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With great gaming technology comes the greater responsibility to harness it for the good. Rather than making games to waste time, we should use the power of Play to increase engagement on issues that really matter, improving education, making learning fun and helping the audience better connect with real world subjects.
PlayGen, are delighted to present a workshop day for designing and developing game based learning projects.
The day is aimed at any one considering using a game based approach to increase engagement for their audience.
10:00 Arrival & Registration
10:30 Leading by Example - Show and Tell Game Based Learning
Review of Game Based Learning examples from Education, Health, Defence and Corporate Sectors
12:30 - 1:30 Lunch and Networking
1:30 Designing and Developing Game Based Learning - A Priming Workshop
Everything you need to know to specify , build and analyse your own Game Based Learning Project.
4:00 Refreshments and Neworking
10:30 am : Leading by Example - Show and Tell Games Based Learning Successes.
Aims of the session:
In this session we look at a broad range of games based learning examples from the UK and abroad within Education, Health, Defence and Corporate sectors. The topics are very diverse but the session are aimed at getting a more in-depth view on how game based learning can be used more effectively.
We will focus on :
- Discovering how game based learning can reach different audiences on key issues.
- Discussing the benefits of using a games based approach in different sectors.
- Presenting randomized trials that demonstrate significant positive benefit in use of games.
- Discussing and sharing ideas for more engaging approaches to training, learning and getting your message across.
Games Explored will include :
|Choices & Voices
An interactive simulation that encourages young people to explore and discuss the underlying issues and adverse influences, which can lead to divisions and tensions in communities.
|Let's Talk About Sex
Interactive simulation for parents of children aged between five to 14 years, designed to empower them and ease discussion on sexual health matters.
|Coronary Artery Bypass Trainer
Teaching medical students the series of important steps to coronary artery bypass surgery.
A virtual lab that allows you to go create NanoMedicine to cure cancer.
An online gaming to bring public policy decisions to life, measure attitudes and inform citizens and policy makers.
A virtual number 10, starring David Cameron, Tony Blair, Paris Hilton and Keira Knightley, amongst other stars, in a game based on public policy engagement.
Teaches teenagers abouts the federal budget system and how to manage future debt. Policies must be halted or created to provide a viable future in this game.
|Prime Minister Forever
Take the role of one of England's political parties. Fight for votes, squash your opponents, become prime minister.
Play as a cut throat Oil tycoon company and progress by destroying the African government, killing off the Amazon rainforest and invading the Middle East.
A military simulation that tests responses in a high-risk situation and enables players to learn from mistakes.
Built to teach about the "sifting" process when conducting job interviews and candidate selection.
1:30 PM - Designing and Developing Game Based Learning
The aims of the sessions
- Key factors on briefing, developing, testing, deploying and evaluating game based learning projects.
- A variety of real-life case studies which provides practical insight in delivering a successful product.
- Provide a comprehensive overview from
- the initial idea
- raising funds
- understanding gaming mechanics in context of learning and engagement
- selecting and negotiating with developers
- producing specifications
- understanding the users needs
- choosing the right technologies
- methods for reaching the target audience.
The areas which will be explored
We will focus on good practices on the entire life cycle of a product, from start of the idea to the delivery of the product and onto support and further development, our session will include :
Setting up game development
You’ve got an idea for game based learning project ; from making the business case to getting the right people on the case, we look at :
- Making the business case – why should we do it?
- Funding – who will pay for it?
- Choosing developers – what should you be looking for?
- Tools – what is out the that I may be able to use
Determining project goals
Game based learning addresses specific issues or promote specific causes. Using a design led approach can identify the clients’ or users’ needs, set goals and answer those needs, and develop scoring and testing mechanisms to give both the user and client appropriate feedback.
- Creating the project timeline – what to do by when.
- Managing risks – what can go wrong and how to protect against it.
- Instructional design and what we want to the player to learn
- Business development and getting the all important meetings scheduled and carried out
- Production fees and payments
- Subject matter experts (SME’s) – the most important ingredient
Game design – the creative elements
Engaging an audience means getting them thinking, reacting and actively involved. It transforms their understanding and learning experience. Every one learns about the world around them as children through play. When done right, playing with games and simulations provides some of the most powerful tools around for engaging an audience of any age.
We look at the creative side from concept to a simulation; Designing and translating your idea into effective game play and game mechanics.
- Determining the variables for the Simulation
- Developing the concept document
- Prototypes (testing game play)
Game design – the technical
Choosing the correct delivery platform that fulfils client and user needs is paramount. As is the technical design document that informs the technical team of what they need to build.
- What are the game or simulations variables and how do they interact
- Which game mechanics will meet which objectives
- Whilst on the topic of gaming mechanics, what are they
- Adding ‘fun’ into the mix
- Delivery platforms (pros and cons) eg. mobile devices, online, offline, virtual world
- Design document - (game/simulation overview, project scope and milestones, scenario and narrative, levels, scoring and evaluation, tutoring and remediation system, game mechanics, technology and tools, system design, interface commands, environments and levels, characters, assets and animations, audio, lighting, user data collection, testing and QA, marketing and distribution.)
- The marketing plan
Production and authoring
We’ll examine production; how programmers and designers produce game play and how artists create user interfaces, characters and the scenery. Finally how by a miracle of development stable builds of the application are made.
- Graphics development, characters, objects, environments
- Media production, audio, cut scenes, training material
- The development pipeline (concept to alpha)
- Alpha and beta testing
The Finishing line
Once a release has been produced the serious game or simulation needs packaging (either psychical or digital), distribution and marketing. We’ll also discuss user assessment methodology so we can begin to evaluate the success of the application (whether in terms of improved performance by the game player, an increase in market share, or other metrics)
- Packing, distribution, and marketing – how to get the world to write about what you’ve done
- Assessment – How to assess
- Return on investment – How to measure how well you made your or your client’s money back?
- User support and evaluation – The long term view
4:00 pm Refreshments and Networking
How to get to here : see - Google Map Link
Closest Tubes are Old Street (take exit 2, 7 minutes) and Liverpool Street (15min)
PlayGen develop playful solutions for learning, training and assessment. PlayGen makes games to engage, influence, measure and inspire.
When & Where
PlayGen make playful solutions to engage, influence, measure and inspire.
PlayGen develop gamification solutions, social games, serious games and simulations for brands in consumer, education, health, defence and corporate sectors.