Games for Health
Keynote Panel: Platforms: Options and Decisions
Distinguished panelists will explore the potential platforms for serious games and educational simulations while effectively utilizing each platform. Panelists:
- Sam Adkins, Chief Research Officer, Ambient Insight
Games for Diet and Physical Activity Change Among Children
Thomas Baranowski, Professor, Baylor College of Medicine
This presentation will provide an overview of methods for designing behavior change interventions with examples from six different video games.
How Wii Play: Women Over 40 Using Exergames
Lorna Boschman, Ph.D. Candidate, Simon Fraser University
Games for Good
Autopia: A Serious Game on Long Range Fuel and Vehicle Transition
Joel Bremson, Instructor, UC Davis
Ribbon Hero: A Case Study of Core Game Design Principles
David Edery, Author, Fuzbi
The session will discuss the development of Ribbon Hero by improving its narrative, polishing the feedback system and applying more interesting and creative challenges to represent an evolved gameplay experience.
Games for Health and Games for Good
Market Size and Revenue Opportunities for Games for Health
Tyson Greer, CEO, Ambient Insight
Patients, first-responders, and healthcare professionals are seriously engaged with game-based learning opportunities. This session will discuss key findings from Ambient Insight’s latest Game-based Learning and Mobile Learning market research related to the healthcare industry. The presentation includes an overview of the demand for Game-based Learning in the US Healthcare segment, game-based patient education trends, revenue opportunities for suppliers, and recent venture capital trends. The healthcare segment is a very complex, and relatively opaque, supply chain. Answering the questions, “Who is the buyer?” and “What are they buying?” can be a daunting task for suppliers. This session will answer those questions and provide compelling examples of mobile and desktop applications.
Serious Play as an Enterprise Enabler
Chuck Hamilton, IBM
IBM has been leveraging playful tactics across virtual spaces and social connection systems for both learning and work, while simultaneously fulfilling requests from many outside organizations who want do the same. Discussion of how developers are using serious games in the workplace and product development beyond software.
How to Create an Effective Sim/Game Strategy
Christopher Hardy, Ph.D., Defense Acquisition University
The Defense Acquisition University (an award winning corporate university) has continued to lead the learning and development community with its rapid adoption of technology-based learning. DAU has experience with successfully incorporating games and simulations, virtual worlds, robust social collaboration methods and systems, brief video tutorials, and other technologies. Additionally, DAU has developed its own unique strategy for optimizing and expanding the use of classroom best practices and technology-based learning. These innovative technology-based solutions, in and out of the classroom, give DAU the ability to transcend traditional limits of time and space. With them, we can engage the learner and provide 24/7online access to learning opportunities and resources around the world for an expanding workforce. During this session, Dr. Hardy will share:
-Overview of DAU's serious and casual game initiatives
-Mobile, virtual, media/video, collaborative/social, and other technologies
-DAU Learning Technology Road Map - the Second Transformation
Techniques for Achieving an Effective Blend Between Engagement and Learning in Games
Talib Hussain, Senior Scientist, Raytheon BBN Technologies
The presentation will summarize ways to align learning objectives with instructional methods in game play and identify successful design approaches to game-based learning.
A Case Study of Quality Control
Ross Smith, Director of Test, Microsoft
Game Developer Track
Strategies for Fast Turn Around
Talib Hussain, Senior Scientist, Raytheon BBN Technologies
Reusing Resources and Methodologies Across a Series of Learning Games
Tyler Vogel, Game Designer, Muzzy Lane Software, Inc.
The presentation will analyze the new PRACTICE series of interactive, multiplayer 3D simulation games and how to market by reusing materials and processes in learning games.
Web 3.0 and Learning: New Research
Kevin Oakes, CEO, i4cp
Based on recent research from i4cp and ASTD, this session will uncover how the learning profession defines Web 3.0 and how it envisions the incorporation of these technologies into the learning function. You’ll learn about the degree to which high-performing organizations have already adopted Web 2.0 technologies into the learning function, their plans for Web 3.0 technologies, and how this is likely to play out in the future. The speaker will focus on three key components of Web 3.0: the Mobile Web, the Semantic or “Smart” Web, and the Immersive Web or “Immernet.” You’ll learn how the L&D community views these components, the degree to which they have already been adopted, and their future plans for adoption. You’ll also see data on the differences between high- and low-performing in terms of an approach to Web 3.0 for creating excellent learning environments.
School/At Home Learning and Faculty Track
Leveling Up From Player To Designer: Engaging, Educating and Empowering Youth in STEM Through Video Game Design
Alan Gershenfeld, Founder and President, E-Line Media
In this session Gershenfeld, will explore methodologies for using youth game design as a highly engaging approach to fostering systems thinking, 21st century skills and building a passion for STEM (science, technology, engineering and math). The talk will include an in-depth overview of Gamestar Mechanic, a youth game design platform and curriculum E-Line Media recently released in partnership with the Institute of Play and MacArthur Foundation, which is currently being used in over 1000 schools, after-school programs and community-based organizations which serves as a gateway to a youth game creation pathway featuring an ecosystem of game creation tools as well as peer and expert mentors.