Workshop organizers: gamilearn[at]ull.edu.es
1st International Workshop on Gamification and Games for Learning
June 5-6, 2017, Tenerife, Spain

Speakers

Lennart Nacke

Associate Professor

He is the Director of the HCI Games Group and an Associate Professor for Human-Computer Interaction and Game Design at the University of Waterloo. He is researching the cognitive and emotional aspects of player experience in video games. He has worked as a gamification consultant, chaired the CHI PLAY 2014 and Gamification 2013 conferences, and is currently the chair of the CHI PLAY steering committee.

Baltasar Fernández-Manjón

Full professor

He is full professor in the Department of Software Engineering and Artificial Intelligence at the Complutense University of Madrid (UCM). He received a Bachelor in Physics and a PhD in Physics from the UCM. He is specialized in e-learning, game-based learning, user modeling, educational application of ICT, games and simulations in the medical domain. He is involved in different EU projects.

Isidro Quintana

CEO Promineo Studios

 Certified in graphic design and audiovisual communication with a specialization in art direction, he also studied at Stanford University. He has been 13 years dedicated to the world of audiovisual creation. He worked on the full range of audiovisual creation world, but his specialty is 3D animation, motion design, and visual effects. He is the CEO & Creative Director at Promineo Studios.

The 5 gamification languages: The secret to gameful experiences that last

Lennart Nacke (Keynote, 1h)

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.

Gamification in medical training: from content and procedures to game-like applications

Baltasar Fernández-Manjón (Keynote, 1h)

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).

Learning from entertainment, is it possible?

Isidro Quintana (Keynote, 1h)

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.

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