Showing posts with label accessible games. Show all posts
Showing posts with label accessible games. Show all posts

Thursday, May 3, 2012

Games for Health Conference: June 12-14, Hyatt Harborside Hotel, Boston, MA

Note: In conjunction with the Games for Health Conference, the Fourth Annual Games Accessibility Day, "Enabled Play", will be held on June 12th.


Here is the press release:

Games for Health Project Announces Keynotes for Its Annual Conference in Boston

April 04, 2012 – (Portland, Maine) – The Games for Health Project announced the keynote speakers for the eighth annual Games for Health Conference, the nation’s largest conference dedicate to videogames, health, and health care, which will be held June 12-14 in Boston.
The Games for Health Conference brings together hundreds of researchers, health professionals, and game developers to discuss a wide range of topics involving health and videogames.
Over three days, more than 400 attendees will participate in over 60 sessions led by an array of international speakers. Topics will include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, nutrition, and health education.
The 2012 event adds new tracks on sensors and gamification to its traditional exercise, sensorimotor rehab, cognitive and emotional health, and nutrition games tracks.
Keynote speakers include:
Constance Steinkuehler Squire
Constance Steinkuehler Squire, senior policy analyst for the White House Office of Science and Technology Policy, will discuss the opportunities for videogames to address national challenges, including those in health, health care, and biotechnology.
Bill Crounse, MD
Bill Crounse, MD, senior director of worldwide health for Microsoft, will present “Connecting & Kinecting Health and Health Care,” which will explore how Microsoft and its partners are merging its information and game technologies to create global solutions for personal health and professional health care.
Jane McGonigal
Jane McGonigalNew York Times bestselling author and co-founder of SuperBetter Labs, will highlight the design and release of SuperBetter, a game-based social application designed to help people boost personal resilience and lead healthier, longer, and more positive lives.
“In the last year, it’s been amazing to see the games for health field take some major leaps,” says Ben Sawyer, conference organizer and director of the Games for Health Project. “The number of new game-based solutions coming to market from entrepreneurs, game developers, research labs, and even the government is absolutely amazing. As biometric sensors like Nike Fuel and JawBone Up! take hold, we’re seeing entire new categories of games for health emerge. The Games for Health Conference is the best place to see and evaluate these and other future opportunities.”
The Games for Health Project will also hold three pre-conference events focusing on game accessibility, mobile games, and medical modeling with games.
“We are excited about how far the field and this conference have come,” says Paul Tarini, senior program officer for RWJF’s Pioneer Portfolio. “As a sponsor of the conference and the Games for Health Project, we believe the hard work put in by early adopters in this field is beginning to pay off. The new investments and approaches we’re seeing, informed by what is and isn’t working from years past, tells us that continued gatherings like the Games for Health Conference as well as the ongoing work of its related program, Health Games Research, are helping make the promise we see in videogames increasingly real.”
Learn more about the program of events and register for the conference today by visiting the conference web site.
About Games for Health
Founded in 2004, the Games for Health Project supports the development of the health games community, champions efforts to mainstream health games, and brings together researchers, medical professionals, and game developers to share information about the impact games and game technologies can have on health, health care, and policy. The Pioneer Portfolio of the Robert Wood Johnson Foundation is a major supporter of both the Games for Health Project and its annual Games for Health Conference.
About the Robert Wood Johnson Foundation and its Pioneer Portfolio
The Robert Wood Johnson Foundation focuses on the pressing health and health care issues facing the United States. As the nation’s largest philanthropy devoted exclusively to improving the health and health care of all Americans, the Foundation works with a diverse group of organizations and individuals to identify solutions and achieve comprehensive, meaningful and timely change. Projects in the Pioneer Portfolio are future-oriented and look beyond conventional thinking to explore solutions at the cutting edge of health and healthcare. For more information, visit www.rwjf.org/pioneer.
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If you’d like to register now for Games for Health you can go directly to registration now.

Thursday, February 24, 2011

Today I hooked up a Wii to the IWB in the school's therapy room. Next - a Kinect?! (Angels are welcome to help us expand the school's "games" programs for students with special needs)



Today, I hooked up our school's Wii to the newly-installed IWB in the therapy room for the first time, and used it during a session for for a social-skills activity with two students who have autism spectrum disorders.  The students helped each other to create their own "Mii" avatars.  I had them play the bowling game, and was impressed how this activity elicited social conversation between the students, with minimal effort on my part.

Most of students in the program at Wolfe are in grades 6-12. They have cognitive, language, and motor delays.  A good number of the students also have autism spectrum disorders. Some have multiple special needs.

We have found that when our students are provided with interactive activities displayed on the large screen of an IWB, they tend to increase their level of attention to their peers and also communicate more with one-another, as well as with the teachers and staff.

By using an IWB for games at school, we are extending the reach of how this technology can be used with students who have more complex special needs.   By providing a means  for our students to learn to play positive games, we help them develop important physical, social, and leisure skills that they can use outside the school setting with non-disabled peers and siblings.  My hunch is that the games will also help promote cognitive/problem solving skills, too.

NOTE:
The funds to purchase the Wii were donated to our school, but did not cover additional games or accessories. We'd like to purchase Rock Band and Wii Fit. We'd also like to expand our program and purchase an Xbox with a Kinect.   An iPad or two would be OK, too : )

If there are any angels out there who'd like to donate funds for our "games" program at Wolfe, please contact me through my Google profile. I will connect you with the appropriate person.

Game designer/developers/researchers/students:
If you are interested in volunteering your efforts to work on a basic cooperative, pro-social game for the Kinect, SMARTTable, or interactive whiteboard, please contact me.


Tuesday, November 16, 2010

Serious Games in the K-16 Classroom: Google Tech Talks Video, via Jonathan Brill

In the following video, Victoria Van Voorhis discusses educational software and the Serious Games in Education movement:




Thanks to Jonathan Brill for the link!


SOMEWHAT RELATED
Below is a presentation I gave at the 2008 Games for Health conference:


Descriptions, stories, and links related to the screen shots of the first slide of the above presentation: (Some of the links may need to be updated.)

The science screen is an interactive 'gizmo' from Explore Learning. Something like this could be incorporated into an educational game. http://www.explorelearning.com


I’m pretty sure that the picture of the ancient building was from the VAST project, described in the article 'Reviving the past: Cultural Heritage meets Virtual Reality' by Anthanasios Gaitatzes, Dimitrious Cristopoulos, and Maria Roussou. (2002, ACM) The Foundation of the Hellenic World was involved with this project. http://www.fhw.gr/fhw/


Maria Roussou has been involved with a variety of interesting immersive projects: http://www.makebelieve.gr/mb/www/profile/index.html


The people from the Institute for Advanced Technologies in the Humanities at the University of Virginia are doing similar work through the Rome Reborn project:
http://www.romereborn.virginia.edu/




Note: I thought that it would be cool to have a game for health that integrated with history, so that students could learn about how people from the past handled health and diseases, and learn how scientists from the past came up with solutions that help us today.


The picture of the dragons on the space station was from a game called 'Relax to Win', created by Phil (gary?) McDarby and the MindGames team when he was at MediaLab Europe, which disbanded in 2005. Here is an article about Relax to Win, from 2002:
http://news.bbc.co.uk/1/hi/sci/tech/1972571.stm
McDarby now works as the creative officer of Vyro Games, which focus on stress management.
Rationale: Stress management games are good for health!
McDarby: http://www.vyro-games.com/company/phil_bio.php
Media Lab Europe and MindGames: http://medialabeurope.org/
Vyro Games: http://ww.vyro-games.com/


The cool geometric image was from a project from the Interactive Media Group, Vienna University of Technology: Educating Spatial Intelligence with Augmented Reality http://www.ims.tuwien.ac.at/research/spatial_abilities/
The project targeted high school geometry students, with a goal of increasing spatial ability and improving transfer of learning. The program is consistent with Universal Design for Learning principles.
I think that some of the applications involved in this application could be useful in games designed for cognitive rehabilitation or habilitation. Related to this project:  'An Application and Framework for Using Augmented Reality in Mathematics and Geometry Education': http://www.ims.tuwien.ac.at/research/construct3d/ and Hannes Kaufmann’s Dissertation: Geometry Education with Augmented Reality: http://www.ims.tuwien.ac.at/media/documents/publications/...


The remainder of the pictures:
The Cloud Game: http://intihuatani.usc.edu/cloud/


The picture with the two people is from Kar2ouche, from Immersive Education. Kar2ouche is a creative role-play, picture making, story-boarding and animation software. It is enabled for use on interactive whiteboards: http://www.immersiveeducation.com/kar2ouche/


Hazmat HotZone is a multi-player simulation game used to train first responder teams: http://www.etc.cmu.edu/projects/hazmat_2005/


The underwater scene is from FreeDive, from FreeDive, that is used as a pain distractor. I also think it could be used for stress reduction for children.
http://www.breakawaygames.com/serious-games/solutions/hea...
The game pad is a DanceDance Revolution pad, used as an 'exergame' in many schools to combat the increase in numbers of students who are overweight or obese.


'Dance Dance Revolution: Healthy for Kids'
http://news.digitaltrends.com/news-article/12201/


The classroom scene is is from a virtual reality application:
Rizzo, A., Bowerly, T., Buckwalter, J., Klimchuk, D., Mitura, R., Parsons, T.D. (2006). A Virtual Reality Scenario for All Seasons: The Virtual Classroom. CNS Spectrums, 11, 1, 35-44. http://vrpsych.ict.usc.edu/

Wednesday, October 27, 2010

Transmedia Storytelling, Interactive Multimedia, & Video Content Funded by 27 Million in Grants

Press  Release:  Education Secretary Arne Duncan Announces $27 Million for Three Ready-to-Learn Television Program Grants

Here is information from the release:

U.S. Secretary of Education Arne Duncan today announced three awards totaling $27 million for projects to improve educational opportunities for young learners through innovative technology. Grants will be used to develop and deliver high-quality, age-appropriate, educational content to increase the early literacy and mathematics skills of young children age two through eight years old. The current cycle of awards will provide early learning content through the well-planned and coordinated use of multiple media platforms, commonly known as transmedia storytelling.

"It is critical that we focus our educational improvement efforts on the earliest learners and those most at risk of educational failure, including our children living in poverty,” said U.S. Secretary of Education Arne Duncan. “We know that children of all ages are engaged when given the opportunity to learn with new technologies. These grants will surround young children with a variety of innovative media to equip them with early literacy and numeracy skills to prepare them for success in school."

The five-year grants were awarded to three public telecommunications entities that will offer services across the nation. In addition to programming content, the grantees will provide outreach materials and resources to families, child care providers, preschool and early elementary teachers and others whose work addresses early learning. Each grant includes a strong research component. According to Jacqueline Jones, senior advisor to the Secretary for Early Learning, “These projects represent a critical investment in moving the Department’s early learning agenda forward and ultimately improving outcomes for young learners. We are particularly excited that through accessible media and technologies, these projects will encourage families, caregivers and teachers to interact with and engage young learners in both formal and informal settings.”

"Window to the World Communications (WTTW) will partner with W!ldbrain, an entertainment and animation company, to deliver a multiple-platform, media-based, mathematics curriculum for children that will provide corresponding support materials and digital resources for families, caregivers and teachers. The project will allow children to use multiple entry points to a virtual world of mathematics principles through cell phones, computers, handheld video game systems, television, books and trading cards."

"The Corporation for Public Broadcasting (CPB) and the Public Broadcasting Service (PBS) will deliver transmedia content in literacy and numeracy that is aligned with rigorous academic frameworks and research. Through a multi-level partnership, CPB will develop video, interactive online games (3D-rendered collaborative challenges and immersive games), mobile applications (augmented reality games) and interactive white board applications."

"The Hispanic Information and Telecommunications Network (HITN) will partner with Callaway Arts and Entertainment to develop and evaluate three transmedia properties that will cross multiple platforms using the inherent benefits of each to engage early learners. One such property, Learning Apps Media Partnership (LAMP), focuses on English Language Learners and immerses them in literacy and mathematics curricula that draw on real-life situations and encourage the expression of diverse perspectives where children freely use their native language or dialect."

The following list of grantees, by state, reflects 2010 funding:
 ILLINOIS Window to the World Communications; Chicago; Reese Marcusson, (773) 509-5408 or rmarcusson@wttw.com; $6,623,475

NEW YORK Hispanic Information and Telecommunications Network; New York City; Linda Hernandez, (646) 731- 3601 or lhernandez@hitn.org; $6,000,000

DISTRICT OF COLUMBIA Corporation for Public Broadcasting; Washington, D.C.; Debra Sanchez, (202) 879-9784 or dsanchez@cpg.or; $14,627,354
 
RELATED
Partnership with Calloway Digital Arts and Michael Cohen Group LLC Will Create Educational Media for Reading and Math Targeted at Closing Achievement Gap    PR Newswire 10/18/10 -Excerpt Below:


"Project LAMP targets next-generation learners including children from low-income groups. The content will be largely available as an open educational resource and use a transmedia storytelling approach through books, iPAD/Touch Screen applications, mobile device and phone applications, console and hand held gaming applications, sing along DVDs and CDs, an interactive Website, and television. The USDE, in 2010, expanded the Ready to Learn grant program to include transmedia storytelling."


Project LAMP will leverage the existing characters of Callaway's Miss Spider's Sunny Patch Friends (ages 2-5) and Nova the Robot (ages 5-8).It will also create a third new ELL property produced by HITN. Content in all three properties will align to the 2010 Common Core State Standards in Math and Reading and promote the essential skills defined by the National Early Literacy Panel and the National Mathematics Advisory Panel.  


An essential component of Project LAMP will be the ongoing use of research and evaluation. Dr. Michael Cohen, President of the Michael Cohen Group and one of the co-Principal Investigators of the project said, "As the project activities move forward, we foresee new forms of educational media being developed. As a result, new assessments will be required to provide the producers with useful information on children's learning and comprehension. This is an exciting process for evaluators because research findings will aid in product development, determine if goals are met, and contribute to our general understanding of the role and impact of media in young children's lives." Cohen added, "Our plan is to evaluate the applications at different stages of development by testing with children, teachers, and parents. Research will help ensure that the curricula, design, and narrative are age-appropriate, appealing, and result in student learning." 


The 2010 Ready to Learn grants include outreach monies in addition to program funding. Project LAMP outreach activities will leverage wireless network technology, social media, and community-based organizations to engage children, parents, caregivers, and teachers in New York, Connecticut, and Texas the first year alone. Over the life of the grant, Project LAMP will partner for exchange of ideas, opinions, and results with: 1) persistently low achieving schools, 2) a media production program at an accredited postsecondary institution, and 3) a teacher preparation program at an accredited postsecondary institution focused on early childhood education.
Callaway Digital Arts (CDA)