2018 Abstracts

Alicia Sanchez, Games Czar, Defense Acquisition University
The Role of Games in Memory Formation for Learning

All humans have imperfect memory systems that can interrupt and slow down learning. In this session, the imperfect mind will be explored in order to create a deeper understanding of how Video Games can be used to enhance learning. Experiential Learning and Long Term learning will be the focus, as opposed to games designed to target memorization. The use the of Video Games to create memories will be discussed and explored.

Amanda Cole, Program Coordinator/Faculty, Cox College
Proper Prior Play Prevents Poor Performance: Using Imaginative Performance to Prepare for Careers in the Health Sciences

Health care students learn high-stakes skills. How can we ensure that we are turning out students who will practice safely? Research continues to show that simulation and hands-on learning are highly effective at training students for practice. In this workshop, I demonstrate ways you can incorporate games into your health courses for those times when high-tech, expensive simulation labs are not available or practical to use.

Anders Gronstedt, President, Gronstedt Group
How games, augmented and virtual reality are disrupting corporate learning

Consumer experiences with games, virtual and augmented reality are shaping demand for a new generation of corporate digital learning. How do you develop a generation of learners who may have spent more time with video games than in school? How do you give your learners super power with augmented reality? How do you develop virtual reality “flight simulators” for any task that’s too dangerous, expensive or inconvenient to practice in real life? How do you leverage the popularity of mobile gaming to develop leadership skills?
Bold, tightly integrated digital learning strategies will determine the winners in the new landscape. The biggest payouts will go to the digital disruptors. In this session, you’ll learn how serious games, mobile microlearning, augmented and virtual reality is poised to forever change the way people learn and organizations teach. The session will show how leading Fortune 500 companies are:
• using virtual reality as “the ultimate empathy machine” to develop develop customer service and people skills,
• leveraging the two billion phones that were just turned into a magic lens of augmented reality to develop everything from on-boarding to performance support,
• developing skills with games that thrive on a sense of engagement, storytelling, character identification, immersion, problem solving, and accomplishment,
You will learn how industry leaders from healthcare, financial service and manufacturing are ushering in a new era of experiential and visceral learning with digital consumer media.

Ben Grimley, CEO, Speak Agent, Inc.
Proving Game Efficacy: Your Most Important Next Step

Whether you work at a non-profit or for-profit, creating games/sims with positive learning outcomes is your mission. It’s also critical to your success. This session will share perspectives from a principal investigator and edtech co-founder who has led studies for the US Department of Education, NSF, school systems, and media companies. It will include a robust, audience-driven discussion on these topics:

What “effective” means to K-12 stakeholders
Study designs, partners, and populations
Fidelity of implementation
Funding and budgeting

Boris Willis, George Mason University
An artistic template for audience engagement

I’m this session I will look at the ways several art forms use a series of tools that make a work engaging and what happens when one of those elements is missing. I will pose a series of questions to ask yourself that can help to make your serious game compelling over the duration of the experience.

Brad Tanner, HealthImpact.studio
Engaging Tomorrows Learners with Impact Focused Virtual Reality Games

Headset based immersive virtual reality technology offers a powerful opportunity to engage and motivate adolescents and emerging adults in game experiences that impact skills and decision-making.

Carole Bagley, Technology Group, Inc. – President and Consultant AND University of St Thomas – DIstinguished Service Professor – Adjunct, The Technology Group Inc. and University of St. Thomas
Virtual Worlds: Serious Play, Learning and Gaming Effectiveness and Features

The presentation will focus on:

Effectiveness of Virtual Worlds, Why Play in a Virtual World?, Virtual World Features, Issues/Problems and time to create, Instructional Design and ADDIE, Features / Demonstration of 2 Virtual Worlds: – Emergency Medical virtual world Play and Learn, – Dusty the Dragon Virtual World game and the Evaluation results

Catherine Swanwick, Chief Executive Officer, Catlilli Games
STEM Tabletop Games for K-12

Although digital games can be wonderful tools for K-12 education, most public educators have limited access to computers in the classroom. As scientists/engineers who transitioned to teaching, we utilize simple, affordable tabletop game solutions to help children engage with complex STEM concepts. In this session we will discuss advantages of using tabletop games in the classroom, using our own experience as examples.

Christopher Lazzaro, CEO and Chief Mythologist, MetaMythic
Applied Fiction: A New Hope For Corporate Training

Title: Applied Fiction: A New Hope For Corporate Training

Sub-Title: Transform employees into the heroes they were meant to be

Summary: Commercial games are powerful because they let users step into the body of a fictitious hero character’be it a space marine, crowbar-wielding engineer, or mustached plumber’but few realize that corporate training has the potential to take this engagement concept even further, bridging fiction and reality. By leading employees to understand, feel, and believe that they are the heroes of a corporate initiative and applying fictional storytelling liberally, the celebrated and internationally-recognized Applied Fiction methodology has amplified serious games to transform thousands of employees across dozens of training topics into the heroes they were meant to be.

This session demonstrates the power of Applied Fiction through a case study of how one of the largest utilities in the nation solved their employee cyber-security compliance engagement problem, and then equips audience members with the essential building blocks to create their own Applied Fiction. This session is led by Christopher Lazzaro and Michael Dockery, MetaMythic game designers and inventors of the Applied Fiction methodology.

Dan Norton,
The State of VR Learning Devices & Use

Two years after the first wave of Virtual Reality (VR) hardware broke with the consumer-ready HTC Vive, VR has since matured and diversified in a number of fascinating directions. Dan Norton, Chief Creative Officer at Filament Games, will walk attendees through the full range of virtual reality devices in 2018, from the high end to the low, with examples of Filament’s own work across this spectrum. Attendees will walk away with a working knowledge of the medium as well as its strengths and weaknesses when it comes to learning.

Daniel Little, Senior Advisor/Board Member, Research Institute for European and American Studies
The Refinement of Terror Behavioral Heuristics Through Hybrid Modeling

Having studied the actors and their operating environments overseas, the speaker advocates a refinement or a ‘one-off’ set of behavioral heuristics to account for leaders able to co-exist within terror networks and illicit supply chains. By drawing on real-world examples, the speaker not only claims that ‘hybrid’ actors exist elsewhere, he also intends to offer compelling evidence that the United States offers a fertile landscape for such activities to flourish.

Daria Catalui, PhD student Technology Enhanced Learning, University of Lancaster
Gamification for cyber security netiquette

Through this presentation the speaker will share best practice experience from multiple games, quizzes built for online and offline audiences in multiple settings, coming from multiple countries. Furthermore we will discuss how to use gamified solutions for such a hard subject as cyber security education.

Dave Eng, Adjunct Professor and Director of Student Activities, St. Thomas Aquinas College
Connecting Over Cardboard: Exploring Table Top Games in Higher Education

Games have demonstrated to be intuitive, challenging, and engaging. But can we use games to educate college students? Turns out we CAN use table top games to facilitate a connection in an academic environment. This presentation highlights the findings of a doctoral dissertation where game structure, self-determination, social connection, and strategy all provide insight on how to better serve and support undergraduate students in student affairs practice. Practical applications as well as theoretical findings are discussed.

David A. Smith, CEO.Vision
A Platform for AR and VR

AR and VR offer a fundamentally new way to think and collaborate. We are building a new platform – Croquet V, that is focused on three things: creating new capabilities and applications from within the system, providing a fully collaborative experience for multiple users including programming together, and providing direct access to the incredible power of today’s hardware with support for massively parallel computation with new languages and extensions.

Dennis Glenn, Dennis Glenn LLC
Collaborative Techniques to Design and Market 3D Virtual Healthcare Simulations.

Virtual 3D simulations are difficult enough to design and create by a single vendor. The advent of virtual and augmented reality now requires the expertise of advanced skills that most institutions find expensive and extremely difficult to implement. This session will address the integration of Virtual Skills outside vendors to successfully and profitably provide the latest tools and techniques to your project.

Learning Objectives

1. Finding project-based virtual skills partners

2. Creating a business model that compliments each partner

3. Management techniques to ensure project cohesiveness

Dmitriy Babichenko, University of Pittsburgh
Alchemy Knights: Mapping Game Design to Transformational Outcomes

AlchemyKnights is a transformational game designed to teach adolescents and teens about the dangers of over-the-counter medication misuse. In this session we will discuss design strategies for transformational games, mapping design features to transformational outcomes, and using an iterative develop-playtest-fix approach to evaluate and measure the transformational effect.

Douglas Whatley, CEO, BreakAway, Ltd.
What is a Game Designer (and why do you need one)?

What does a game designer really do. And, more importantly, how do they make the products better. How does a designer contribute and what how do you work with them to solve your problem.

Dov Jacobson, Games that Work
Sexual Conduct at Work: Don’t Expect Compliance

Eduard Babulak, Professor Panelist Expert in Computer Science and Cyber Security, National Science Foundation
Role of Computer Emergency Response Teams (CERTs) in the Future Cyberspace and Cyber Security

The subject of Cyber Security and CERTs is directly related to field of Computer Engineering and Science, as well as, Information Technology and Business. The research proposal will promote foundation for the new curriculum in the subject of Cyber Security and Informatics, as wells as, promote close research collaborative links with the universities overseas.

Elizabeth Newbury, Woodrow Wilson International Center for Scholars
Federal Games Guild: New Horizons in the use of games in Federal Agencies (**working title**)

How are leading federal agencies using games to meet their core goals? The Federal Games Guild is an informal community of practice, with members using games to promote research, increase public engagement and meet key learning outcomes. Members from this community will present how they design, use, and study games.

Elizabeth Newbury, Woodrow Wilson International Center for Scholars
Under the Hood: How Federal Agencies Design Games.

When it comes to using games as outreach, federal agencies are constantly looking for ways to improve the quality of their game. Taking two examples of games from the Wilson Center and NARA, attendees will have the chance to get an exclusive sneak-peak behind the scenes of what goes into a federal game — and some hands on play time!

Eric Alberts, Orlando Health, Inc. (Hospital System)
Orlando Health Response to the Pulse Nightclub Tragedy

Presentation Description: Violence and Mass Casualty Incident Response: Lessons Learned in Pulse Nightclub Shooting, Orlando Florida, June 12, 2016.

Abstract: This presentation will explore how healthcare providers can prepare for and respond to incidents involving violence. Lessons learned will be explored on “no notice” incidents such as the Pulse Nightclub shooting in Orlando Florida (June 2016).

Objectives: Discuss major lessons learned during the response to this incident to identify any gaps in preparedness efforts which will enable participants to be better prepared for a major incident in their community.
• Explain the impact of the incident on hospital operations.
• Provide a timeline of events to demonstrate the fast pace nature of the incident and the importance of communications.
• List the primary challenges identified by hospital staff during and immediately following the incident.
• List the hospital programs or policies maintained or strengthened based on their successful contribution to the response.
• Provide takeaways for the audience.

Eric Bauman, Assistant Dean, Adtalem Global Education
Embedded Subject Matter Expertise in Game Development Processes in Healthcare

This session will discuss best practices in game-design for clinical education in the health sciences. The session will be facilitated by award winning educators and games designers and will walk session participants’ through best practices in pedagogical and design processes for game development that supports healthcare education. This session will frame content via a case study related to a recent game-development process for CPR education and will encourage active participation discussion.

Garth Jensen, Naval Surface Warfare Center
Carderock Division

Practicing Design at the Intersection of Culture and Innovation

Garth Jensen,
Using MMOWGLI to Reframe Wicked Problems as Grand Challenges

James Gatto, Sheppard Mullin
Don’t Play with the Law

Serious games create many opportunities for innovative and creative functionality, content and business models. It is important to insure that you understand how to maximize IP protection for the fruits of your creativity and ensure that it does not run afoul of legal or regulatory issues. This presentation will map the legal landscape for serious games and provide practical advice for how to protect your IP and avoid legal problems.

James Kiggens, Director, Engaged Learning Technology, Adtalem Global Education
Leveraging the uplift in VR to enhance game-based learning

The session will examine the research results showing how immersion in VR creates an ‘engagement uplift’ that can significantly improve flow and foster empathy, and how that can be leveraged to enhance game-based learning. Commercially available VR titles for Oculus Touch and GearVR will be used to demonstrate work being done by researchers, developers, and practitioners that attendees can investigate first-hand.

James Casey, GMU
Virtual Medicine Army

Jeff Levy, CaseNetwork
The Future of Medical Education: From Dreams to Reality (VR, AR, AI)

Jennifer McNamara, BreakAway Games
Client-Centered Serious Game Design

Serious game developers must consider client needs and constraints. To most, it is obvious that the end users’ desired training, behavior change, assessment, or experience outcomes shape the focus of the game. But the client organization’s funding, IT infrastructure, data needs, and personnel impact design as much, if not more, than end users’ needs. This session will share experiences where these factors significantly impacted game design and make recommendations for identifying and addressing these needs early in the design process.

Jennifer Whiteman Crist, George Mason University
Fake vs. Real Gamers: Unpacking Gamer Identities through Game Player Perceptions of Common Characteristics

Generalizability of games research to address gender inequities within the gaming community is inhibited by inconsistencies in gamer identity characteristics (play frequency, player preference, etc.). While a gamer is typically defined as someone who plays games, there is a gap in understanding why certain players identify as gamers. The purpose of this research is to discover how gamer is defined as an identity by players through characteristic classifications and their role in self-identity choices.

John Kolm, CEO, Team Results USA
Serious gaming is not just about computers and screens

The ideas of serious gaming and computer science have become conflated. The core concepts have become confused with the delivery platform. Serious Gaming is a bigger and more powerful subject than just computers, covering everything from the training of surgeons to CEOs to special forces. John Kolm is a former NSA mathematician and a gaming specialist. You will emerge from this session with a much broader grasp of the possibilities for Serious Gaming as a tool in industry and government.

Jonathan Southgate, University of Maryland, College Park
Leveraging branching simulations in management education

In this session, the speaker will share his experience with leveraging serious games and other simulations to address the learning needs of the students in the Smith School of Business. Participants will gain a better understanding of how games and sims can augment a traditional college course in innovative ways.

Jurriaan van Rijswijk, Jurriaan van Rijswijk MSc, Games for Health Europe
Happiness before profit!

Transformation is global. We shift towards a purpose economy. The central theme for the economies will be about the impact it has on peoples’ lives instead on how profitable they are. Since a mayor component of our economies is about lifestyle interventions what better instrument for behaviour change can we use than games? People are intrinsically motivate for it and they do change behaviour. Jurriaan shares the vision of using games in all sectors with proven cases, research and benchmarks.

Karen Schrier,
The Limits and Strengths of Using Digital Games as “Empathy Machines.”

presenting with matt farber

Kevin Miklasz, Senior Director of Data and Prototyping Lab, BrainPOP
Using Skill vs Content Game Design to Cross the Curriculum

GameUp is one of the largest educational game platforms available, with games by 43 partner organizations and BrainPOP itself. In the process of curating games for BrainPOP’s 800+ educational topics, we have explored different approaches to making our internally-developed games over the past 7 years. BrainPOP went from developing 3 content-oriented games to developing 3 skill-oriented games. We’ll talk about why we transitioned, what worked, and what didn’t work throughout the process.

Kevin M. Holloway, Vet Admin
As Grand Opportunities

Post-traumatic stress disorder is said to be one of the signature wounds of military deployment to Afghanistan and Iraq. While Operation Enduring Freedom (OEF) and Operation Iraqi Freedom (OIF) have officially ended, the psychological consequences of trauma will continue for many Service members. There is a significant need for mental health professionals both in the government and private sectors who are well trained in assessing and treating PTSD with military cultural competence. Operation AVATAR is first-person role-playing game in Second Life that aims to help mental health professionals better understand the underlying theory and assessment of PTSD in an interactive environment that supports learning by doing. This presentation will review the process of design and development of this serious game including lessons learned and next steps for developing other serious games for mental health education.

Lakita Edwards, National Endowment for the Arts
Games for Learning Funding Opportunities: National Endowment for the Arts

The Arts Education division of the National Endowment for the Arts supports arts instruction and professional development projects that use electronic media and technology as an artistic medium to increase access to arts education for Pre-K-12. This session provides information and insights in crafting a compelling application for arts education projects, including an overview of NEA guidelines, application resources, and descriptions of relevant funded projects. The session incorporates a Q & A component following a briefing a brief presentation.

Lisa Buckley, Simulation Manager, Ross University School of Medicine
Embedded Subject Matter Expertise in Game Development Processes in Healthcare

This session will discuss best practices in game-design for clinical education in the health sciences. The session will be facilitated by award winning educators and games designers and will walk session participants’ through best practices in pedagogical and design processes for game development that supports healthcare education. This session will frame content via a case study related to a recent game-development process for CPR education and will encourage active participation discussion.

Lisa Holman, Deputy Chief Information Security Officer (CISO), United States Postal Service (USPS) Corporate Information Security Office (CISO)
Press Play: USPS CISO’s Gamification Approach to Cybersecurity Training

How does the nearly 250-year-old US Postal Service fight cybercrime in the digital age? By providing its employees with a 21st century game: “Cyber Defender”. The organization is using this innovative approach to promote a culture of cyber safety. To develop a game simulating real-world work environments and situations, there were challenges posed by server limitations, budget constraints, and stakeholder coordination. By overcoming these challenges, USPS demonstrated its commitment to equip the 220,000+ internet-connected workforce with the skills needed to defend against evolving cyber threats.

Lucas Blair, Little Bird Games, University of Washington
D&D character sheets go to grad school

In this session we will demo the latest build of a tabletop RPG inspired character sheet for tracking graduate student growth and performance currently being tested in courses at the University of Washington. We will discuss the underlying design philosophies, share insights from beta testing, and explore how RPG mechanics can be more broadly applied in educational environments.

Marc Ruppel, National Endowment for the Humanities
Playing the Past, Seeing the Future: Game Design in the Humanities

This session will explore the role of the humanities– history, literature, philosophy, civics, jurisprudence– in the practice of designing serious games. While serious games have long and storied history (no pun intended) with engaging the humanities, recent humanities-based games such as Assassin’s Creed Origins, 1979 Revolution, Walden, a game, and others have opened up new possibilities for not only reasserting game-based learning in humanities contexts, but also re-evaluating the design paradigms through which these games are made. This session will explore the process of designing games in the humanities, the challenges and affordances of doing so, and the possibilities for developing and producing humanities games through grant funding, including the National Endowment for the Humanities.

Marco Arnaudo, Professor, Indiana University, Bloomington
Free Print-and-Play Games for the Classroom

The advantage of using games in teaching are well known, but practical problems may prevent the implementation of a game-oriented pedagogy. Digital games are often expensive to acquire, and so are board games, especially if the class is large. In this panel I will propose a solution to this problem by introducing the practices of print-and-play games. The templates of the components of these games are available for free online, and the students can build their own physical copies using common material like paper, glue, cereal boxes, flash cards, etc. Sometimes, just pen and paper are required. I will show the benefits of having the students build their own games based on print-and-play templates; I will describe the practical and cooperative skills that this process can foster, and show uses of print-and-play games in the teaching of different subjects. I will also provide a list of the main online sources of print-and-play games.

Matthew Farber,
The Limits and Strengths of Using Digital Games as “Empathy Machines.”

Mechel Glass, Financial Education Program Analyst, CFPB
Making consumer financial protection education topics fun for military audiences.

Misadventures in Money Management is a virtual learning experience that fills a critical gap in financial education for Delayed Entry Personnel. This group ranges in age from 17 to 24 years old, have made a commitment to serve their country, and are awaiting entry into basic training. The challenges we faced were how to create a non-mandatory program that recruiters could support, make the program applicable but purple, and make the topic of consumer financial protections exciting for this demographic.

Michael DiPonio, Senior Instructional Technologist – Serious Games Development, Quicken Loans
Serious Games in the Enterprise Learning Ecosystem

At Quicken Loans, we consider games as a major part of our learning process, and we use them in many facets of the company. One of Training’s goals for 2018 is a complete redevelopment of what we refer to as the learning ecosystem, of which serious games is a major pillar. This session will cover the lessons learned as we developed our gamification hub, and cover specifics that range from badges and experience systems to LMS and LRS integration.

Michael Freeman, Associate Professor, Naval Postgraduate School
Strategic Experimentation Through Innovative, Multiplayer, Online Games

How have we used games to encourage students to think strategically? We have developed over a dozen unique online, multiplayer games where students can explore, test, and struggle with concepts learned in class. They can explore how actions have different effects, both positive and negative on winning and losing; how to prioritize certain goals over others; and how their strategies interact with their opponent’s strategies. We will share our experiences with using these games for multiple purposed and multiple types of audiences.

Michiel van Eunen, Gamification Designer, Performance Solutions
The Escape Room

The Escape Room is a 100% Serious Play session, where participants experience all the excitement and impact of an Escape Room. The Escape Room is a full-blown Escape Room, scaled to host up to 40 people, to let them experience, learn and reflect on the dynamics and learnings from Escape Rooms, and how to use (ingredients from) this experience in your own learning designs.

Mitchell Weisburgh, Founder, Games4Ed

Pilots provide valuable feedback, and they can springboard into paid engagements, and they can support sales and marketing. Or, they can be a waste of time, they can lead to nowhere, and they can actually hinder growth.

We’re going to go through an exercise in how to screw up your pilots, so that it doesn’t happen to you in real life.

Morten Jaeger, Workz
Getting Serious Games to Tell the Story You Want

Monopoly is a game about real estate. Yet it doesn’t teach you about real estate. But how do we make a link between game narrative and real-world learning?

When designing serious games, we aim to create an experience in which players spend the most time thinking about the central purpose of the session, and less time getting distracted from it. Choosing game mechanics and narrative is crucial. This session is about making the right choices.

Nolan Bushnell,

participating or running Plenary

Paul Thurkettle, Education and Training Technology, NATO Allied Command Transformation
NATO and Serious Games – How Serious can they be?

Since 2007, NATO Allied Command Transformation has experimented with Virtual Worlds and Serious games to transform NATO’s education and training mind-set and capabilities.
The session will outline the experiments conducted and the experiences gained as we try to produce challenging, enjoyable, relevant education and training while balancing the older “PowerPoint for ever” thinking, as well as challenges with security, system infrastructure and budget limitations.

Peggy Sheehy, Teacher/Curriculum Designer, Suffern Middle School
EXCALIBUR: From the Realm of Ideas into Practice

After much design and planning, EXCALIBUR was offered as an 8th grade elective this year at Suffern Middle School, and served 40 students. The transition from idea to practice held many surprises, as well as adjustments —most of which were student suggestions. The final project–a game designed by the class “company” proved to be a fascinating study in human interaction and dynamics.

Peter Guenther, Bootcamp Instructor, Grand Circus
Tracking Player Progress in Serious Games with xAPI

xAPI (The Experience API, also known as TinCan) is picking up momentum in the industry for tracking progress and completion. The xAPI standard has a flexible vocabulary for describing learning events, including specific elements for Serious Games and related (Virtual Reality and Augmented Reality) experiences. In this session, we’ll look at the structure of xAPI statements and delve into the vocabulary, focusing on how it can best be used within Serious Games, and we’ll take a brief look at specific implementation within Unity3D projects through open-source code created by the speaker.

Phillip Pournelle, Senior Director, Wargaming and Analysis, Long Term strategy Group, LLC
Employing wargaming and analysis to develop the next revolution in military affairs

The Office of Net Assessment is widely credited with having contributed greatly to what many call the revolution in military affairs culminating in Operation Desert Storm. These advancements occurred as a result of series of games and analysis conducted over many years. In those games players were challenged to go beyond incremental improvements in current capabilities and to change the way the US fought, often in ways never conceived of prior. Today the precision strike weapons underpinning those capabilities have proliferated and are in the hands of non-state actors. There is a need to employ similar processes to enable the US to retain its lead over competitors, but like the past, it will require challenging the way we fight today, and examine new phenomena. Since Modeling and Simulation require the interactions to be understood in advance, human centric wargaming will be required. Tis discussion will focus on the process for discovering and disseminating these concepts of warfare.

Rhonda Moore, Social Scientist, US DHHS
Chronic Pain and Disability – using games to transform personal experiences of care

Chronic pain and disability are a major public health crisis, historically addressed through variety of interventions and therapies. As we look to the future, there are new opportunities to positively transform clinical and personal environments of care. Using insight from clinical medicine, neuroscience, serious game design, narrative, and spirituality; this panel will describe theoretical and practical approaches and challenges to using analogue, interactive, playful, and virtual environments to better understand, treat and transform the experience of chronic pain and disability for patients and caregivers. Practical lessons and insights will also be discussed.

Robert Seater, Technical Staff, MIT Lincoln Laboratory
Using AI to validate games for training emergency managers

Roger Stark, CEO, BrainWare Learning Company
Building Learning Capacity with Serious Games

Sharing the challenges and successes of being the first to build the most comprehensive integrated cognitive skills training program in the world. Taking expensive one to one cognitive skills training clinical therapy and converting to a scalable, affordable, sustainable and transferable online cognitive training program, bridging the learning capacity gap, so everyone can access the opportunity to be the very best they can be. We will discuss the challenges and how we overcame them. Bringing medical/clinical folks together with video games folks can present very real challenges as they speak a totally different language.

Ross Smith, Skype / Microsoft
Play and Skype in the Classroom

Skype in the Classroom is a program to help connect K-12 classrooms around the world and to facilitate student interaction to build empathy and compassion. Games and play are a key component of these engagements. A simple game like MysterySkype engages thousands of classrooms around the world every month. This session will discussion some of the key elements of game design and implementation, challenges of deployment at scale, and gathering feedback at scale.

Ryan Schaaf, Assistant Professor of Educational Technology, Notre Dame of Maryland University
Game On: Using Digital Games to Transform Learning and Assessment

This interactive presentation, based on the book Game On: Using Digital Games to Transform Teaching, Learning, and Assessment, is designed for PK-12 educators and curriculum specialists to find, critique, and evaluate digital games using search and evaluation strategies to determine if they are suitable for instruction, integrate a wide range of digital games into the curriculum utilizing standards, explore the instructional strategies to make these experiences a success for students, and determine meaningful assessment processes during digital game-based learning experiences.

Sam Adkins, Chief Researcher, Metaari
The 2018-2023 Global Game-based Learning Market

I will provide key findings from Metaari new market report distributed by the Serious Play Conference called “The 2018-2023 Global Game-based Learning Market”. This report maps product revenue forecasts to Metaari’s Game-based Learning pedagogical framework. The framework identifies eleven unique types of educational games. The educational game framework provides suppliers with a precise method of tapping specific revenue streams and a concise instructional design specification for the development of effective and profitable educational games. I will identify primary revenue opportunities in specific regions and buying segments and discuss private investment activity.

Sarah Moffat,
U.S. Dept of Health & Human Services

Scott Macklin, Little Bird Games, University of Washington
D&D character sheets go to grad school

In this session we will demo the latest build of a tabletop RPG inspired character sheet for tracking graduate student growth and performance currently being tested in courses at the University of Washington. We will discuss the underlying design philosophies, share insights from beta testing, and explore how RPG mechanics can be more broadly applied in educational environments.

Sean Kearney, VP, Human Performance Innovation, TechWise
Getting Serious Games Seriously Funded (or How to Talk to “The Money People”)

Have you ever seen a “breakthrough idea” die on the vine?

Was it one of yours? I’ve been there. More than once. And it sucks!

Every great solution starts with an idea. But even breakthrough ideas never become real solutions that succeed long-term without investments of time and money.

And that means for your idea to become a real solution, you’re going to have to get really good at talking to and influencing “The Money People.”

Sharon Gander, Director, ID Certifications, The Institute for Performance Improvement
Updating the Challenge of Certification: Providing More Robust Assessments through Games

Share stories and techniques about certifications for learning game designers and for games as learning and assessment products as technologies advance. Join the highly interactive discussion of the growing demand for games as assessment methods and as alternatives to traditional multiple-choice exams. Come discover the emerging world of assessments where games, gamification, augmented reality, virtual reality, and certifications are creating new assessment techniques. For those who attended this session in 2017, this version will discuss changes emerging in 2018.

Sharon Gander, Dir, ID Certifications, performancepi.gander@gmail.com
Random Success: Fun Learning Exercises Control & Randomness

What makes learning complex thinking skills fun? Gaming, of course. Games place learners in contextual situations that require analysis and action to create control over random game factors. Together, let’s think critically about how randomness and control create challenging learning that is fun. Join in a large group game and discussion of game mechanics that create randomness or control. Compare the presenter’s case stories to similar challenges in your own serious learning game projects.

Shipley Owens, Instructor, MGTA / VSGI
Game Literacy Education

Review of Game Literacy Program and the new steps in 2018.

Silvina Fernandez-Duque, Product Manager, Future Projects, United States Holocaust Memorial Museum
Playing History: Can play help teach about the Holocaust?

Museums have used games successfully in their education and engagement programs, and yet there are good reasons to hesitate to use play in certain contexts. Teaching the history of the Holocaust demands a high level of sensitivity and keen awareness of the complexity of the subject matter. The United States Holocaust Memorial Museum decided to tackle this question in partnership with Parsons School of Design’s PETLab: how can games be used to teach the history and lessons of the Holocaust?

Stephanie Hull, Executive Vice President/Chief Operating Officer, The Woodrow Wilson National Fellowship Foundation
The WW HistoryQuest Fellowship: Game-Based Learning in US History

In recent surveys, middle and high school students have consistently ranked U.S. history as their most boring subject. The Woodrow Wilson HistoryQuest Fellowship brings to bear games, play, and digital tools to transform standards-based teacher practice to increase student engagement. Developed by the Woodrow Wilson National Fellowship Foundation and the Institute of Play, HistoryQuest turns public school teachers and their students into game designers. This session looks at what works/what doesn’t in bringing game-based learning to U.S. history classrooms.

Stephen Baer, Managing Partner and Head of Creative Strategy, The Game Agency
Train Your Brain With Games

Most companies agree that people are their most important asset. In properly developing those human assets, companies seek long-term success through increased productivity, improved longevity, and other benefits. Then why are so many companies not realizing the best return from their training investment? The answer: poor retention of training materials.

During this session, You will learn how complementing your training materials with games will boost employee engagement and yield significantly increased retention. Games deliver lots of actionable data to measure effectiveness, both individually and through group learning, showing gaps and areas to optimize for a continuous cycle of improvement.

Terrence Gargiulo,
The Importance of Story in Games

Stories are fundamental to how we communicate, learn and think. How do we go beyond the practice of using hero journeys and stories with clean beginning, middles and ends to access another whole dimension of storytelling. Bring your voice to this interactive conversation on how to tap into the natural power of stories in some counter intuitive ways to design, build and facilitate serious games with stories.

Thomas Talbot, USC Institute for Creative Technologies
State of the Living – Medical Games & Lifelike Patients

This seminar discussed tricks of the trade and methods that make patient characters that appear to be living. We will cover methods to achieve biological fidelity, interactivity, graphics and flow with the goal to introduce participants to techniques that deliver the appearance of active biology, a sense of urgency and responsiveness to game choices.

Todd Chang, Division Director for Research & Scholarship / Associate Professor of Pediatrics (Educational Scholar), Children’s Hospital Los Angeles / University of Southern California
Measuring Healthcare Outcomes using Serious Games, Gamification, and Virtual Reality

This session outlines the importance of data capture and using sound research methodology to determine the best use of your game-based learning intervention. We explore pertinent learning and behavioral theories, including outcome levels, elements of fidelity, and appraise different strategies that have both succeeded and failed in the use of games in healthcare education. More importantly, we explore the practical aspects of embedding data collection to prove the game’s impact to healthcare education and health.

Tony Beck, Program Officer, P-12 Science Education and STEM Interactive Digital Media, National Institutes of Health (NIH)
LOST — need again

Dr. Beck, with 17 years of NIH program and review expertise, will provide a detailed and interactive workshop focused on: (1) NIH SBIR/STTR and R25 funding programs for serious STEM games, (2) the NIH grant review process and (3) the gold standard for development of competitive NIH grant proposals

Tony Crider,
Epic Final Exams

Vanessa LeBourdais, Executive Producer, Creative Lead, DreamRider Productions
Using Story, Arts & Gamification to Inspire Real-World Action

How can you use story, arts and gamification to engage the hearts, minds, bodies and spirits of children, so that they go out and change the world? Can you create offline immersive experiences for learners so that they shift their belief systems, learn 21st century skills, and take their learning off the screen and out to their families? How can digital media be used to create a live learning experience for kids that inspires their imagination and action – and to measure its success? DreamRider has created a process and a methodology that reliably does all of these, that has been tested with with diverse learners in 125 cities, in three different programs. We will not just be learning about the process, we will be experiencing it. Join us for fun, engaging and highly interactive session.