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[member name=”Dr. Oriol Borras Gené” role=”Assistant Professor. Universidad Rey Juan Carlos and Coordinator of Educational Technologies” img=”https://gamilearn.webs.ull.es/wp-content/uploads/2022/04/FOTO_ORIOL_2021_CIED.jpg” linkedin=”https://www.linkedin.com/in/orioltic/” ]

He is an Assistant Professor at the Universidad Rey Juan Carlos and Coordinator of Educational Technologies at the Universidad Rey Juan Carlos CIED center. He teaches in the Computer Science Faculty and Social legal Faculty.  He obtained his Ph.D. in Telecommunications from the Universidad Politécnica de Madrid in July 2017. He has worked for 12 years as a technician and consultant in the prestigious Tele-Education Office at the same university. His research lines deal with MOOC, gamification, and the application of social networks to the Education field. He has coordinated three MOOCs on prestigious platforms such as MiriadaX. Within the field of gamification, he has worked designing gamification initiatives in Institutional e-learning environments through Moodle, with various training courses and presentations at Conferences. Oriol Borras coordinated and designed two editions of MOOC « Digital badges as alternative credentials» of the INTEF (Spanish Ministry of Education). He has obtained twice the first Prize MiriadaX  (2014 and 2019) for applying Gamification and Social Learning in the MOOC field.

Title: 3 years escaping from a room, learned lessons

In recent years, leisure activities such as escape rooms have been fun for children, young people, and adults, expanding in different cities spaces of this type of game. On the other hand, more and more teachers are increasingly choosing to adapt and use them in their classrooms as a didactic tool that offers a great motivation for the student. In this presentation, I will share my experience over 3 years of designing educational escape rooms for undergraduate and masters students, Education, Marketing, and Software Engineering degrees, as well as the Master of Teacher Training, all at the Universidad Rey Juan Carlos.

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Dr. Carlos Vaz de Carvalho. Full Professor Professor at ISEP, Director at Virtual Campus.

He is currently Professor at the Computer Eng. Dep. of the Engineering School of the Porto Polytechnic (ISEP). Director of Virtual Campus Lda, an SME dedicated to Technology Enhanced Learning and Serious Games.
Currently he is lecturing Serious Games Design and Development and Multimedia Application Development.
He started my research career in 1988 at INESC in the Computer Graphics Group. In 1996, he focused in Technology Enhanced Learning while doing my PhD at the University of Minho. From 2005 to 2014, he was Scientific Coordinator of GILT R&D (Games, Interaction and Learning Technologies). He has directed eight PhD and 40 MSc theses and authored over 200 publications and communications, including more than ten books (as author and editor). He coordinated 16 national and European projects and participated in more than 20 other projects. He worked as an expert for the European Commission and associated agencies in the scope of the Socrates-ODL, Minerva, E-Learning, E-Contents Plus, Lifelong Learning and Erasmus+ programmes.
On the management side, He directed the Distance Education Unit of the Porto Polytechnic from 1997 until 2000. From 2001 until 2005 he was E-Learning Director of ISEP and served as Dean of the Computer Eng. Dep. between 2003 and 2005. Between 2011 and 2013 he was President of the Portuguese Chapter of the IEEE Education Society.

Title: Back to basics…
So, what is learning? How do we learn? And why is motivation so important in learning? What is motivation, by the way? What does it mean? Is it the same drive that makes us play games for so long or is it different? And what can we actually learn by playing games? What is the role of motivation in that (and what motivation are we talking about)? And in gamified learning? Can we use tools like game analytics to better understand and improve that process?
Sometimes we try to rush so quickly into our research that we forget some of the essential questions (and answers) so it is always good to go back and reflect on the basics…

Mireia Arnedo. Project Manager – Clinical Simulation. Vall d’Hebron Barcelona Hospital Campus. Teaching Department. Innovation in Healthcare and Trainning Methodologies – eLearning.

PhD in Life Science with more than ten years in work experience on innovative diagnostic methods and translational on the field of research Personalized Genomics Medicine. Highly motivated for Global Health field.

Title: SerIous gaMe for Online Simulation training in healthcare: SIMOONS

The situation experienced in the pandemic is building a new paradigm in training in work teams. Using virtualized tools, digital tools help bring workgroups together without exposing them to contact and keeping them safe. The difficulties presented by the pandemic are not a barrier to training with simulation methodology, but a challenge. Communication technologies and digital tools are currently contributing to a medium of interaction in socialization and motivational elements between generations. Serious games are a virtual tool to be able to work on technical and non-technical skills in groups in a situation of confinement. The clinical simulation methodology is a great learning tool, the possibility of conducting simulation sessions in a non-contact way is possible. The use of the serious game as a teaching tool is a necessary scientific method in training in healthcare work teams. The primary Function of SIMOONS is a training simulator in the healthcare field based on Serious-Games.

Dr. Sylverster Arnab (Keynote). Full Professor in Game Science (Applied Games) at Coventry University’s Disruptive Media Learning Lab (DMLL) and an associate of the Centre for Post-Digital Cultures.

Research in Game science investigates how playful and gameful experiences are designed and applied based on strategies and elements commonly used by game-based approaches (analogue and/or digital), which include game-based learning, serious games, and gamification, and how their operations are underpinned by pedagogical and motivational theories and practices. His research, development, and practice perspectives and outcomes are discussed in over 100 publications within the area of virtual worlds, simulation, serious games, game-based learning, and gamification. He has also published an edited book on ‘Serious Games for Healthcare- Applications and Implications’ that was released in 2012. His most recent book ‘Game Science in Hybrid Learning Spaces‘ is now OUT in 2020. He is a public speaker, keynoted at various events in the UK, Europe and internationally. He is also a trained facilitator for LEGO® SERIOUS PLAY® methodology. Two of his projects have won the Gamification Award 2019 for Software, and Education and Learning.

Title: Playful and Gameful education: Empathically?

The keynote draws from ongoing research, development, and practice under the award-winning ‘GameChangers’ initiative, which is investigating empathic experience design that is taking inspirations from playful and gameful practices, methodologies, and pedagogies. The GameChangers initiative has produced pragmatic and inclusive game design methodologies and tools for breaking the barriers to entry into the co-creation of playful and gameful experiences for education.  The talk will explore insights from the adaptation in Malaysia, where Sylvester and his team have been engaging with teachers in marginalised communities. The game design process has been made more equitable and empathic to the contexts of the teachers on the ground, tapping into existing knowledge and emotional connections to playful and gameful activities.

Rafael Pérez Vidal (Keynote). Game developer & Sound Designer.

Programmer, Sound Designer, Professor of Game Developing and Co Founder at OXiAB Game Studios. I always been aware of the new technologies of audiovisual and computer video games, like a gamer and a creative. I’m passionate about programming and I am able to create both PHP, C, C++ as in Assembler Z80. I made some games and technical graphics demos (demoscene), some of them awarded in computer events. I’m an MSX Computer Lover.

Dr. Ioanna (Jo) Iacovides (Keynnote). Lecturer in Computer Science at the University of York, UK

Her research interests lie in Human-Computer Interaction with a particular focus on understanding the role of learning within the player experience, and on investigating complex emotional experiences in the context of digital play. In addition, she is interested in exploring how games and playful technologies can create a range of persuasive purposes, such as education and behavior change. She has received awards for work on examining reflection and gaming (best paper, CHI PLAY 2018), designing and evaluating persuasive games (honorable mention, CHI 2015) and for the game Resilience Challenge, which encourages healthcare practitioners to consider how they adapt safely under pressure (first prize, 2017 Annual Resilience Healthcare Network symposium).

Pau Yanez (Keynote). Co-Founder at PlayVisit & CEO at Geomotion Games

He has a degree in pedagogy and master in ITC applied to education. Pau is an entrepreneur with more than 10 years of experience in the creation of digital businesses related to video games, serious games, gamification and mobile technologies. Among others, the businesses he has created are City Nostra, a geolocation video game set in the Sicilian Mafia; Geomotion Games, a consulting and R+D+i company in Gamification for Smart Cities; and PlayVisit, a startup based in Barcelona reinventing tourism and cultural heritage visits through location-based games and

Lennart Nacke (Keynote)
The 5 gamification languages: The secret to gameful experiences that last
Good design is at the heart of gamification and learning. To become outstanding designers, we must have a language to communicate our ideas to our teams. Sometimes our gameful design languages (or design approaches) are different and communication suffers. This talk outlines how you can find your primary gamification language and introduces five languages: (1) goals and challenges, (2) quality of content and context, (3) incentives, (4) motivating actions, (5) system mechanics. Each of these present different perspectives on pursuing gameful design, but they are not always distinct – in fact, being able to speak all five gamification languages fluently will make you a better gameful designers. The talk will introduce each gamification design language with examples of how to apply these languages in a gamified learning context. You will be able to self-assess your gamification language and comprehend the language of other gameful designers in your time. If you learn more than your primary gamification language, you can apply these languages to improve your gameful designs for wider audiences.

Baltasar Fernández-Manjón (Keynote)
Gamification in medical training: from content and procedures to game-like applications
Nowadays gamification is being widely used in different domains and for very different purposes and frequently just as an add-on on pre-existing systems. We consider that gamification approaches are more effective when they are integrated into the actual systems modifying operational procedures to increase the impact in those organizations. When the gamification try to improve the behavior, the training or the practice of the personnel then they should be a key aspect. We consider that any gamification approach in medical training should consider the medical personnel and their way of work as a key central elements. Medical experts should be involved at all stages of the modeling and developing any kind of gamified or game-like approach. This requires to create new lean methodologies where medical experts can cooperate with developers and be involved in all the stages of the development process. That is, from the gamified approach inception to the content development and to its final evaluation. We will present our experience in creating different game-like applications for medical training in different domains and in cooperation with different medical institutions (e.g. Spanish National Transplant Organization, Complutense Medica School, Harvard-MGH).

Isidro Quintana (Keynote)
Learning from entertainment, is it possible?
The mobile game industry is the most competitive market out there, there is 4000 apps uploaded a day to compite, with this scenario only the best games are able to survive and make money, but, what defines a good game? A good game is the one that your players love and for that you need to know a: who is your player b: what they want c: what engages them. knowing the needs of your players are key so measure their behavior is a must nowadays. In this keynote we will show you how we learn from our players to increase retention on casual games and how we make earnings grow with effective monetization strategies.