May 2016
Power of Gamification – Impact
on Business, Social and Economic Development,
Leicester Success through the Gamification Lens, Virtual Worlds & the Skinningrove Jetty Story
Asia Pacific Healthcare Simulation, Bangkok International Digital Content
Festival,
Thailand E-Learning Association, Malaysia Inaugural Gamification for
Education Workshop, Singapore Medical Simulation Lab, 360 degree Aerial
Images, Upcoming Conferences
In this
Edition
·
Power of Gamification – Impact on Business, Social
and Economic Development
·
Leicester’s Success through the Gamification Lens
·
Virtual Worlds and the Skinningrove
Jetty Story
· Asia Pacific Healthcare Simulation Conference 2016
· Bangkok International Digital Conference Festival 2016
· Thailand E-Learning Association Workshop
· Malaysia’s Inaugural Gamification for Education and Health and
Well-Being Conference and Exhibition
· Singapore Medical Simulation Lab
· Health and Well-Being in the Ageing Society
· Personal Health Management for Chronic Conditions such as COPD
· 360 Degree Aerial Images
· Featured Upcoming Events
o June 8th Medilink
Innovation Day
o June 17-19 6th Annual Digital Medicine Academic Meeting of
Chinese Medical Association
o June 21st TEDx Leicester
Salon Event – Carpe Diem
o July 7/8 International Symposium on Digital Earth (ISDE)
o July
28/29 Thaisim
o Sept 7/9 VS Games 2016
o Sept 23/24 Singapore Health and BioMedical
Congress
o Nov 28/Dec 1st SEANES 2016 Ergonomics and Human
Factors Conference
· Calls for Papers
· Recent Articles and Presentations
· Future Events Listing
Power of Gamification – Impact
on Business, Social and Economic Development
Leicester
City Football Club Victory Parade and Selected Images celebrating Success
Welcome to the GAETSS May 2016
E-Newsletter.
I make no apology for using the success of
Leicester City Football Club in becoming premier league football champions
to illustrate how important gamification concepts could be in today’s
society. This importance is not just about the impact that winning the
league championship will have on the Leicester City Football Club but the
success also provides wider lessons we can draw around how gamification
concepts (sometimes enabled by technology) can shape the future of
businesses, communities and economies.
Leicester achieved this season what was
regarded as an impossible dream. So unlikely was the prospect of Leicester
winning what is arguably football’s premier competition that the
bookmaker’s odds of 5,000 to 1 at the beginning of the season were
described as more unlikely than finding the Loch Ness Monster or Elvis
Presley alive. To win by a margin of 10 points in a competition which is
based on 38 football games over a season is no fluke or random event but
something which has been achieved by a group of people sharing a common
vision, motivated by inspirational leadership and supported by
collaboration with a whole network of partners in a “win-win” ecosystem.
What makes Leicester’s success so special
is not so much the remarkable “against the odds” achievement but more the
response of the citizens of a city which has not known success like this in
132 years of the football club’s existence, eclipsing even the remarkable
find of King Richard III’s remains in a car park.
I was delighted to share in the
celebrations along with almost 250,000 people and the atmosphere in the
victory parade through the city was captured by the slogan on many people’s
shirts and flags “We’ve only gone and won the Premier League!!”, expressing
in one sentence surprise, pride and humility at an event which most people
in the city regard as a “one-off”, “never to be repeated” occurrence. This
was the city of Leicester’s “moment in the sun” both literally and
metaphorically, their 15 minutes of fame.
It is this response to finding the city
suddenly catapulted into a global spotlight through the efforts of a
relatively small number of people who are totally unconnected with and have
no responsibility for the social and economic development of Leicester
which will transform and shape the future of Leicester and its citizens.
Unlike the bigger, heavily financed clubs from London and Manchester for
whom success is almost an expectation, the Leicester success will inspire a
whole generation of citizens in the same way that the 1966 World Cup win
inspired the British people for decades to come.
For me, it brought back memories of the ComKnet project in 1998 when we sought to use the
impact of a former citizen of Market Harborough (and Leicester), Thomas
Cook, to inspire the citizens of Market Harborough to a common vision of
making this small market town a leading innovator in the use of disruptive
communications technologies. The ComKnet project
was a journey that took me to Downing Street and led me to discover a High Tech
Milkman, a senior BBC Cameraman and a special effects film expert employed
on the Harry Potter films on my doorstep. You can watch a video of the ComKnet story on YouTube at https://www.youtube.com/watch?v=8hm4AkNbTlM.
The key Gamification elements that are
common to all these stories are Challenges, Goals, Rewards, Intrinsic
Motivation, Teamwork, Relationships, Measurement and Feedback. What the
Leicester City Football Club achieved for the citizens of Leicester can
provide a template for the use of Gamification concepts in almost every
business and community.
Leicester’s Success through the
Gamification Lens
Leaders
bring engagement, motivation and belief in self-efficacy through
Gamification strategies
Quite some time ago, I wrote a White Paper
on the Theory and practice of Gamification (see Slideshare
Page http://www.slideshare.net/dwortley/gamification-and-enabling-technologies-white-paper
). I argue that every human activity can be viewed through a “Gamification
Lens” in which we assume a role depending on our circumstances and
motivation to influence that activity. In many human activities like love,
politics, work etc., we even use the word “Game” to describe the activity.
The roles that we assume can be expressed
as a hierarchical pyramid where those who choose to have no interest in
being involved are described in this model as “hermits” and each layer
above the hermit has an increased level of engagement/ interest/ influence.
The challenge in any human activity is to increase the level of engagement
of stakeholders so that spectators become fans and players working towards
a common goal. Good leaders or “Games Masters” have the ability to build
ecosystems of engaged individuals who can all contribute to a successful
outcome.
Today we have what I believe is
increasingly a “Spectator Society” where individuals feel that power and
responsibility for change is outside of their control, expressed in the
diagram above as an “External Locus of Control”. Leaders have the ability
make people believe in themselves and their ability to make things happen.
Leicester’s success is an example of how
leaders such as Claudio Ranieri, the Thai owners
of Leicester City Football Club and the backroom team have successfully
made these transformations both within the city of Leicester and all around
the globe where Leicester City’s achievements will inspire and influence
many thousands of people in a very positive way.
Virtual Worlds and the Skinningrove Jetty Story
Skinningrove Jetty developed in the
Virtual World and now under construction in the physical world
https://www.facebook.com/skinningrovejetty
Another, quite different story of the power
of Gamification and Enabling Technologies to impact social and economic
development is set in the North East of England in a former mining
community called Skinningrove where one of my
social entrepreneur friends, Steve Thompson, was heavily involved in a
project to repair a jetty that once was used to carry iron ore to the steel
industries before it was badly damaged by being blown up by British Marines
in the Second World War to prevent its use in a possible invasion.
After the war, the Skinningrove
community suffered badly from the decline of the steel industries in the
Teesside area but two members of the Skinningrove
community were determined to revitalise the community by raising funds to
rebuild the jetty as a tourist attraction and a catalyst for local business
enterprise. With Steve Thompson’s help and the support of local
politicians, they created a virtual version of what the jetty could look
like in Second Life and used the technique known as Machinima to make a
video of the opening of the rebuilt jetty. The costs of repairing the jetty
were substantial but, through the passion and commitment of the individuals
and the power of technology, the work is taking place and the latest video
of the project can be viewed on Facebook at https://www.facebook.com/skinningrovejetty
Asia Pacific Healthcare
Simulation Conference 2016
360 degree Image from Asia Pacific
Healthcare Simulation Exhibition – Click Image to View in 360 Degree
The Asia Pacific Healthcare Simulation Conference and Exhibition took place
in Kuala Lumpur at the end of April and was attended by around 100 health
professionals plus exhibitors from across South East Asia and China. My
presentation at the event was on the theme of “The Past, Present and Future
of Medical Simulations” (http://www.slideshare.net/dwortley/past-present-and-future-of-medical-simulations
). I drew on my experience from my time as the Founding Director of the
Serious Games Institute at Coventry University to describe the use of
simulation technologies developed for the games industry to create
realistic training scenarios for diverse scenarios which included triage
training for paramedics in responding to a city centre explosion,
simulation of death from a head wound and treating computer generated
realistic patients in an Accident and Emergency situation.
Medical simulations are becoming
increasingly sophisticated and their application is evolving in ways which
could have a profound impact on the medical profession, leading eventually
to the possibility of routine surgical procedures being performed by either
a robot surgeon or an individual whose skills are based on manual dexterity
rather than a lifetime of training and experience.
Keyhole
Surgery Simulator with Haptic Feedback
Evolution of Medical Simulations
The evolution path for medical simulations
could be summarised in the following way :-
THE
PAST
The
use of animations and virtual worlds to simulate medical scenarios too
expensive, dangerous, rare or impractical to create in a physical setting.
The focus being on creating an experience of a medical scenario in a safe
environment which can be monitored, assessed and debriefed by human
experts. Simulations and serious games were typically single user.
Mannequin dummies and volunteer patients with simulated wounds widely used.
THE
PRESENT
Increasingly
sophisticated multi-user simulations involving collaboration between users
over a network. Ability to customise scenarios and set up virtual cameras
to record performance for use in debriefing. Mixing of physical and virtual
environments and increasing use of physical simulators which can provide
haptic feedback to the user and record the user performance. Increasing use
of technology to monitor, assess and provide feedback to the user.
Mannequin dummies are becoming more realistic and with embodied artificial
intelligence.
THE
FUTURE
Artificial
intelligence, Sensor Technologies and Robotics could revolutionise medical
simulations using real-time data and the integration of physical and
virtual environments to either enable non-surgical staff to perform patient
diagnostics and routine operations or robots to perform diagnosis and
surgery. Wearable technologies and embedded sensors monitoring citizen
health are likely to be used to simulate future health prognosis with a
focus on preventative healthcare and better tools for personal health
self-management.
The
Moulage Workshop demonstrated the use of
theatrical makeup to simulate wounds
Moulage
Workshop
One of the most interesting and interactive
sessions at the conference was a Moulage Workshop
which showed how readily available theatrical makeup can be used to create
very realistic simulations of wounds. These techniques are widely used in
large scale disaster simulations in which volunteers play the part of
wounded citizens and are triaged and treated by the emergency services.
The use of volunteers with simulated wounds
and mannequins which are becoming increasingly lifelike and responsive to
medical interventions will always form an important part of medical
training.
Bangkok
International Digital Content Festival
Business
Matching Meeting at the Bangkok International Digital Content Festival
The Bangkok International Digital Content
Festival (BIDC) is an annual event which celebrates the creative abilities
of Thai companies in the areas of film, animation, graphics design and
games. BIDC incorporates a lot of parallel activities in various locations
and creates a strong brand identity for Thailand’s creative economy. This
year was the second time I took part in the international business matching
event, providing creative Thai companies with a kind of “speed dating” business
matching opportunity to explore collaboration between Thai companies and
international partners.
Example
of Snoozefox Artwork
I met several very talented Thai creative
companies involved in games, animation, virtual reality and graphics
design. Their capabilities could add genuine value to European games
developers seeking to outsource some of their development work. One example
of such a company is SnoozeFox (www.snoozefox.com) who are looking to
provide 2D/3D Graphic, Art Design, and Programming for Interactive
Applications.
You can view
their portfolio at https://dl.dropboxusercontent.com/u/127080497/Snoozefox_Portfolio_2016.pdf and their
contact is CEO Ramin Salhani
(ramin@snoozefox.com)
For more
information about other Thai companies interested in providing outsources
services, contact me at david@gaetss.com
Thailand E-Learning Association
Workshop
Host
and presenters at the E-Learning Association of Thailand (E-Lat) Event in Bangkok
It was my privilege to be invited as a
keynote speaker at the Thailand E-Learning Association Seminar event held
in Bangkok immediately after BIDC. I spoke on the topic of “The Past,
Present and Future of E-Learning and the Impact of Technology”. The key
message behind my presentation about the evolution of Technology Enhanced
Learning is that the role of the teacher in today’s education environment
has fundamentally changed as increasingly sophisticated computing and
communications technologies provide both ready access to current knowledge
and embedded student assessment tools.
A s technology encroaches on tasks
traditionally managed by human beings, teachers need to concentrate on
those human attributes which motivate and inspire students in ways which
technology is unlikely ever to match. I also stressed the need to shift
education strategies towards more vocational training based on human skills
in order to avoid creating large numbers of unemployed intelligent
graduates being trained for jobs which in future will be done by machines.
Malaysia’s
Inaugural Gamification for Education and Health and Well-Being Conference
and Exhibition
Malaysia’s Deputy Minister of Education
launching the first Gamification for Education Workshop at UPSI
It was an
honour to be the keynote speaker at Malaysia’s inaugural Gamification
Seminar and Exhibition held at the Universiti Pendidikan Sultan Idris (UPSI) Education Research
Laboratory in Tanjung Malim,
Perak, Malaysia. The seminar was launched with an opening ceremony by the
Deputy Minister of Education YB Datuk Mary Yap Kain
Ching who spoke enthusiastically about Malaysia’s commitment to advanced
education strategies to meet the challenges of the 21st century.
My
presentation which covered both the impact of technology on education
practices and personal health management was delivered to an audience of
staff and student teachers. The event was facilitated by Serious Games
Asia, led by Ivan Boo and featured some very interesting and informative
presentations from speakers across South East Asia.
The afternoon
session featured a remote skype presentation by Lucia Pannese who covered
the use of serious games for education and health applications in various
European projects such as Rehab@Home, Pegaso and DOREMI (http://www.doremi-fp7.eu/)
To view a
copy of my presentation see http://www.slideshare.net/dwortley/gamification-in-education-and-personal-health
Singapore
Medical Simulation Lab
Singapore
General Hospital’s Simulation Lab for training surgical skills
Following the Asia Pacific Healthcare
Simulations Conference in Kuala Lumpur, I took the opportunity to visit
Singapore’s General Hospital Simulation Lab as a guest of one of the
conference keynote speakers, Assoc. Professor Fatima Lateef who is a Senior
Consultant at the hospital’s A&E department. The Simulation Lab is
equipped with a full range of the latest equipment and reminded me of a
very similar facility of London Imperial College’s Teaching Hospital near
Paddington Station.
The Simulation Lab has adjacent rooms with
one-way mirrors and recording facilities to monitor training scenarios
which typically use mannequin dummies. The visit illustrated the importance
of debriefing exercises which are an integral part of medical training.
After visiting the Simulation Lab, Assoc.
Prof. Lateef showed me round the accident and emergency facilities and
discussed the processes in place to deal with pandemics and highly
infectious diseases which require special precautions. As a member of the
Singapore Parliament, she is also interested in issues such as the Ageing
Society and we talked about the European project DOREMI (http://www.doremi-fp7.eu/) which uses
Gamification and enabling technologies to address physical and cognitive
decline in the elderly.
Health
and Well-Being in the Ageing Society
The percentage of younger working population
per older non-working citizen is falling rapidly
There are a
number of demographic time-bombs primed to have a potentially devastating
impact on society in the not too distant future. The Ageing Society
phenomenon is one of the most important because it challenges the very
sustainability of some very important health services we have come to take
for granted in the UK.
I speak from
the personal experience of seeing my mother’s decline through dementia
before she died in a care home at the age of 86. Both myself and my mother
were very fortunate that the care services available to her ensured that
she was looked after very well when she needed it and that these costs were
largely borne by public health services.
With life
expectancies increasing and birth rates stagnant or in decline, we are
already seeing a drop in the percentage of the working population compared
to the population of people over the age of 65. This shift in demographics
is already forcing changes in the formal retirement age to avoid the
“pensions black hole” and, in the UK at least, there are regular press
articles about the quality of care available to the elderly.
Projects such
as DOREMI described earlier use Gamification and consumer enabling
technologies to promote healthy active ageing and avoid or at least delay
the onset of dementia and similar conditions.
My own view
is that, as a society, we need to view the ageing population as a potential
asset to society rather than an inevitable cost burden which needs to be
minimised by using technology to cut the cost of care to a minimum.
Personal
health Management for Chronic Conditions such as COPD
Helping citizens with chronic conditions to
better manage personal health is vital for sustainability of Public Health
Services
Related to
the Ageing Society issue is the provision of facilities for people with
chronic conditions such as Chronic Obstructive Pulmonary Disease (COPD)
which causes a decline in lung function and has a serious impact on
sufferers and their families and carers. I have been collaborating with a
UK company, Aseptika, who are based in Huntingdon
and whose founders have a clinical education background.
Aseptika (www.activ8rlives.com)
design and develop wearable technologies such as the Buddy Band to help
citizens to better understand and manage their personal health. Of all the
wearable technology providers that I have been exploring, Aseptika have one of the most complete portfolios of
consumer devices contributing to a personal health platform designed to not
only support preventative healthcare but also to help patients with long
term conditions such as COPD to avoid or at least defer decline in health.
See http://www.activ8rlives.com/information/case-studies/
for information on Aseptika case studies
360
Degree Aerial Images
Aerial
view of Northants Countryside captured from 360 degree
video using Theta S camera and 3DR drone
Following on from last month’s exploration
of the functionality of both the Theta S 360 degree
camera and the 3DR drone, I combined the 2 technologies to try to get a
bird’s eye aerial video of my local countryside. I was able to mount the
Theta S camera on top of the 3DR drone and set the video recording before
the drone started its flight to avoid interference between the WiFi functions.
You can view a short video in 360 degrees
at https://theta360.com/m/dDgBcuY1UHWXpXi25Hm5TDqOe
which was captured as the drone hovered over the Old Barn
Featured Upcoming Events
June 8th Medilink
East Midlands Innovation Day
The
Medilink East Midlands Innovation Day is the
foremost Life Sciences event in the East Midlands, regularly attracting
250+ delegates and 30+ exhibitors. The day consists of a conference,
with top speakers covering hot topics relating to the sector, an
exhibition, and a business awards dinner. There will also be plenty of time
to network throughout the day.
- Network with the who’s who of the Life
Sciences sector in the East Midlands
- Catch up with business colleagues and make
new connections
- Gain insights from key speakers from
across academia, business and the NHS
- Celebrate regional successes at the Medilink East Midlands business awards dinner
For
more details of the event go to http://www.medilinkem.com/events/innovation-day-2016
June 17-19 6th Annual Digital Medicine
Academic Meeting of Chinese Medical Association
The 6th
Annual Digital Medicine Academic Meeting of the Chinese Medical Association
takes place in June in Nanjing, China from June 17-19. I have been invited
to speak at this conference which boasts a very large international
selection of speakers. My presentation will focus on the impact of wearable
technologies on personal health management.
For
more details of this event go to http://www.bitcongress.com/nccsdm2016/
June 21st TEDx Leicester
Salon – Carpe Diem
"Carpe
Diem" - Seize the day :
The purpose of life is to live it to taste
experience to the utmost, to reach out eagerly and without fear for newer
and richer experience” Eleanor Roosevelt.
We have a general problem in our society
where we are not fully using our human resources effectively, what can we
do to overcome these challenges and how can we seize the day? Come and join
the conversation with our speakers who will feed your mind and inspire you
with their reflections and experiences
For more details
of the event, see https://www.facebook.com/events/216338942084287/
July 7/8 International Symposium on Digital Earth
(ISDE)
The International
Symposium for Digital Earth 6th Summit takes place in Beijing
from July 7-8. The theme of this year’s summit is Digital Earth in the era
of Big Data.
For details of this event go to http://isde2016summit.org/
July 28/29 Thaisim
The theme of this
year’s annual Thaisim conference which is being held at Sripathum
East University, Chonburi in Thailand is “The
power of games, simulations and debriefing to teach more in less time”.
Thaisim conferences are always memorable events not only for their content
and networking opportunities but also for the wonderful hosting.
For more details go to http://www.thaisim.org/ts16/ts2016.html
Sept 7/9 VS-Games 2016
The VS-Games 2016
conference in Barcelona is the 8th International Conference on Virtual Worlds and Games
for Serious Applications. Topics for this year’s conference include :-
·
Alternate reality games
·
Virtual environments
·
Augmented reality
·
Game design
·
Animation for serious games and virtual
worlds
·
AI applications for serious games
·
Serious games methodologies
·
User-modelling in serious games
·
Pervasive gaming
·
Interactivity issues
·
Visualisation techniques
·
Human-computer interaction
·
Mobile games
·
Education and learning
·
Multimedia gaming
·
Case studies in serious games and
virtual worlds
·
Gamification
For more details
go to http://vsgames2016.com/
Sept 23/24 Singapore Health and
Biomedical Congress
The Singapore
Health and BioMedical Congress is flagship
international event with top class international speakers which this year
will include James Kinross from Imperial College. The theme of this year’s
conference is “Forging a Sustainable Relationship-Based Healthcare System”.
For full details of the event go to http://shbc.com.sg/
Nov 28/Dec 1st SEANES 2016 Ergonomics and Human Factors
Conference
The 4th SEANES 2016 Ergonomics
and Human Factors conference in South East Asia will be held in Bandung
Indonesia. The theme of this year’s event will be:- “Green Ergonomics: Sustainability, Productivity, and
Well-being”. Within this theme, SEANES 2016 Conference supports and
expands the application of human factors and ergonomics with regards
to recent local and global needs. This international conference aims
to enhance the awareness of the importance of Human Factors Engineering
(HFE) in various human activities and application domains, including
product design, learning, communication, healthcare, transportation,
defence and security.
For
more details of the event go to https://seanes2016.org/
Calls for Papers
Below is a selection of current calls for
Papers, Posters and Articles that may be of interest :-
………….……………..
The Thirteenth International Conference on Technology,
Knowledge, and Society to be held at University of Toronto, Toronto, Canada
from 26-28 May 2017 is seeking proposals for
papers and presentations.
If you are interested, visit the web site
at http://techandsoc.com/2017-conference/call-for-papers
……………………………
The 1st
Call for papers for ESM'2016 - The 30th annual European Simulation and
Modelling Conference SIANI - Universidad de Las Palmas Gran Canaria - Spain October 26-28, 2016 has been released.
For details
of this CFP go to http://www.eurosis.org/cms/?q=taxonomy/term/383
……………………………………
Recent
Articles, Presentations and Papers
A comprehensive
list of archived articles, presentations and videos can be accessed at my
website – http://www.davidwortley.com/listing.html
The most recent
updates are shown below :-
Date
|
Article/Presentation Title
|
Comments
|
March
2016
|
Technology,
Knowledge and Society Presentation from Buenos Aires.
View the
presentation here
View conference
images here
|
The Technology,
Knowledge and Society Conference covered a broad range of topics which
examined the positive and negative aspects of technology on the future of
society
|
April
2016
|
Gamified
Wellbeing for all Ages Paper and Presentation for Medicon
2016
View the paper here
View the
presentation here
View the
conference images here
|
The Medicon 2016 Conference provided an opportunity to
meet academics and practitioners involved in a broad range of biomedical
technologies and applications
|
Upcoming
Events Listing
Below is a list of forthcoming conferences –
also accessible at http://www.davidwortley.com/events.html
Date
|
Event
Name / Description
|
Location
|
Web
URL
|
Jun 8
|
Medilink EM Innovation Day
|
Nottingham,
UK
|
http://www.medilinkem.com/events/innovation-day-2016
|
June 17-19
|
6th Annual Digital Medicine Academic
Meeting of the Chinese Medical Association
|
Nanjing
|
http://www.bitcongress.com/nccsdm2016/
|
Jun 21
|
TEDx Salon – Carpe Diem
|
Leicester,
UK
|
https://www.facebook.com/events/216338942084287/
|
Jun 21-23
|
Immersive
Education Italy - 6th Annual European Immersive Education Initiative
|
Padua,
Italy
|
http://summit.immersiveeducation.org/Italy/
|
Jul 25-26
|
Systemics, Cybernetics and Informatics: WMSCI 2016
|
Bangkok,
Thailand
|
http://www.assit2016.org/
|
Jun 27
|
Games for
All - Empowering UK Games Businesses to Go Global
|
Liverpool,
UK
|
http://ukie.org.uk/tags/ifb
|
Jun 27 -
Jul 1st
|
Immersive
Learning Research Network Conference 2016
|
Santa
Barbara, USA
|
http://immersivelrn.org/ilrn2016
|
Jun 29
|
Medilink Digital Health Special Interest Group
Workshop, Health and Social Care Data Interface
|
Leicester,
UK
|
TBA
|
Jul 5-8
|
WMSCI 2016,
Systemics, Cybernetics and Informatics:
|
Orlando,
Florida
|
http://www.iiis2016.org/wmsci/website/about.asp?vc=1
|
Jul 7
|
How to Flip
a Classroom and Land on Your Feet Workshop
|
Coventry,
UK
|
https://www.eventbrite.co.uk/e/how-to-flip-a-classroom-and-land-on-your-feet-tickets-24869780182
|
Jul 7-8
|
ISDE Symposium – Digital Earth
|
Beijing,
China
|
www.isde2016summit.org
|
Jul 28-29
|
Thaisim – Games and Simulations for Learning
|
Bangkok,
Thailand
|
http://www.thaisim.org/ts16/ts2016.html
|
Aug 17-19
|
Revolutionary
Learning 2016
|
New York,
USA
|
http://www.revolutionarylearning.org/
|
Aug 23-26
|
Immersive
Colorado
|
Denver, USA
|
http://immersiveeducation.org/
|
Sept 7-9
|
VS Games 2016
|
Barcelona,
Spain
|
http://vsgames2016.com/
|
Sep 13-15
|
Eurosis GameOn'2016
|
Lisbon,
Portugal
|
http://www.eurosis.org/cms/?q=taxonomy/term/381
|
Sep 23-24
|
Singapore Health and BioMedical
Congress
|
Singapore
|
http://shbc.com.sg/
|
Nov 22
|
World of Health IT Congress
|
Barcelona,
Spain
|
http://www.worldofhealthit.org/ehome/index.php?eventid=141909&
|
Nov 28 –
Dec 1st
|
SEANES 2016 Ergonomics and Human Factors
|
Bandung,
Indonesia
|
https://seanes2016.org/
|
May 26-28
2017
|
Technology,
Knowledge and Society 2017
|
Toronto,
Canada
|
http://techandsoc.com/2017-conference
|
If you would like any presentations, videos or
documents circulated to my network, I am happy to provide this service free
of charge for any material relevant to readers of this newsletter. If you
are interested, contact me at david@davidwortley.com.
Best Wishes for a Better
Future for all Mankind
David Wortley
FRSA
Founder and CEO
GAETSS –
Gamification and Enabling Technologies Strategic Solutions
Shaping the
Future of Business and Society through Human Development and Motivation
Landline:
+441327811827
Mobile Phone :
+447896659695
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