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.

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.

Anna Cechony, Research and Accessibility Strategy, foundry10 &
Marc Pacampara, VR Team, foundry10

To Expeditions and Beyond: Virtual Reality in Elementary Education

Foundry10 is a research organization studying ways elementary educators dynamically integrate virtual reality into classrooms. Initial barriers for elementary educators using VR, like age restrictions on advanced headsets, students not owning their own devices, fewer types of content available and elementary classroom management can prohibit innovative uses of VR. We will share insights and challenges from our study of four classrooms integrating VR in unique ways, helping educators move through these barriers and implement VR play effectively into curriculum.

Arianne Miller, Managing Director, The Lab at OPM, U.S. Office of Personnel Management
Creating an Enabling Environment for Learning

Adoption of Serious Games and other creative approaches to problem-solving requires a receptive, enabling environment. Influencing the people and systems that determine that receptivity requires intentional effort. This talk will focus on approaches to making that shift toward creative approaches within the complex environment of the U.S. federal government.

Barry Kinsey, Manager, National Continuity Training Programs, FEMA
How FEMA Prepares Leaders for Continuity in Face of Terrorism


Barbara Chamberlin, New Mexico State &
Bob Hone, American Univ &
David Gagnon, Univ. Wisconsin &
John Sharp, Parsons School of Design
University-Affiliated Studios


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
– Risks

Benjamin Stokes, Civic Media Scholar and Designer, American University/Game Lab
Assessment and Impact: Rethinking Partnerships and Expertise for Designers

There is growing fragmentation between designers and researchers. Designers are under increasing pressure to collaborate with social scientists, including to measure impact, and to improve the product itself. Silos are deepening as language is politicized; better strategies for collaboration are also needed. This session will analyze several models for training designers (especially design students) to collaborate with researchers on “impact.” In many cases, assessment is best understood as part of the design process.

Bette Gardner, Founder and CEO, Breakthrough Learning,
Makers of Friday Night at the ER &
Jeff Heil, BLearning

Rx for Organizational Performance: Using a Tabletop Game to Teach Cross-Function Collaboration

In the 1990s, healthcare consultant Bette Gardner became an accidental game developer when she designed a board game to help a California hospital with overcrowding in its emergency room. The game taught management that patient flow from the ER ” and the hospital’s overall performance ” would improve only if all the hospital departments were more effective at high level collaboration. Today, Friday Night at the ER is used by 1,000+ organizations in 40 countries to teach people to team, innovate and use data more effectively.

Join Bette and co-presenter Jeff Heil for a look into the original problem Bette sought to solve, how she designed the game, and lessons they’ve learned in marketing the game to healthcare, education and corporate clients.

Boris Willis, Associate Professor of Experimental Game Design, George Mason University
An Artistic Template for Audience Engagement

In 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.

Bradley Tanner, MD, Technical and Visionary Lead, 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.

Bradley Tanner, MD, Technical and Visionary Lead, HealthImpact.studio
Experience Building an Entertainment-Quality VR Experience and Sneaking in Positive Impact

Today’s game players are a sophisticated lot. They want challenge, advanced mechanics, engagement and a novel experience. When they get that they bring enthusiasm and energy. The talks provides a specific example of a game called “Food Fight in VR” that built and is refining a game that meets their expectations for an entertainment quality product but has a positive “serious” outcome for the player.

Brenda Bannon, Associate Professor, George Mason University
Live Sims for First Responder Training

Data analytics and the explosion of over 20 billion Internet-enable devices predicted to be wirelessly connected to our workplace environments, homes, and bodies by the year 2020 have the potential to fundamentally change the how, what and where of learning and training.  This presentation will describe a current NSF-funded research project to instrument first responders in live simulations with wearable devices to reveal and visualize mobile behavioral analytics in near real-time and potentially transform emergency response training in the future. A multidisciplinary team of academic researchers from GMU will describe this effort to conduct cycles of educational design research and development as well as their participation in the NIST Global City Teams Challenge to generate and improve smart city technologies.  The research and prototyping processes will be highlighted when designing for sensor-based, mobile data analytics and experiential learning in high stakes, high risk situations such as fire & rescue live simulation contexts.

Carole Bagley, President & Team Lead for The Technology Group, Inc.,
Distinguished Service Professor – Adjunct at the 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 Croft, Ph.D., 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.

Chitra Sarma, Organisations & Alternatives Consulting
Using Traditional Games for Org Culture Building


Christopher Lazzaro, CEO and Chief Mythologist, MetaMythic &
Michael Dockery, Co-Founder and Creative Director, MetaMythic
Applied Fiction: A New Hope For Corporate Training
Transform Employees into the Heroes They Were Meant to Be

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.

Colleen Macklin; Founder and Co-Director of PETLab;
Prof. at School of Art, Media and Technology, Parsons School of Design &
Barbara Chamberlin, New Mexico State University &
Bob Hone, American University Game Lab &
David Gagnon, Director of Field Day Education Research Lab, University of Wisconsin – Madison
Gaming the System: How Games Make Meaning in a Mixed Up World

Choice. Competition. Resources. Winning. Losing. Videogames or Capitalism? This is a talk about how everyday games embody political potential. To make the connection between play and politics we’ll look at specific examples of games—whether they be serious or decidedly unserious—and how they make meaning in a mixed up world.

Craig Goolsby, Goolsby, MD, MEd, FACEP,
Uniformed Services University, National Center for Disaster Medicine & Public Health

Teaching Combat Casualty Care at America’s Medical School

Whether it’s a school shooting or marathon bombing, combat-type injuries happen at home with alarming frequency. Recently, the National Academies of Science, Engineering, and Medicine released a report calling for enhanced military-civilian collaboration to eliminate preventable trauma deaths. This session details the Uniformed Services University’s robust and innovative approach to teaching battlefield trauma, leadership and communications skills to interdisciplinary learners using an array of simulators and techniques, such as human-worn hybrid simulation and patient-perspective video feedback.

Dan Norton, Chief Creative Officer, Filament Games &
Dr. Kelly Whitney, Ed.D., Chief Product & Partnerships Officer at iCivics
How to Deliver Innovative and Inclusive Game-based Instruction at Scale

In this session, Dr. Kelly Whitney, Ed.D., iCivics’ Chief Product & Partnerships Officer, and Dan Norton, Filament Games Chief Creative Officer, discuss how their shared focus on purpose, process, practicality, and playability have contributed to iCivics’ unparalleled success in the civic education and game-based learning spaces. With 68 million lifetime plays and more than 5 million student users in 2017 alone, iCivics and Filament have navigated a year of explosive platform growth, harnessing the national conversation around civics and navigating the emergent needs of our nation’s changing demographics.

Join us as we share the secrets behind iCivics’ swift widespread adoption, reflect on the affordances and challenges that face a rapidly growing learning platform, and discuss our latest efforts to engage all U.S. students in civics education through inclusive new initiatives like English language learners (ELL) support and more.

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, Ph. D. Student, Technology Enhanced Learning, University of Lancaster
Gamification for Cybersecurity 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 Gagnon, Director, Field Day Lab @ University of Wisconsin – Madison
The Yard Games: Developing Theory Inspired, Low Cost, Short Duration Science Learning Games for Widespread Adoption

In this session we will explore a set of design principals, learning science theories and development methods that have rapidly produced ten short duration learning games that are used by over one million learners yearly.

David Metcalf, Sr. Researcher & Director,
Mixed Emerging Technology Integration Lab (METIL),
Institute for Simulation and Training, UCF

Blockchain for Games: Global Impact on Health, Finance and Media

Blockchain has much deeper potential that just paying for games with Bitcoin. Fundamental changes in verification of credentials, badging and multi-sided payment through Smart Contracts will change the way we reward learning and performance. This is particularly true in health, finance and media. Come learn a few key fundamentals and see early examples of games and media that incorporate Blockchain technology to achieve outcomes that could impact our world.

David A. Smith, CEO.Vision
An AR and VR Platform for Companies That Want to Stay Ahead

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.

Deepika Mohan, MD, Asst Prof of Critical Care Medicine and Surgery, Univ of Pittsburgh &
Michal Ksiazkiewicz, Game Designer, Schell Games
Improving Emergency Room Triage Outcomes with a Mobile Digital Game

With funding by the NIH, Deepika Mohan, MD resolved to discover whether a game could reduce diagnostic errors in the emergency room. The resulting mobile game challenges the diagnostic heuristics of physicians and teaches them to re-evaluate how they think of trauma patients. In this talk, Dr. Mohan, along with Game Designer Michal Ksiazkiewicz, will share details of game’s development as well as the conclusion of the study, which was recently published in the BMJ.

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 &
Lorin Grieve, PharmD; Instructor at School of Pharmacy, University of Pittsburgh &
Ravi Patel, PharmD, Lead Innovation Advisor, School of Pharmacy, 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.

Dmitriy Babichenko, Ravi Patel & Lorin Grieve, University of Pittsburgh
Univ-Wide Game Jam for Clinical Research and Practice Concepts

Games4Health was a game jam held at the University of Pittsburgh to address clinical and research needs in healthcare by assembling interdisciplinary student teams. The winning teams had a variety of opportunities to further develop their concept through conference presentations, University support fundraising, and grant opportunities with the original stakeholder. This session will review the planning/outcomes, fostering interdisciplinary teams, stakeholder roles, and lessons learned for future iterations.

Dominick Wright, Institute for Defense Analysis
How the Air Force Addresses Training and Analysis for Wargaming

Over the past 10 years, the United States Air Force has made considerable strides towards improving the rigor and overall conduct of its Title X wargame campaign – an operational-level wargame. A primary focus of improvement has been Air Force Logistics, which has resulted in the preliminary incorporation of modeling for everything from combat power generation at bases (i.e., sorties) to the delivery of bulk fuel through the operational energy network. Whereas some might see the present degree of rigor as a culmination of efforts, Dr. Wright sees them as a beginning. The presentation he will deliver will cover “lessons observed” for Air Force wargaming – by him and a select community of Air Force logistics and operations experts – along with his opinion on steps required to transition said observations into “lessons learned” implementations of Air Force operational-level wargaming.

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, CEO, Games that Work
Win the Boss Fight: Getting Management Support for Your Serious Game

The toughest level of your game is getting it to greenlight. You might emphasize modest goals (“It’s only an experiment.”)  But thinking small can be a losing strategy.

We’ll review a few recent case histories of bottom-up game projects that began with limited goals and limited support. Strategic thinking revealed how the game could advance larger corporate objectives, and earn more enthusiasm

Then let’s discuss your project: How will you win your boss fight?

Dr. Bron Stuckey; Global Consultant Specialist in Game Play, Game Inspired Learning,
Communities of Practice and Learning Communities; Innovative Educational Ideas
Making an Impact with Gameful Practices: A Few of the Best Examples I’ve Seen

Learn how play in our classrooms motivates learners to create new visions for their role in world. Explore how Self-Determination Theory becomes a force for good in K-12 play based learning. While games will be showcased, the heroes are the teachers whose pedagogy and creativity give context, authenticity, agency and opportunity for real world impact. This about moving beyond learning about the world to learning to have impact on it and turning engagement into civic efficacy and career opportunity.

Prof Eduard Babulak, 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, Director and Program Associate for the Serious Games Initiative,
Woodrow Wilson International Center for Scholars &

Carl Rauscher, Interactive Products Designer,
Education & Public Programs Division, National Archives and Records Administration &
Tiffany Taylor Attaway, Lead Technologist, Technology & Innovation Unit,
Foreign Service Institute’s School of Language Studies, U.S. Dept of State
Under the Hood: How Federal Agencies Design Games

Sometimes making games is messy business, even when you’re Uncle Sam. Come learn about some of the latest gaming projects coming out of the federal government, and how games are being used, designed, and enacted in the federal gaming space. From low budget space history games to big budget fiscal policy games, we will walk you through concept to creation and provide hands-on playing time with some of the games coming out of the federal agency realm. Game demos will be offered during the Q&A and as time allows. The approach may be different, but the end goal is the same: making learning fun.

Tiffany Taylor Attaway will talk about how the State Department is using its “holodeck” to build immersive learning simulations that train Foreign Service Officers to use foreign language skills in critical job-related tasks.

Eric Bauman, Senior Leadership Team for Innovation and Strategy, Adtalem Global Education &
Reid Adams, Ross University, School of Medicine &
Dan Norton, Chief Creative Officer, Filament Games
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.

Eric Gordon, Professor of Media Art at Emerson College
and Executive Director of the Engagement Lab
Meaningful Inefficiencies: How Play Can Lead to Trust and Engagement

Games are often touted as a means of encouraging specific behaviors. But in a context of increased distrust in institutions–from government to the media–it is more important for organizations to make room for interactions and generative meaning making than to nudge people towards already known behaviors. This talk focuses on the use of games for building trust between individuals and institutions, and suggests that we prioritize spaces for play over the efficient completion of tasks.

Garth Jensen, Director for Innovation, Naval Surface Warfare Center, Carderock Division
A Framework for Practicing Design at the Intersection of Culture and Innovation

Innovation has become the buzzword du jour, and organizations are increasingly mandating a “culture of innovation”. However, any effort to implement this mandate immediately elicits deeper questions, such as “What do we mean by innovation?”, “What do we mean by culture?”, and “Can we be intentional about creating this culture of innovation?”

Garth Jensen, Director for Innovation at the Naval Surface Warfare Center, Carderock Division, was given this mandate and has confronted those deeper questions. In this session he will describe a framework developed in response to those questions, and will illuminate the framework drawing from select use cases.

Garth Jensen, Director for Innovation, Naval Surface Warfare Center, Carderock Division
Using MMOWGLI to Reframe Wicked Problems as Grand Challenges

The challenge:  We live in an era of wicked problems ….. increasingly complex, open-ended, and uncertain ….. characterized by shifting requirements and invisible interdependencies. In this context, a hierarchically driven, top down approach to our thinking no longer works.

The opportunity: with mmowgli we can reframe our grandest challenge as a grand opportunity – to tap into our collective intelligence – to engage with our most difficult situations while also engaging with each other more deeply and meaningfully.

mmowgli is an online platform as well as a transformational practice that harnesses the potential of large, diverse groups for thinking and acting on emergent challenges and unmissable opportunities.

At the same time, mmowgli builds the creative capacity of the crowd by offering a more gameful, more novel, and more democratized way of engaging together with a problem than traditional methods afford. mmowgli shifts our institutional thinking away from narrow practices that create inert, top down blueprints towards a new culture of continuous, non-hierarchical conversation around challenges and our collective response.

In this session, Garth Jensen, the founder of mmowgli, will present the design principles behind mmowgli, illuminate those principles with a series of use cases, and discuss how audience members might use mmowgli for their own purposes.

Glen Hoptman, How to Think Like, LLC
Epistemic Games, New Knowledge, and Formative Assessments

Epistemic games are those games that are closely associated with role-playing, using real world scenarios, to facilitate the acquisition of the skills and the cultural adaptation to a profession. This approach to problem solving as a path to learning provides a learning-space of unlimited dimensions in which to organize, reorganize and apply traditional knowledge in innovative ways. Additionally, these games and related activities, go beyond the limits of traditional knowledge and disciplines by virtue of the interdisciplinarity they reveal and demand. Assessing these developments requires an approach to formative assessment that is not accommodated in traditional standardized exams.

This panel will discuss the challenges associated with this approach to learning, assessment, and knowledge representation, acquisition and utilization.

Ira Sockowitz, Learning Games Studios
Addressing the Foundational Skills Gap for Adults


James Collins, Director of Strategic Partnerships & Govt Relations, FableVision &
Seema Rao, Brilliant Idea Studio &
Effie Kapsalis, Smithsonian
Games in Museums

Best Practices for Museum Education Visitor Games.

James Gatto, Partner, Intellectual Property Practice Group. Sheppard Mullin
Don’t Play with the Law: Advice for Game Developers

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. It will also explain the legal issues involved in the use of blockchain technology with serious games.

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 Piechocki, Raytheon Blackbird
How VR Training for the V22 Osprey Is Changing How Marines Learn


Jim Lacey, Professor of Strategy, Marine Corps War College
What the Military Has Learned about Training Adults

I will review the past five years of gaming experience in teaching history and strategy to senior military officers and government officials. I will review the benefits and pitfall, as I have experienced them, and provide advice on how to integrate gaming into adult education and training programs.

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

With three decades of e-learning experience, Dr. Levy will present innovations in technology-enhanced education from the past, present, and into the future. He will highlight some of his medical education inventions and advances including some of the first laser discs, CD-ROMs, online case-based education, 3-D anatomical and procedural animations, robotic-assisted surgery, and virtual reality surgical simulation. He will describe the role of artificial intelligence and machine learning in medical education and clinical decision support and some future work in augmented reality. It is true that what were once dreams are now reality, but there are certainly more dreams to come.

Jenn McNamara, Vice President of Serious Games, 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 Estes, Smart Games Systems
Building Game Culture for Behavior Change and Innovation

Traditional training approaches to behavior change and innovation are proving inadequate given the scale and speed technology and risks are increasing. New thinking and tools are needed to increase resiliency, adaptability, and continuity of the learning. The solution: building a game culture. A game culture has the potential to shift thinking at a deeper level about how choices and behaviors impact the organization as a whole: improve performance outcomes, facilitate innovations, and better decision-making in the short- and long-term.

Jonathan Southgate, Program Manager for Experiential Learning,
Robert H. Smith School of Business, 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.

Judy Hale, Hale Associates Center
Updating Certification: Providing Robust Assessment 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.

Jurriaan van Rijswijk, MSc, Founder & Chairman, Games for Health Europe Foundation
It’s Happiness Stupid! – How Games Contribute to the Healthcare Value-Chain

The need for transformation is a global call. We are shifting towards a purpose economy. Ever thought of putting happiness before health profit? The central theme for healthcare will be about the impact it has on peoples’ happiness instead of how many patients are successfully cured. A mayor component of healthcare is about lifestyle interventions. And what better instrument for behaviour change we can use than a game? Yes of course two games 😊. How games can be part of the existing healthcare value and distribution chain will be the topic of this presentation.

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, Director of Online Programs, Center for Deployment
Psychology at Uniformed Services Univ. of the Health Sciences
Operation AVATAR: Training Mental Health Providers in PTSD Assessment and Theory

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.

Kevin McCabe, George Mason University
Teaching Economics in Virtual Worlds from High School to College Graduate


Lakita Edwards, Arts Education Program Specialist, 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 brief presentation.

Lev Horodyskyj, Arizona State University – Center for Education Through eXploration
Using Technology, Comedy, and Big Questions to Drive Student Learning

Online science courses can be bland and uninspired, often driven by learning outcomes, standards, and lists of items to master, often delivered in a standard package of videos and quizzes. Is there a better way of designing an online learning experience? I will discuss how lessons from gaming, movie making, and pedagogy can converge to create an inspiring learning experience using examples from two projects, “Habitable Worlds” and “Build a Nation,” while also discussing shortfalls and directions for the future.

Lindsay Portnoy, Killer Snails
Building a Game-Based Bridge Between Museums + Other Cultural Institutions


Lisa Holman, Deputy Chief Information Security Officer (CISO),
United States Postal Service (USPS) Corporate Information Security Office (CISO) &
Cary Harr, Senior Manager, Deloitte Consulting LLP
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 &
Scott Macklin, Creative Director of Interactive Learning
at the EarlyEdU Alliance, 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, Senior Program Officer, 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.

Mariam Adil, Founder, GRID – Gaming Revolution for International Development
Using Mobile Games to Inspire Meaningful Behavior Change

The session will trigger a dialogue around the role of innovative technology to inspire behavior change. At GRID we are tackling critical social issues such as menstrual health, racial stereotyping, poor financial literacy and climate change. I believe you cannot solve a problem if you don’t talk about it and games are a perfect medium to engage change makers.

I wear two hats in my professional life, an international development practitioner (at the World Bank) and a social entrepreneur (at GRID). This mix of experiences has given me a unique opportunity to build skills that are compatible with large organizations as well as a small business. I would love to share my experiences around game development, fund raising, implementation challenges and building partnerships. I want to leverage the Serious Play Conference to talk about the role of innovative technology in changing the world around us.

The two key messages of the session will be:
(i) How to create low-cost games for the bottom billion
(ii) How to leverage games to address taboo topics such as menstrual health

Mechel Glass, Financial Education Program Analyst, Consumer Financial Protection Bureau
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, Sr. 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.

Michael Haley Goldman, U.S. Holocaust Museum &
John Sharp and Nayantee Asherman, Parsons School of Design

Can Play Teach History?


Michael J. Hopmeier, President, Unconventional Concepts, Inc. &
Justin Legary, FEMA, Dept of Homeland Security
Guidelines for Training Excellence from Homeland Security and the Kabuki Dance of Science

The differences between an exercise, demonstration and experiment are significant but seldom well understood. Each is designed for a different purpose, a different audience and must be presented and considered in a different context.  This presentation will discuss these three operation, present ways of considering them in the context of improving preparedness and propose ways of presenting them to broader audiences.

Mitch Weisburgh, Founder, Games4Ed &
Scott Brewster, Triad Interactive Media

Why You Need to Do a Pilot

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.

Michelle Zimmerman, Microsoft Innovative Educator Expert, Renton Prep
Integrating Technology into Classrooms for Multi Discipline Learning

How Technology Integration Leads Middle School Students to Multi Discipline Learning.

Monica Cornetti, Sententia Games
Preparing your Training Leads to Run Gamification Programs

There’s a lot of buzz around gamification, and plenty of confusion about what it really means to gamify a corporate training or eLearning program. One thing is clear: It’s much more than just adding badges to your training. It’s about finding the right motivators for your audience and promoting the desired actions or skill sets without getting bogged down in meaningless measurements and mechanics.

Real-life programs from organizations such as Brown University, Amazon.com, Wyndham Properties and more, will reveal how and why Gamification works, in what context it is most effective, and what the limits are to this approach of employee engagement in corporate training and talent development.

Use gamification mechanics and motivators to generate needed change and enable your organizations to meet your business objectives. Through hands-on application combined with anecdotal and empirical data, you will experience the good, the bad, and the ugly of gamification strategy design so that you can prepare your training leads to run their own gamification programs.

Morten Jaeger, Senior Designer and Partner, Workz, Copenhagen
Using 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.

Paul Darvasi, Educator & Game Designer, Royal St. George’s College, York University, Toronto
The Scott Pilgrimage Project: Glocal Culture, Psychogeography, and Gaming the City

The advent and convergence of smart cities, self-driving cars, augmented reality, and the internet of things will soon invite people to have more meaningful interactions with their urban contexts. Games like Pokémon Go and Ingress have paved the way for a vision of how technology and play can completely transform our civic interactions and take learning outside the classroom.

The Scott Pilgrimage is a bellwether location-based game and city tour designed by Toronto high school students, inspired by the Scott Pilgrim film and graphic novel series. The session will look at the successes and challenges of creating a locative game with high school students, while exploring the theoretical underpinnings of the project and its implications for the future of education, tourism, civics, urban design, and how we engage with our cities.

Peggy Sheehy, Chief Learning Instigator, EPIC Learners
EXCALIBUR Story and Gaming Academy: The Best Laid Plans…”Gang aft agley”

This session will be a hindsight account of the maiden voyage of the 8th-Grade course, EXCALIBUR (Explore, Create, Analyze, Learn, Iterate, Break, Understand, Redo.) The course was initially designed to address STEAM but also honor real world expectations by including aspects of business acumen, brainstorming, team structure and agile development. Peggy will outline her initial plans and what exactly worked, what didn’t, and what contingencies she neglected to consider. She will conclude with the latest evolution of the Excalibur curriculum, written by her students.

Phaedra Boinodiriss, IBM’s Global Lead for Serious Games and Gamification
Blockchain enabling the Democratization of Education

Technology, globalization, and our economy are changing so fast….offering enormous opportunity while also being very disruptive and unsettling. Big data, AI, and other technologies allow us to tackle big problems in new ways, engaging students, enabling teachers and harnessing a new culture of empowerment within schools. Join Phaedra Boinodiris, a member of IBM’s Academy of Technology, as she relays lessons learned of how we can harness Blockchain in order to re-think old-school paradigms.

Rajiv Vaid Basaiawmoit, Head of Sci-Tech Innovation and Entrepreneurship,
Aarhus University, Denmark

Teaching for “Disruption Resilience” in a Digital Age – Can Game-based Learning and Entrepreneurial Principles Help?

Can we, and should we, prepare our students to be Disruption-Resilient? i.e. to empower them with enough competency to be unfazed by any “Disruptive Innovation” present or future but to employ entrepreneurial principles of uncertainty navigation and face the future much more positively. To this end can we use knowledge from game based learning and entrepreneurial principles to increase the impact of experiential learning – a learning intervention that is now slowly establishing itself as a norm under pressure from students and policy makers?

Rhonda Moore, Social Scientist, US Dept of Health and Human Svcs &
Owen Gottlieb, Asst Prof, Interactive Games and Media, Rochester Institute of Technology &
Thomas Talbot, Principal Medical Expert, USC Institute for Creative Technologies &
Ross Smith, Microsoft

Chronic Pain and Disability: Games to Transform Care

Summary of Panel: 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 McCreight, Lecturer, Schar School of Policy & Government
Strategic Contingency Gaming for Infrastructure Protection

How to structure, design, coordinate and manage an executive level tabletop which focuses on scenario-based emergencies and requires players to devise hip pocket strategies, solutions, work arounds and novel approaches to resolving the crisis for a designated infrastructure. An example of a similar example would be: Grid Collapse and the Nuclear Power Industry–Contingency Strategies for a Protracted Crisis

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, Asst 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.

Prof. Sang Nam, Director and Graduate Coordinator, Computer Game Design,
College of Visual and Performing Arts, George Mason Univ &
Dr. Jungmin Kwon, Assoc. Prof. Seoul National University of Education,
Visiting Researcher at Computer Game Design Program, George Mason Univ

Collaborative Game Development Programs with Other Parts of the University


Sarah Moffat, U.S. Dept of Health & Human Services 
Modern Mentoring: How to Design a Round Table as Legendary as King Arthur’s
Modern Leadership Mentoring using King Arthur, Merlin, and The Round Table as our Template

After King Arthur pulled the sword from the stone, Merlin — his mentor — instructed him to create a round table comprised of trusted advisors and friends. Merlin knew that Arthur would need help, encouragement, challenges, and guidance. He knew Arthur would need different points of view from people with varied experience, proficiencies, competencies, and values.

During this “Knights of the Round Table” session, you will learn the value of developing your own round table, how to encourage your learners to do the same, and practical ways to facilitate a Round Table culture in your organization.

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.”

Seth Andrew Hudson, Asst. Professor – Game Writing, Game Design Program, George Mason University
Theoretical Approaches to Developing Industry-Relevant Pedagogy in Computer Game Design

This talk presents a framework for research methodologies to that leverage the lived experiences of practitioners in the games industry to inform pedagogy in Computer Game Design education. The speaker reviews how qualitative methods informed by rhetorical genre study (RGS) and cultural historical activity theory (CHAT) can illuminate the phenomena of industry practices to enhance pedagogy. Ultimately, the talk presents a framework for course and curriculum development for computer game design in higher education and discusses possible research applications to subfields across game development.

Sion Lanini, Opportunities & Operations Alchemist, 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.

Dr. Stacy Dunn, Instructor, Edinboro University
Opening Up Learning: A Puzzle Lockbox Design for Educators

In gaming, escape rooms – adventure games where players solve a series of puzzles using clues and strategy to escape a ‘locked’ room within a set amount of time – are extremely popular. In education, teachers are increasingly using teaching trunks, which contain selected hands-on materials and lesson plans centered around a specific educational topic. I have taken these two concepts and combined them into a Learning Lockbox, which is an engaging way to teach students core skills and meet learning standards.

Stephanie Hull, Executive VP/COO,
The Woodrow Wilson National Fellowship Foundation &
Rebecca Rufo-Tepper PhD, Co-Director, Institute of Play
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.

Tammie Schrader, Northeast Washington Education Service District 101, State of Washington
Gamifying a Middle School

This presentation will be discussing how we wrote a three year grant proposal and were funded to implement game based learning and gamification in an entire middle school. We will be discussing the steps and implementation of the project including how we got buy in from teachers and administration as well as data gathering. Finally, we will be discussing scaling the project to our region.

Terrence Gargiulo, MAKINGSTORIES.net
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, Div. Director for Research & Scholarship/
Assoc. 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)

NIH Funding Workshop for Serious STEM Games – SBIR, STTR and R25 Research Education

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, Associate Professor of Physics, Elon University
Epic Finales: A Serious Games Approach to Final Exams

College courses typically end with a silent and solitary final exam for each student. In this talk, we’ll consider ending semesters with an “epic finale” instead. While a standard exam can be given during any class period, we’ll discuss the benefits of ending with experiential, celebratory, and even mysterious culminating activities. This talk will include examples of epic finales, guidelines for crafting your own, and the ways in which virtual reality technology might make these more broadly available.

Tyler Gates, Brightline Interactive & VR/AR Association
How VR is Changing the Landscape for Govt and Military Simulation + Training