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

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

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

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

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

Sat 8:00 am - 8:01 am
USING GAMES IN K-12

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

Catherine Croft, Co-Founder/CEO, Catlilli Games, Kathleen Mercury, Cheryl BodnarRoom TBD

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

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

Nigel Scarfe
Founder
Imagination Gaming
Click for Speaker Bio

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

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

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

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

Sat 8:00 am - 8:01 am
PANEL, USING GAMES IN K-12

Digital Robotics and the Future of Remote Learning

Brandon Pittser, Director of Marketing and Outreach, Filament GamesRoom TBD

Click for Speaker Bio

Amidst the backdrop of an ongoing pandemic, K12 robotics clubs and programs face a huge challenge: making robotics and engineering learning accessible to remote learners.

In this presentation, the speaker will explore how digital robotics represents an innovative new form of project-based learning, making hands-on STEAM learning accessible to students across classrooms, at-home and hybrid learning environments. He will discuss the potential of digital robotics to facilitate self-motivated experimentation, imparting key future-facing skills like critical thinking, creativity, collaboration, and communication among learners – all from the comfort of their computer screens.

Sat 8:00 am - 8:01 am
USING GAMES IN K-12

Make A Game Workshop

Chris Crowell, Chief Creative, Crowell InteractiveRoom TBD

Click for Speaker Bio

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.

Sat 8:00 am - 8:01 am
Pre-conf Workshop

Virtual Patients, Labs, Simulation and Training from Virtually Anywhere

William Ballo, Faculty Academic Technology, Madison CollegeRoom TBD

Click for Speaker Bio

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

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

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

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

  1. What limitations do I have in my own classes that are similar to what the faculty at Madison College experienced?
  2. How can I use this technology in my own classes to supplement my teaching and enhance my students learning?
  3. What barriers to learning can I break down with the help of virtual reality?
Sat 8:00 am - 8:01 am
HEALTHCARE SIMS & GAME-BASED LEARNING, VR SESSIONS, PRODUCT DEMOS

From Fighter Pilot to Factory Floor: Data Driven VR Training

Niall Campion, Managing Director, VRAIRoom TBD

Click for Speaker Bio

At VRAI we've been creating bespoke virtual reality experiences for customers for nearly 5 years. About 3 years ago we started to focus our efforts on training. Over a number of projects with the likes of the United Nations Mine Action Service (UNMAS), International Airlines Group (parent to British Airways) and most recently with the Royal Air Force in the UK we have refined our process for generating insights using data collected from virtual training.

In this session we will discuss recent projects with IAG Cargo where we reduced a section of onboarding in their warehouse from 90 mins to 15 mins per person while also increasing understanding from 5/10 to 8/10.

We will also deliver insights from our current project with the RAF. In this training solution we are using a combination of data driven virtual reality and existing flight simulation software to codify airmanship characteristics in military aviators.

Attendees will learn about how data can be used to generate insights in virtual reality training. Those not familiar with the benefits of VR in general will gain insights on that. Primarily via 2 case studies from the aviation sector, they will learn how a combination of new technologies - VR, big data, cloud computing, IoT technology and AI can be used to move learning experiences towards a bespoke, personalised learning experience. They will also learn how data and insights generated in VR can be used to improve real-world operational outcomes.

From our experience, proving an ROI is the single biggest barrier to organisations embracing VR training. By way of a number of case studies with tangible ROIs we will allow them to better make the case within their own organisations for VR adoption. To further enhance this, we will provide a link to our RoI calculator a digital tool that allows users to estimate how long it will take to make a return on an investment in a VR project. In addition we will provide digital one-page handout case studies on projects discussed containing key RoI data. A limited number of printed versions can also be made available, noting our sustainability policy on printed materials.

Combined, this will allow them to build a case for embracing immersive training in their own organisations.

Sat 8:00 am - 8:01 am
MIL/GOVT WORKFORCE & LEADERSHIP TRAINING, VR SESSIONS, PRODUCT DEMOS

WORKSHOP: Gamification on a Shoestring: No Budget, No Problem

Valary Oleinik, ConsultantRoom TBD

Click for Speaker Bio

In an ideal world we would have as many resources as we would like. In reality we often find ourselves having to design with many resource constraints.

Rather than looking at this as an insurmountable limitation to deploying effective and engaging learning experiences, we can view it as a creative challenge. After all, the most priceless tool of gamification is creativity.

In this gamified session I will take you on an exploration of free and low-cost tools and techniques that I have used in various types of learning initiatives. There are options for those getting started with gamification, those who are looking to augment current learning offerings, and even those ready to prototype larger-scale projects. And, who knows, with a renewed perspective, and based on some examples we will look at, you may find that you already have everything that you need.

Sat 8:00 am - 8:01 am
CORPORATE/NON PROFIT, GAME / INSTRUCTIONAL DESIGN, WORKSHOPS

Ethics and Tech Leadership

Phaedra Boinodiris, Academy of Technology Member, IBMRoom TBD

Click for Speaker Bio

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

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

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

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

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

Sat 8:00 am - 8:01 am
CORPORATE/NON PROFIT

WORKSHOP: Practical Ideas for Enhancing Your Classroom Games

Andrew Easton, Digital Learning Coordinator, Nebraska ESU Coordinating CouncilRoom TBD

Click for Speaker Bio

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

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

Sat 8:00 am - 8:01 am
USING GAMES IN K-12, WORKSHOPS

Grand Strategy Games as History Textbooks

Shawn Clybor, History Teacher, Dwight-Englewood SchoolRoom TBD

Click for Speaker Bio

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

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

Sat 8:00 am - 8:01 am
USING GAMES IN K-12

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

Alexandre Lillo, Postdoctoral Researcher, University of Ottawa, Elaine Beaulieu, Mish Boutet, Lynne Bowker, Thomas Burelli, Jackie Carnegie, David MacDonald, Colin Montpetit, Steven OuskoRoom TBD

Moderator: Alexandre Lillo
Postdoctoral Researcher, University of Ottawa

Click for Speaker Bio

Panelists:

Elaine Beaulieu
Assistant Professor, University of Ottawa

Mish Boutet
Digital Literacy Librarian, University of Ottawa

Lynne Bowker
Full Professor, University of Ottawa.

Thomas Burelli
Assistant Professor, University of Ottawa.

Jackie Carnegie
Associate Professor, University of Ottawa.

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

Colin Montpetit
Assistant Professor, University of Ottawa.

Steven Ousko
Assistant Professor, University of Ottawa

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

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

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

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

Sat 8:00 am - 8:01 am
HIGHER EDUCATION

Developing a Mobile Training Game for Professional Education

Vasco Torres, Co-founder and CTO, inciteVR, Angeline Brown Senior, Director of Product Management, BeckerRoom TBD

Vasco Torres
Co-founder & CTO
inciteVR

Click for Speaker Bio

Angeline Brown
Senior Director of Product Management
Becker

Click for Speaker Bio

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

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

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

Sat 8:00 am - 8:01 am
MOBILE

Expanding your Education Games Business Overseas

George DeBakey, President, DeBakey InternationalRoom TBD

Click for Speaker Bio

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

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

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

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

Sat 8:00 am - 8:01 am
FUNDING AND CONTRACT OPPS FOR DEVELOPERS

Group Dynamics for a Gamified Collaboration Mindset

Ronald Dyer, Senior Lecturer, Sheffield UniversityRoom TBD

Click for Speaker Bio

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

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

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

Sat 8:00 am - 8:01 am
CORPORATE/NON PROFIT

What Serious Game Designers Can Learn From The Espionage World

Leslie Gruis, Privacy AuthorRoom TBD

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

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

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

Sat 8:00 am - 8:01 am
GAME / INSTRUCTIONAL DESIGN

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

Matteo Bottini, Managing Director, Ikosaeder BVRoom TBD

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

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

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

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

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

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

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

Sat 8:00 am - 8:01 am
VR SESSIONS, PRODUCT DEMOS

Serious Game Development in University Settings

Joshua Peery, Lead Game Designer for Instructional Technology, East Carolina UniversityRoom TBD

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

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

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

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

Sat 8:00 am - 8:01 am
HEALTHCARE SIMS & GAME-BASED LEARNING

Fewer Papercuts: Digitizing In-Class Games

Ashley Parker, Content Development Manager, Simulations, Harvard Business School PublishingRoom TBD

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

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

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

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

Sat 8:00 am - 8:01 am
GAME / INSTRUCTIONAL DESIGN

Teaching Emergent Technologies: Photogrammetry for Games

Amber Johnson, Assistant Professor, Wake Technical Community CollegeRoom TBD

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Teaching game development is exciting and challenging because the technology is constantly evolving. Through a National Science Foundation ATE grant titled Developing Certificates in Technical Art & Photogrammetry and Technical Animation, Wake Tech Community College has the opportunity to develop several new emergent technology courses including photogrammetry for games.

Photogrammetry is an ingenious technique for 3D scanning. You can capture large objects, like buildings or even mountains, that would be impossible to scan.

This session covers how photogrammetry can be used to create realistic assets for games and simulations as well as an approach to teaching this new technique to students. The speaker will also do a post mortem about the entire process of creating this course from funding to execution. This will include discussing how instructors can train themselves in emergent technologies though self experimentation and externships.

An example syllabus will be provided that covers topics and project ideas. Additional learning resources and recommendations will also be provided to get started.

As this is a Course developed under an NSF ATE grant, additional materials can be obtained by request through Creative Commons.

Sat 8:00 am - 8:01 am
GAME / INSTRUCTIONAL DESIGN

Serious Games and Society: A Free Honors Course

Ryan Schaaf, Associate Professor of Educational Technology, Notre Dame of Maryland UniversityRoom TBD

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

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

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

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

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

Sat 8:00 am - 8:01 am
HIGHER EDUCATION

Teaching AI Ethics in K-12: The Urgent Reason Why and the How

Phaedra Boinodiris, Academy of Technology Member, IBMRoom TBD

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

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

Sat 8:00 am - 8:01 am
USING GAMES IN K-12

Design Principles for Early Education Apps

Sande Chen, Writer and Game Designer, IndependentRoom TBD

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One of the most profitable sectors in educational games is the Pre-K market. Parents routinely download and test apps each week in the hopes of improving their children's aptitude but struggle to find truly educational experiences due to the sheer volume of apps that have questionable value.

How can interactive game makers balance a parent's need for educational content with entertainment while also considering UX concerns for children who may have limited motor skills?

Learn the latest research on early educational development and how that may affect the design principles for Pre-K educational games.

Sat 8:00 am - 8:01 am
USING GAMES IN K-12

PANEL: Building An Online Library Orientation Game

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

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

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Panelists: Elisa Navarro Chinchilla
Educational Video Games Developer
Gargamel Studio

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Nicholas Vassos
President
NJAV Productions

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

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

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

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

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

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

Sat 8:00 am - 8:01 am
HIGHER EDUCATION, PANEL

Create a Mobile Game to Teach Solar System in Middle School

Sa Liu, Assistant Professor, Harrisburg University, Brian Grey, Lecturer, Software Engineer, Harrisburg UniversityRoom TBD

Sa Liu
Assistant Professor
Harrisburg University

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Brian Grey
Lecturer, Software Engineer
Harrisburg University

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

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

Sat 8:00 am - 8:01 am
USING GAMES IN K-12

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

Paul Darvasi, Educator, Royal St. George's College/University of Toronto, Nicholas Vassos, President, NJAV ProductionsRoom TBD

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

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Nicholas Vassos
President
NJAV Productions

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

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

Attendees will learn:

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

Sat 8:00 am - 8:01 am
HIGHER EDUCATION, PANEL