Webinars

FREE WEBINARS AND EDCHAT INTERACTIVE DISCUSSIONS AVAILABLE FROM SERIOUS PLAY CONFERENCE

<strong>Serious Play Conference Speaker</strong><br/><br/>Aditya Vishwanath & Amrutha Vasan discuss research on using VR to teach science, what tends to work, why, and how to deploy VR in classrooms or schools.
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<strong>Serious Play Conference Speaker</strong><br/><br/>John Kolm gave an overview of neuroanatomy, described what we can measure in the brain now, gave a demonstration of the mind controlling an object, explored some implications for teaching, and talked about some likely futures.
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<strong>Serious Play Conference Speaker</strong><br/><br/>John Fallon and Paul Darvasi led a great discussion of different ways teachers are using games to reach students, especially in times when a lot of instruction is taking place remotely. Some great suggestions were offered by the many educators attending live.
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<strong>Serious Play Conference Speaker</strong><br/><br/> <strong>Dennis Glenn</strong> teaches how to think about and then build a micro-learning app. In this session, you'll learn how to plan online learning so that it meets a targeted need, and then actually create your own app. <br/><br/> An Edchat Interactive Interview
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<strong>Serious Play Conference Speaker</strong><br/><br/> Games are designed to be challenging; gamers do that every day and keep coming back. And every time they level up and learn something, the challenge increases. What is it about games that keep bringing us back for more hard fun?<br/><br/> There are very few people who have worked on the design of popular games and also are involved in teaching and designing curriculum. Chris Crowell is one.<br/><br/> An Edchat Interactive Interview
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<strong>Serious Play Conference Speaker</strong><br/><br/><strong>Enrique Cachafeiro</strong> produced a virtual escape room that teaches the enzymes section of Biology. He had 165 Biology students play the game and recorded the results. Dr. Mystakidis from the University of Jyvaskyla in Finland and Ioannis Hatzilygeroudis from the University of Patras in Greece, took those results and summarized the data and outcomes.<br/><br/> An Edchat Interactive Interview
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<strong>Serious Play Conference Speaker</strong><br/><br/> Goldman Sachs Research expects virtual and augmented reality to become an $80 billion market by 2025, roughly the size of the desktop PC market today. Hear Bellini discuss how the technology has improved since its introduction and how it’s already transforming healthcare, real estate, education and other industries. http://www.goldmansachs.com/our-thinking/pages/virtual-and-augmented-reality.html<br/><br/> In this webinar, Dennis Glenn will demonstrate how non-immersive and immersive virtual learning platforms with multisensory environments are now being used for medical training and assessment. You will learn how the integration of computers, head-mounted displays, body-tracking sensors, specialized interface devices and 3D graphics is changing how medical students learn.
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<strong>Serious Play Conference Speaker</strong> The webinar will introduce you to the 5-step process of gamifying a training program. You’ll learn how to:<br/><br/> <ul><li>Identify what motivates learners to engage with your content</li> <li>Weave analogies and stories to make training stick – so players remember principles and transfer skills to real world scenarios</li> <li>Identify the type of game elements and game mechanics you could be using in your program</li> <li>Construct or direct the construction of a consistent, attractive - even charming and captivating – cohesive training program</li> <li>Avoid the four reasons gamified programs fail</li> <li>Answer the question: Will my training be fun for learners?</li></ul>
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<strong>Serious Play Conference Speaker</strong><br/><br/> Join Dave Crusoe, Senior Director for Digital Youth Engagement of Boys & Girls Clubs of America (BGCA) to learn about how his organization is engineering a digital experience for visitors, to draw more members, more often, to its 4,200 online Clubhouses. ​BCGA’s philosophy for visitor digital experience is drawn from museum exhibition engagement design and retail design and involves elements of play. A digital narrative is woven throughout the visit, though most interactions a youth will have are not specifically digital. In the first part of the session, Dave will present a theoretical visitor experience design. In the second, he will discuss the specific implementation of is idea. Emphasis will be made to make this session applicable to anyone who wishes to incorporate fun into a digital, instructional environment.
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<strong>Serious Play Conference Speaker</strong><br/><br/> Positive psychology practices promote positive youth development, but how can these practices be embedded in games? iThrive Games is an organization dedicated to finding out, and to leveraging the power of meaningful gameplay to empower youth with important positive psychology practices to help them thrive as adults. This webinar will share more about iThrive and all the initiatives we are undertaking to encourage the growth of positive psychology games across the entire games industry.
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<strong>Serious Play Conference Speaker</strong><br/><br/> Game-Based Learning: How a Group Of Ed Tech Teachers Make it Work<br/><br/> How are educators using games in their classrooms to give students agency, while also teaching 21st Century skills of empathy, systems thinking, and design thinking? This question has motivated Dr. Matthew Farber’s research about educators who are experts of game-based learning, and now informs his current inquiry into teachers who view themselves as learning designers. Farber will share findings from his dissertation research, which was expanded to a forthcoming book, Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games (Peter Lang Academic, 2017). The book is about how one particular affinity group of K12 educators—known as “The Tribe”—teach with games. It details how classrooms of expert game-based learning teachers functions—from how they rollout games to how they assess learning outcomes.  Matthew Farber teaches social studies at Valleyview Middle School, in Denville, New Jersey. Mr. Farber is currently a Doctoral Candidate in Educational Technology Leadership at New Jersey City University. His book, Gamify Your Classroom: A Field Guide to Game-Based Learning, from Peter Lang Academic, is available from Amazon.
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<strong>Serious Play Conference Speaker</strong><br/><br/> 4 Yr Program for At Risk Kids Has Students Learning Coding, Making Games for Sick Kids, Developing Skills for a Career in Technology<br/><br/> David Conover, an at risk high school teacher in Austin, Texas, has  created a 4 yr game design program that is engaging and motivating students from an impoverished neighborhood to attend class and teaching them solid career skills in technology. His classes have become the most popular courses at the school. ​<br/><br/> In addition to introducing students to available software and applications as well as programming, David connects his classes across the Internet and Skype with students abroad on global issues like immigration and fake news.  They eventually also form companies and learn what it’s like to be entrepreneurs.  Some take on community projects – like making games for sick kids at a nearby hospital.<br/><br/> Hear David talk about this award winning program, and why it works.
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<strong>Serious Play Conference Speakers</strong><br/><br/> Creating Media for Informal Learning Spaces That Engage, Educate Both Children and Parents  <br/><br/> Every year, museums welcome millions of visitors to their informal learning spaces. How do you create a media-enriched exhibit that engages both children and their parents?  Stimulate thoughtful conversation?  Deliver an experience that’s both educational and retainable, so the visit is impactful and leaves guests thinking?  The answer: use play. No matter your age, play is compelling, authentic and meaningful.  Play is the gateway to creating a physical, tactile experience that educates and resonates with learners of all ages.<br/><br/> In this session attendees will hear about work the speakers have done for museums of all shapes and sizes: from the New England Aquarium to the Smithsonian Institution.  Learn tips to create unique, personalized play spaces the whole family will enjoy.
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<strong>Serious Play Conference Speaker</strong><br/><br/> District-wide STEM with games<br/><br/> Organizations are straining to interpret and make informed decisions based on the abundance of data captured by advanced data systems to manage strategic and tactical operations. Serious Games can harness the power of platforms like IBM's Watson AI to gain a better understanding of the data gathered from these systems. A by-product will be better decisions that help produce innovative and effective solutions addressing complex issues organizations are faced with today.<br/><br/> This session provides insight into how the confluence of cloud computing, sophisticated game design can drive business improvements. The speaker will show how Serious Games can stretch beyond skills training and actively engage participants to effect real change.
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<strong>Serious Play Conference Speaker</strong><br/><br/> Tammie Schrader will shared her journey from never having played a video game to speaking at the White House on gamification and then taking that vision and expanding it to 39 school districts throughout her state on Tuesday, April 11, 2017.<br/><br/> As a classroom science teacher it became very clear what students loved to do in their spare time, play video games. Tammie will be explain how she decided to start, implement, maintain and then expand the idea of using play in education, connecting her vision to both the community and higher education institutions.<br/><br/> In the State of Washington, Tammie has won the support of community colleges, four major universities, the library system, local businesses and early learning centers in a collaborative, Pre K -16 plan to implement game play to meet the educational as well as social and emotional needs of children.
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<strong>Serious Play Conference Speaker</strong><br/><br/>M A Greenstein helps us discover how games can make the teaching of science, more engaging and help students achieve a higher level of retention.<br/><br/> During this webinar, participants will discover three principles drawn from neuroscience research that influence the deep mechanics of student and popular brain games: the Rewards Algorithm, the N­Backing Algorithm, and the Priming Algorithm. You will also learn three principles of design thinking and story­telling used by students to generate games shown to attract the interest of the brain: Defining Your Time/Space Continuum, Drawing Your Wayfinding Map and strategizing outcomes for overcoming your Achilles Heel.
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