Confirmed Speakers
Alex Moseley, Educational Designer, University of Leicester PDF Print E-mail

#Alex is an Educational Designer at the University of Leicester, where he has had long experience as both practitioner and researcher of course design and development for higher education. He has particular interests in online and distance education, student engagement, and provision of effective research skills and student induction. He also researches online immersive games, and has suggested key features which can be transferred to higher education to ensure high engagement and community development; he was also part of the team behind the first charity ARG, Operation: Sleeper Cell.

Twitter: http://twitter.com/AlexM11
Blog: http://moerg.wordpress.com

 
Alice Taylor, Commissioning Editor, Education, Channel 4 PDF Print E-mail

#Alice Taylor commissions cross-platform educational content for 14-19 year olds, aiming to get useful, life-helpful information to teens via their most favoured platforms and formats.

She specializes in gaming and playful experiences, and Channel 4 Education’s 2009 slate includes Routes, a cross-platform game tackling DNA and genetic testing, Smokescreen, a cross-platform game on the subject of privacy, online security and surveillance, and 1066 The Game, a web game depicting the events of the battles of 1066. Bow Street Runner, C4 Education’s first game commission, won a Children’s BAFTA in 2008.

Alice was a judge for the 2006 & 2007 Independent Games Festival, the D&AD awards 2008, and IndieCade 2009. Alice writes the gamecentric blog Wonderland and occasionally contributes to sites and magazines such as The Guardian, New Statesman, and Kotaku.

Alice joined Channel 4 from BBC Worldwide, where she was Vice President, Digital Media for the USA’s west coast operations.

 
Brian Clark, LTS PDF Print E-mail

#Brian Clark is currently seconded to LTS as a Development Officer for the Consolarium. In his post, Brian explores the use of games technology in the classroom and develops resources for embedding Games Design in education. Brian graduated from the University of Abertay Dundee in Dundee with an honours degree in Business Computing then from Moray House (Edinburgh) with a PGCE in Computing. His teaching career started in 1998 at Firrhill High School where he taught for 8 years before moving to Portobello High School where he is Principal Teacher of Computing.

 
Brian McLaren, LTS PDF Print E-mail

#Brian McLaren was recently appointed by LTS as a Consolarium Development Officer with the remit to explore the place of computer games as learning tools in the classroom. His teaching career in the Primary school began after graduation in 1993 from Northern College of Education (Dundee) . He has worked in a number of schools and has taught in early years, middle and upper stages. For the last 10 years he has worked as the Depute Head of Clackmannan Primary School.

 
Cagin Kazimoglu, University of Greenwich, London PDF Print E-mail

#Cagin Kazimoglu is currently part of the e-learning research centre at the University of Greenwich in London. Previously he lectured at the Girne American University in Cyprus where he was an education coordinator, student advisor and responsible for project supervision. He has also worked with commercial e-teaching companies such as Bromcom in UK. Cagin’s interest in video games began in childhood and this later developed into a passion as he sought to effectively find a way to integrate games and education, especially within the computer science discipline. His current research focuses on the use of games in higher education to seamlessly achieve given learning outcomes as an integral experience of game play within an e-learning environment.

 
Carol Savill-Smith, MoLeNET PDF Print E-mail

#Carol Savill-Smith, together with Jill Attewell, leads the Research and Evaluation strand of the MoLeNET Support and Evaluation Programme. She is a member of LSN’s Technology for Learning team and senior researcher in the Technology Enhanced Learning Research Centre at the LSN, where she has principally worked in the field of mobile learning and computer games including the m-learning project and the mobile learning teachers toolkit project which enabled teachers and tutors to author or adapt mobile learning materials for the specific needs of their students in their particular context.

 
Damian Nolan, Director, DAESIGN / Renault PDF Print E-mail

#An expert in Talent Management, over the past 15 years Damian has constantly innovated in the application of technology solutions to evolving HR challenges.

Having begun his career with Saatchi & Saatchi Advertising, Damian became European CIO of Heidrick & Struggles, a leading international executive search firm. In 2000, he co-founded i-GRasp, a specialist provider of internet-based recruitment management solutions. Having grown from start-up to European market leader in less than 5 years, i-GRasp was acquired by the StepStone group in 2005 and continues to form a key corner-stone in one of the markets leading talent-management solutions providers.

Since 2007, Damian has held the position of Sales & Marketing Director at DAESIGN, one of Europe’s leading players in the emerging Serious Games market.

www.daesign.com/uk

The power of video-gaming technologies as an innovative and effective alternative to traditional training techniques is increasingly recognised. This lively, interactive session will allow you discover first-hand the approach and game-based training solutions adopted by The Renault Academy in training a world-wide sales force of 18,000 sales people.

“Launched in 2006, Renault Academy has always been at the forefront of the automotive world - an envied position that we are now taking to a new level with the experimental integration of a Serious Game. Resembling a video game in its design and operation, this salesperson training support strategy appeals mainly - though not exclusively - to the younger generation.
This immersive, engrossing system offers unrivalled flexibility and possibilities for improvement. Intended for all of the countries on our network, the solution is universal and can be deployed with ridiculous ease for a target audience of 18,000 employees.
The objectives are to harmonise our processes and allow our sales staff to make lasting progress in order to offer flawless quality to our increasingly demanding customers”

Hervé Vialle, Director - Renault Academy

 
David Squire, Director, DESQ PDF Print E-mail

#David Squire is Director of DESQ, a UK based learning games and e-learning developer. David founded DESQ in 1998 after spending 10 years working under various guises in community arts, media and further education. He oversees a team of producers creating award winning e-learning materials and game-based learning applications for clients such as LSIS, Institute for Physics, British Council, Oxford University Press, Channel 4 and the BBC. DESQ is a member of Game Republic, a UK regional games developer association and a industry member of FutureLab. David was until Summer 2009 an honorary Research Fellow at the University of Bristol, looking at theories of game design and game-based learning to inform practice. He is a member of advisory groups for BBC and PACT and is a Fellow of the Royal Society of Arts.

 
David Wortley, Director, Serious Games Institute PDF Print E-mail

#David Wortley is Director of the Serious Games Institute (SGI) at Coventry University. He is responsible for the development of the Institute as a global thought leader on the application of immersive technologies (which include video games, virtual worlds and social networking) to serious social and economic issues such as education, simulation, health, commerce and climate change. Working with academics, regional development agencies and leading computer games companies, David aims to make the SGI a focal point for games based learning, simulation and immersive 3D virtual environments and an engine for innovation and social and economic regeneration.

David is a Fellow of the Royal Society of Arts (FRSA) with a career which has embraced the converging and emerging technologies of telecommunications (Post Office Telecommunications), computing (IBM), digital media and community informatics (Mass Mitec) and the creative industries (De Montfort University). He is a serial entrepreneur and innovator with a passion for applying technology to social and economic development.

 
Dawn Hallybone, Senior Teacher/ICT Co-ordinator, Oakdale Junior School PDF Print E-mail

#I am the Senior Teacher/ICT Co-ordinator at Oakdale Junior School in the London Borough of Redbridge. I have been using the Nintendo DS in the school for the last 18 months and incorporate the use of them acroos the Junior school (350 pupils) and across the curriculum. We have used Brain Training, Professor Layton and Pictochat to enable and enhance the curriculum for all.From September the borough are also setting up a small games network where we will be exploring the use of the Wii with relation to Literacy. I will be showing examples of how we have used this hand held technology and other web based games to inspire and motivate learners and teachers.

 
Derek P Robertson, Learning and Teaching Scotland, National Adviser for Emerging Technologies and Learning PDF Print E-mail

#Derek began his teaching career in Dundee in 1994. During his time in class he witnessed two boys, who were in his lower ability maths group, engaging with a complex problem-solving environment on the Super Nintendo console. He was astonished at how they engaged with the problems, how they were challenged by them and how they used their own suite of strategies to solve the problems in order to be successful at the game. Derek noted that this behaviour did not happen in the traditional maths setting and it made him reflect on the context of the game and why it facilitated such impressive abilities in children who had not shown it in the world of learning that they were expected to engage with in class. This chance observation gave birth to Derek’s interest and passion for games based learning. Two years as an ICT staff tutor in Dundee City Council was followed by a position as a lecturer on the B.Ed(P) and PGDE(P) courses at the University of Dundee. This position allowed him to establish games based learning as a topic of study for his teaching students and then to his successful application to lead games based learning initiatives for Learning and Teaching Scotland via the Consolarium. Derek is now partnering local authorities and teachers throughout Scotland to explore the impact of computer games in the classroom and is contributing to the growing body of work that is helping to change the discourse about the position and practical application of games based learning in classrooms.

 
Dr Daniel Glaser, Head of Special Projects, Wellcome Trust PDF Print E-mail

#Dr Daniel Glaser is Head of Special Projects in public engagement at the Wellcome Trust. His team directs activities with young people inside and outside school, considers education policy, engages with the broadcast media and examines interactions between scientists and non-scientists of all sorts.

His scientific background involves the use of fMRI (functional magnetic resonance imaging) to examine how experience, prejudice and expectation alter the way we see the world. He comes from an unusual academic background having studied maths and then English literature at Cambridge, doing a masters in cognitive science at Sussex University, and graduate work in neurobiology at the Weizmann Institute in Israel.

In 2002 he was appointed ‘Scientist in Residence’ at the Institute of Contemporary Arts (ICA) in London. This was the first appointment of its kind at an arts institution. In 2005 he was in the first cohort to receive a Cultural Leadership Award from the National Endowment for Science, Technology and the Arts (NESTA).

As well as presenting a television series for the BBC on how science really works, he has made numerous appearances on national and local radio and has featured in articles in daily newspapers. He co-chairs the Café Scientifique at the Photographers’ Gallery which is the London branch of a national series providing a new way for scientists to interact with a general public. .

 
Dr Naomi Norman, Director of Learning, Epic PDF Print E-mail

#Dr Naomi Norman is Director of Learning for Epic, one of the UK’s market leading e-learning companies, and an Honorary visiting lecturer at the University of Sussex.

With a focus on learning-led technology rather than technology-led learning, she works with colleagues to achieve the highest quality learning solutions for Epic’s multitude of clients across the private and public sectors. This includes breaking the boundaries for e-learning to provide innovative solutions such as that of training for the Army using the Nintendo DS gaming console.

Naomi has a D.Phil (PhD) from Oxford University in the use of visual media for teaching and learning mathematics. Prior to that, she received an MSc in Science Communication from Imperial College, London and a BSc in Mathematics and Philosophy from the University of Kent. She has extensive consultancy and research experience in learning technologies, and over the years has successfully undertaken contracts in the field for the likes of Nationwide Building Society, Granada Media, Sesame Street, the BBC and the UK Government’s Department for Children, Schools and Families. She also spent two years as Director of Education for the UK’s largest science-specialist education software company.

 
Dr Nicola Whitton, Research Fellow in the Education and Social Research Institute, Manchester Metropolitan University PDF Print E-mail

#Dr Nicola Whitton is a Research Fellow in the Education and Social Research Institute at Manchester Metropolitan University. Her research interests centre around motivation and engagement, visual literacy and the use of games for learning in Higher Education. Recently she has been investigating how alternate reality games can be used to support learning and her first book, Learning with Digital Games, has just been published.

 
Dr Sally Hodges, Communications Lead, Tavistock and Portman NHS Foundation Trust PDF Print E-mail

#Dr Hodges is a Consultant Clinical Psychologist at the Tavistock and Portman NHS foundation trust. She specialises in work with children and has led the development of an emotional well being website for primary school children which crosses the domains of mental health and education. The site has been developed working in conjunction with primary school children through numerous focus groups and it links with the SEAL curriculum. Dr Emilios Lemoniatis is a Locum Consultant Child Psychiatrist who has co led the project and will co present the paper on the website.

Emotional Well being site for primary school kids

The overall aim of the project is to raise awareness and inform and educate children at key stage 2 (7 to 10 year olds) about common mental health difficulties that may affect them and their families, and how to manage these. We have used our expertise in the field of ‘Talking Therapies’ with children and families to try and communicate with this particular age group via the internet about a subject that can be both difficult and personally involving. We have not found a comparable online resource. We believe that this is primarily because of the complexity of the subject matter and the difficulties surrounding engaging children with such challenging or sometimes painful material. The site has been developed with the support of a web design company (Elmwood) and an animation company (Absolutely Cuckoo), and the site features a range of animated 'sock puppets' some of which have been designed by children themselves (the visuals are very engaging), and features a main character 'Cam' (the site is called 'Cam's Den) who leads children through games that explore mental health issues, stories that the children can influence by choosing different endings to, and other activities for teachers and parents to work with younger children in school or at home. The site also gives information on accessing 'face to face' help if needed and a video on 'demystifying' child mental health services. Children have been involved throughout the project and there will be user generated content

 
Dr. David Newman, School of Management and Economics, Queen's University Belfast PDF Print E-mail

#Dr. David Newman, of the School of Management and Economics at Queen's University Belfast, has an MA in Natural Sciences, a Ph.D. in Appropriate Technology for the Third World and an M.Sc. in Artificial Intelligence. The M.Sc. dissertation, on AI techniques to model the expert assessment of uncertain data for biomass energy planning, drew on his experience as a researcher in Mauritius, Mozambique and Kenya. At Queen's University he has researched groupware use in co-operative learning, critical thinking in on-line and face-to-face discussions, and the use of the Internet by community groups. He developed techniques to measure the depth of critical thinking in collaborative learning, and used them to compare face-to-face and computer supported seminars (Newman 1996). He then changed his teaching techniques to take account of this research, and won a university teaching award for the integration of educational research and pedagogic practice. Later he ran the evaluation component of an EU eContent project, Add-Wijzer in which he evaluated the usability and usefulness of on-line legal databases for non-lawyers, in collaboration with public and private sector partners in three countries. He is currently running a ?0.5 million cross-border research project into electronic public consultation, funded under the EU Peace II program for Peace and Reconciliation in Ireland.

 
Dr. Graeme Atherton, Executive Director, Aimhigher London West Central and North (WECAN) Partnership PDF Print E-mail

#Dr. Graeme Atherton is Executive Director of the Aimhigher London West Central and North (WECAN) Partnership. After reading Philosophy, Politics and Economics at Trinity College, Oxford he completed a doctorate looking at the progression of working class adults to education at the University of Liverpool. Following a period as a Lecturer in Sociology he was Associate Dean Widening Participation at Liverpool Hope University.from 2001 to 2004. Since 2005 he has been working in Aimhigher in London. Aimhigher is the national government funded programme in England which aims to support progression to higher education amongst young people. The WECAN partnership is a consortium of over 130 schools, 16 universities and 16 Further Education Colleges.

Dr. Atherton is also an active researcher in the field of widening participation to higher education and is also Executive Director of the Educational Access Research Network (EARN). He has completed projects for the Department of Children, Schools and Families, the Higher Education Funding Council of England, the British Academy, the Learning & Skills Council and the Society for Educational Studies and spoke at over 40 conferences on progression to Higher Education issues.

 
Ed Vaizey, Shadow Minister for Culture and the Creative Industries, MP for Wantage and Didcot PDF Print E-mail

#Ed Vaizey MP was elected as the Member of Parliament for Wantage and Didcot in May 2005.
Born in 1968, Ed attended Merton College, Oxford. When he left university, he spent two years working for the Conservative Party’s Research Department, before training and practising as a barrister.
In 1996, he became the director of a highly successful public relations company based in London. In 2004, he left to become the chief speech writer for the then Leader of the Opposition, Michael Howard.
Ed also built up a career as a freelance political commentator, writing regularly for The Guardian, and appearing on programmes such as Despatch Box and The Wright Stuff, as well as broadcasting frequently on Five Live.
Ed is the Conservatives' Shadow Culture and Creative Industries Minister. In April 2009 he launched the current Creative Industries Taskforce to consider the current issues in the sector ahead of the next election.
Ed married Alex in September 2005, they live in Sparsholt and London with their son Joseph, and daughter Martha.

 
Ewan McIntosh, CEO, NoTosh PDF Print E-mail

#Ewan is one of Europe’s foremost experts in digital media for public services, particularly in education. He was a key player in setting up one of the most ambitious investment funds from a public service broadcaster in the UK, himself making the call on investing over £1m in cutting edge and high impact digital media products. He is also the founder of 38minutes.co.uk, the creative industries platform for the North of the UK.

His understanding and application of the latest web, mobile and games technology also continues to influence policy and practice in the world of education, where his personal passions lie.

You can read his most up-to-date thoughts daily by subscribing to his blog. Have a look at The Wrap to see some of his work, The Slate to see what he's working on at the moment, go watch some old Talks or take the plunge and Work With Him.

 
Gillian Penny, Headteacher, Gavinburn Primary School PDF Print E-mail

#Gillian Penny, Head Teacher of Gavinburn Primary School, West Dunbartonshire Council in Scotland. Gillian has been Head Teacher for Gavinburn Primary for nearly three years and in that time the school has implemented a number amount of initiatives to promote challenge and enjoyment in children's learning in line with principles of Scottish the Curriculum for Excellence. A major component of these developments has been the use of commercial video games as contextual hubs for inter disciplinary projects. Work the school has been carrying out in this area has been recognised by HMIe as an example excellent practice.

A session from the perspective of a Head Teacher on the challenges and rewards involved in introducing and leading GBL approaches across a primary school, with a focus on partnerships with teachers, pupils, parents and the wider education community to ensure the embedding and sustainability of the practice into the life and work of the school.

 
Glenn Wilkinson, Assistant Professor in History, St. Mary's University College in Calgary, Alberta PDF Print E-mail

#Glenn Wilkinson is an Assistant Professor in History at St. Mary's University College in Calgary, Alberta focusing on British and European cultural history, film and history, and military history. He headed the three-year degree capstone course at St. Mary's, IDST 400: Interdisciplinary Seminar, from 2003-2009. His book, The Depiction and Images of War in Edwardian Newspaper, 1899-1914, published by Palgrave, combined media studies, cultural studies, and military history. Current research interests include the digital mode of history, with Jerremie Clyde; the utopian vision in Rev. W. Awdry's Railway Series; and a study of post-war British war films (1945-1960). He was elected Fellow to the Royal Historical Society in 2009 and lives with his activist wife and five children (daughter, son and set of identical triplet girls) in chaotic bliss.

 
Hélène Abrand, Consultant on European Commission Supported Projects PDF Print E-mail

#Abrand has been conceiving, proposing and coordinating European Commission supported projects, also taking part and consulting to get selected others since 1996, piloting Hélène Abrand Consulting Sarl since 2000. For her, Europe is art and to be an expert for the European Commission Information and Communication Technologies, part of the EU Japan delegation in Tokyo and Gifu and a grand jury member at the World Summit Award Econtent contest as well. The consortia she builds gather partners all over Europe from SMEs to Universities, at the crossroads of the business, research, and institutional areas with an ability to see where good music in all senses, is possible. She's got a Diploma of the Institute of Political Studies of Paris, an MA in Business Law of Paris and Madrid Universities and an MA in Arts Management from City University London.
www.helenet.net
Contact: helene(*at*)helenet.net

 
Ian Glasscock, Director, Games For Life PDF Print E-mail

#Games for Life is a not-for-profit Community Interest Company established in 2008 by Ian Glasscock. Ian has a B.Sc Psychology and M.Sc Cognitive Neuroscience and is a peer reviewed academic author (British Psychology Journal). Ian has a specific interest in psych-physiological human measures and how they can be utilised in ‘gaming’ for health & Education. Games for Life currently provide a mind-controlled educational computer game systems called Play Attention across the UK and EU. Games for Life and Ian are involved in other research and development collaborations.

www.gamesforlife.co.uk

Mind-controlled game as Attention-Deficit Intervention

An intervention utilising Play Attention systems and training provided by Games for Life, within Herts CC schools for children with attention difficulties (including Attention Deficit Hyperactivity Disorder -ADHD) by the University of Herts has shown that core symptoms of ADHD can be reduced.

This has been covered by a national press release: http://www.herts.ac.uk/news-and-events/latest-news/Treatment-for-hyperactivity-in-children.cfm http://www.dailymail.co.uk/health/article-1243739/How-childrens-game-proves-ADHD-really-mind.html

 
Imogen Casebourne, Head of Learning, Epic PDF Print E-mail

#Imogen joined Epic in June 2004. She has a BA (Hons) in Philosophy and an MSc in Knowledge Based Systems. After a period working as an English language teacher, both abroad and in England, Imogen worked as a technical author for a graphic design company in Germany from 1996. On returning to England she continued to work as a technical author, this time in the field of digital radio.

Imogen is experienced in writing and designing user, program and training guides. She also has experience in website and user-interface design, online-help design, development, translation and localisation, project management and marketing. She is familiar with a wide range of software tools and also has programming and scripting skills. Imogen speaks German and Spanish.

Since joining Epic in June 2004, Imogen has worked on many e-learning programmes for both the public and private sectors. From early 2006 she has worked as Lead Designer on courses for various clients including: the National Centre for Drug use in Ireland, Barclays Bank, British Airways, the Ministry of Defence, E.ON (the German based power company), Tarmac, and the European Service Network sponsored by the European Commission.

The Army’s slogan ‘be the best’ lends itself to competition and game-based learning, while its widely dispersed servicemen and women make mobile learning the obvious answer. As a result, one of the UK’s market leaders in e-learning, Epic, has produced two very different learning solutions for the Army on the Nintendo DS platform: one that addresses Entry Level 3 Numeracy basic skills for new recruits; the other, vehicle maintenance training for Royal Electrical and Mechanical Engineers.

In what promises to be a fascinating presentation, Epic’s director of learning, Dr Naomi Norman, and head of learning, Imogen Casebourne will explore the principles behind these two solutions. In particular, they will describe:

  •  the use of visual representations and language to instigate understanding through games and other learning approaches on the Nintendo DS;
  • the virtuous cycle of learning created through motivation and engagement and the drive to practice in order to improve on one’s performance;
  • research undertaken to analyse the effectiveness of these solutions in the field;
  • how, despite the appeal of competitive game-play, Nintendo DS can actually breed collaboration.

Naomi and Imogen’s highly visual presentation will end with a look to the future: how games may be used to offer more for Army training; and where Epic can learn from what it’s done for the Army to provide more innovative solutions to its clients in other sectors, including Education, Health and Business.

 
Ioanna Iacovides, PhD student, The Open University, UK PDF Print E-mail

#Ioanna (Jo) Iacovides is a second year PhD student looking at digital games and learning within the Institute of Educational Technology at the Open University. She is particularly interested in how interview and observational case studies (including the use of physiological data) can be used to explore the relationship between motivation, engagement and informal learning in games. She previously worked as a research assistant at the University of Bath on the JISC funded project "Racing Academy: the large scale implementation of a racing car simulation game in further and higher education" in collaboration with Futurelab and Lateral Visions. She also has a BSc in Psychology from the University of Nottingham and an MSc in Human Communication and Computing from the University of Bath.

 
James Huggins, Managing Director, Made in Me PDF Print E-mail

#James is the Managing Director of Made in Me, a multimedia publishing company that creates interactive games, books and toys to inspire young children to learn. The company is due to launch it's first family of products in the Spring called The Land of Me, an interactive picture book world where young children and adults can engage in a variety of creative activities including music composition and storytelling.

Prior to Made in Me, James was the MD of Escape Studios, a company he helped grow from a start-up to become one of the most respected visual effects schools in the world. Escape Studios provides technology, training and recruitment services to some of the largest computer graphics companies in the world including Sony Computer Entertainment, Pixar and Microsoft Games Studios.

http://www.madeinme.co.uk

 
Jenny Hyatt, Founder and CEO, Big White Wall Ltd PDF Print E-mail

#Jenny Hyatt, Founder and CEO, is a social entrepreneur who has established a series of successful social purpose ventures. In her early 20s she established a company providing consultancy on social ventures that worked in over 25 countries. Jenny has sat on a number of Boards, received international awards and published widely. Most recently, she was the Founder and Honorary President of the Balkan Community Initiatives Fund www.bcif.org and the Founding Director of The Development School. Jenny founded Big White Wall Ltd in 2007 - the first online community for improving emotional health.

www.bigwhitewall.com

Out of your mind

Big White Wall www.bigwhitewall.com is an innovative and cost-effective digital early intervention service for people in psychological distress based on social networking principles. It is offered in strategic partnership with the Tavistock and Portman NHS Foundation Trust. For users online it is known as the Big White Wall Support Network. Facilitated and moderated 24/7 by trained staff, experienced in mental health, Big White Wall offers five therapeutic interventions including highly creative therapies: for example, users express themselves with words and images on ‘bricks’ that are posted to The Wall where they can choose to share and discuss the underlying ‘story’ of their problems. An independent review of BWW found that 75% of users talked about an issue for the first time on Big White Wall, 80% self-managed their condition and 95% reported one or more improvements in wellbeing. Big White Wall Ltd won the 2009 Media Guardian Award for Innovation in Community Engagement. It has a broad customer base including Primary Care Trusts and Mental Health Foundation Trusts.

 
Jerremie Clyde, University of Calgary, Alberta PDF Print E-mail

#Jerremie Clyde is the Librarian responsible for the digital game collection and the subject areas of History and Greek and Roman Studies at the University of Calgary. In the past has been the director of a college library and before that worked for a library consortia licensing digital resources for libraries at a provincial as well as national level. His current research includes both the digital humanities and digital game based learning and combines his interests in the philosophy of history, academic research and digital gaming (something he has engaged in with regularity since he got an Intellivision over twenty years ago).

 
Jesse Schell, Professor of Entertainment Technology, Carnegie Mellon University PDF Print E-mail

#Prior to launching Schell Games in 2002 and subsequently growing it into the largest and most successful game development company in Pittsburgh, Jesse was the Creative Director of the Disney Imagineering Virtual Reality Studio, where he worked and played for seven years as designer, programmer, and manager on numerous projects for Disney theme parks and DisneyQuest. He has helped design and develop interactive theme park attractions such as Disney's Toy Story Mania and The Sum of All Thrills, as well as mass market MMOs such as Pixie Hollow and Toontown Online.

Jesse also currently holds a faculty position as Professor at the Carnegie Mellon University Entertainment Technology Center where he teaches classes in Game Design and collaborative teamwork. Jesse recently authored the critically acclaimed book The Art of Game Design: A Book of Lenses, which Game Developer Magazine named book of the year in 2008. 

 

 

 
Jill Attewell, LSN Technology for Learning PDF Print E-mail

#Jill Attewell leads LSN’s Technology for Learning team and manages the Technology Enhanced Learning (TEL) Research Centre. The Technology for Learning team focus on the use of ICTs to facilitate, enhance, support or improve access to teaching and learning, especially post-compulsory learning. Jill is also Programme Manager of the Mobile Learning Network (MoLeNET).

A particular focus of the TEL Research Centre’s work for seven years has been new and emerging technologies for learning including handheld technologies, computer games and interactive digital television.

Jill’s experience includes 15 years in education, mostly with LSN and predecessor agencies, and 10 years in the IT industry in the UK and the Far East. She led m-learning (2001-2004) the first large mobile learning project funded by the EU and is Vice President of the International Association for Mobile Learning.

 
Jo Armitage, Adviser for E-Learning, London Borough of Hounslow PDF Print E-mail

#I have a background in design and worked as a jeweller for a number of years before becoming a design technology teacher. During this time I developed an interest in the ways computers can support more inclusive learning environments and can help pupils to become more confident and effective learners. Work with the Open University introduced me to teaching on-line and I also worked with their Learning Support Team developing materials to improve study skills and access to higher education. I have specialist qualifications to work with students with specific learning difficulties and moved to Kingston University to work on programmes to promote wider participation, including the development of on-line support materials.

I moved to the London Borough of Hounslow in 1998 to work with the Teaching Support Service, working on programmes to promote inclusion supported by ICT. This interest formed the basis of research for a doctorate, when I looked more deeply into how thinking skills can help to develop more confident and motivated learners. I became the Hounslow adviser for E-Learning in 2005 and I work closely with teachers to integrate thinking skills across the curriculum within media rich learning environments. I work on the development of flexible learning spaces, which meet teaching and learning needs that are enquiry based, mobile, and adaptable, in order to support formal, informal, virtual and non-virtual learning.

E-learning must take account of how we think and how we learn in order to exploit new technology to the full. I have completed a number of research projects that indicate that disaffected young people can become motivated and can gain confidence through projects involving ICT. Evidence from one primary school demonstrated that limited language and literacy skills can be supported effectively within a computer gaming environment. These successes have resulted in the Hounslow ‘Hold on to Sports’ computer gaming event inspired by the 2012 Olympics. – we have gained the 2012 Olympics inspired mark. All schools, including special schools, are encouraged to take part. The finals will be held in July 2010 with sports events competed using the Nintendo Wii. Qualifying rounds involve research into a chosen sport and allied sport professions with media presentations such as photostories, films and animations. There will be an exhibition of this work during the Wii finals, which will move to the Watermans (Arts Centre) as part of the Cultural Olympiad.

http://www.joarmitage.blogspot.com/

 
Jonathan Stewart, Consultant Surgeon, Director, Hollier Medical Simulation Centre PDF Print E-mail

#Mr Jonathan Stewart qualified from Leeds Medical School in 1978.  He trained mainly in the Yorkshire University Teaching Hospitals (Leeds General Infirmary and St James’).  In 1984 he was awarded a Cancer Research Campaign fellowship. He worked at the MRC and Ludwig Institutes in Cambridge and produced his MD thesis on the Detection of the c-myc oncogene in Human Cancer in 1986. He was awarded the Moynihan Fellowship by the Association of Surgeons of Great Britain and Ireland in 1989.  During his Fellowship he worked at the University Department of Colorectal Surgery at Minnesota, the National Institute of Health in Bethesda, Washington and in the MD Anderson Cancer Centre, Houston, Texas.  He developed expertise in the management of gastro-intestinal diseases including colorectal cancer and other gastro-intestinal cancers. He was involved in the surgical treatment and molecular biological research into a variety of human cancers. He was awarded a further prestigious Scholarship by the Yorkshire Regional Health Authority and worked for a year in Liege, Paris, Lyon and Nice developing techniques for Laparoscopic Surgical procedures (keyhole surgery).  As a result of this scholarship he chaired the International Congress in Laparoscopic surgery in Liege on two occasions. 
He was involved in the Development of the Minimal Invasive Therapy Unit at the Royal College of Surgeons in the 1990’s and helped develop a variety of training programmes.  He is an examiner and quality assessor for the Royal College of Surgeons and acts as an external examiner and assessor to Cardiff and Swansea Universities.  He has extensive experience in the management of colorectal and gastro-intestinal diseases including surgical treatments. 

He commenced his Consultant Surgical post in October 1993 and since then has worked as a Consultant General Surgeon with an interest in gastro-intestinal, colorectal, general and laparoscopic surgery.  He has a sub interest in education and training doctors and nurses and has held posts such as Clinical Sub-Dean, Surgical Tutor and is currently the Director of the Hollier Medical Simulation Centre at Good Hope Hospital, NHS Trust. The centre is a unique partnership between the Heart of England Foundation Trust, University of Birmingham, University Hospital Birmingham and the Royal Centre for Defence Medicine. The Hollier centre at present trains 1400 Foundation year 1 and 2 doctors and 400 5th year medical students. It is in the process of developing a range of simulation based training programmes utilising a multi modal approach including manikins, part task trainers, virtual reality, serious games and standardised patients. The centre is collaborating with the Royal Centre for Defence Medicine in a variety of areas utilising simulation based training.

 
Jude Ower – Founder and CEO, Digital 2.0 Ltd PDF Print E-mail

#Jude is founder and CEO of games consultancy Digital 2.0. She has grown the business through a passion to reinvent learning through Digital play.

Jude is one of the original thought leaders on games for education and training. An Associate Researcher of SMARTlab and Futurelab, a member of the Serious Games Institute, the IAGD (International Association of Games Developers) and TIGA.

Jude is a frequent speaker at the top events globally, mainly speaking about how games can be used for positive good and change. She also sits on the Board of Advisors for Bodega, a virtual social networking currency company and she has also set up an online shop,www.buyseriousgames.com for products within games for learning.

She is currently undertaking a PhD at SMARTlab, University of East London on the topic of Meaningful Games Design, mapping fun and engagement to subject matter content.

Her portfolio includes having worked with Shell, IBM, PwC, Norwich Union, Essex University, Coventry University, Invest NI, Futurelab, and the Serious Games Institute.

 
Julian Barrell, Managing Director, Simply Efficient Software PDF Print E-mail

#As a Primary School Teacher I want to be accountable for the learning experiences I provide for my pupils, not just the results they achieve through a prescriptive method of testing.

I have been developing a more creative approach to teaching the curriculum. With this came the need to develop a more creative approach to assessment. I soon realised that bland statements adapted from the curriculum only told a fraction of the story. When statements of attainment were simply backed up with real evidence of learning the picture was transformed.

Combined with the technical expertise of a close friend with immense technical expertise, my vision provided the foundation for Simply Efficient and our first product PIMS.

When not teaching I can be found out on the water teaching children to sail. Using PIMS, evidence from such sessions can easily supplement school based learning.

 
Justin Bovington, CEO, Rivers Run Red PDF Print E-mail

#Founder and CEO of Rivers Run Redâ„¢, has been instrumental in developing some of worlds major virtual launches. At Rivers Run Red, he pioneered the development of the Immersive Workspacesâ„¢ Platform, a complete collaboration solution for the enterprise. Recognized as one of the leading visionaries of the 3D Web, Justin is a frequent speaker and regular contributor to the media on the subject of virtual worlds. He was the 2009 winner of prestigious BT Essence of an Entrepreneur award.

Virtual Worlds: Tools not Toys

In 2007, the world was a buzz with the promise of virtual worlds. Almost hourly, our inboxes were bombarded with announcements of brands declaring their presence within virtual worlds. No sooner had they arrived, it would appear by 2008, that they left in a mass exodus. Or did they? It soon became apparent, reaching consumers via virtual worlds alone was not the opportunity. Since 2008, over 1400 companies have adopted virtual worlds as a platform for experiential learning, collaboration and asynchronous spaces. In 2010, companies like Linden Lab are enabling Enterprise clients to take the entire experience behind the firewall. These mini-virtual worlds, or not so small in the case of the 400,000 IBM employees, will create new and innovative ways for companies to communicate, learn and play. Arguably, the birth of the 3D web will happen behind closed doors; perhaps to eventually emerge back into public domain (e.g. focus group gaming and experiential experiences built around gaming). Rivers Run Red was the leading company to bring brands and content companies into virtual worlds between 2005 and 2008. Highlights include: BBC, adidas, Vodafone, Duran Duran etc. Using real life examples of companies like: Intel, Johnson&Johnson, Harris Broadcast, GE etc. Rivers Run Red continues the story of virtual worlds, a story that is quickly gathering pace and momentum; a market projected by Gartner to be worth over $500million in the next few years. Tools not Toys: serious gaming.

 
Jyldyz Tabyldy kyzy, PhD student, Queens University Belfast, School of Management and Economics PDF Print E-mail

#Jyldyz Tabyldy kyzy is a PhD student in Queens University Belfast, School of Management and Economics. She is part of the research project developing educational computer game for decision-making under uncertainty - "World of Uncertainty". This online game aims to change people's perception of uncertainty and to improve their skills in estimating, quantifying and communicating subjective probabilities and degrees of confidence.

 
Kareem Ettouney, Art Director, Media Molecule PDF Print E-mail

#Kareem Ettouney is Art Director at Media Molecule. Egyptian by birth, Kareem’s work displays exotic cultural influences which make it truly distinctive. The breadth and scope of Kareem’s work reflects his diverse background in interior, graphic, theatre and film set design. Kareem’s eclectic creativity found its home when he joined Lionhead Studios in 2002, where he quickly established himself as the lead concept artist. Whilst at Lionhead, he became firm friends with Mark Healey and Alex Evans and worked with them on the cult hit Rag Doll Kung Fu. When Mark and Alex left Lionhead in 2006 to form Media Molecule, Kareem was their first and natural choice to join them as co-founder, along with David Smith. Kareem has been absolutely instrumental in the iconic look of Media Molecule’s first project Little Big Planet and is currently working on his first book to be published later this year.

http://www.mediamolecule

 
Karl Royle,Centre for Applied Research and Development in Education, University of Wolverhampton PDF Print E-mail

#Karl Royle is Principal Lecturer for Curriculum Innovation and Knowledge Transfer at the Centre for Development and Research in Education (CDaRE), University of Wolverhampton where he works as a research project director. Karl has considerable experience of project management and materials development for both screen and print-based media and has a background in teacher education, professional development and education management. A former teacher in inner city schooling and manager in post-16 education, Karl is a teacher educator and advocate of immersive and collaborative learning. Karl specialises in integrating active and project-based learning, literacy and language development into vocational subjects and latterly video games and digital spaces. His current interests are around the development of thinking skills in game based learning and the skills habits and affordances of ubiquitous technology and its transfer to educational contexts.

 
Koreen Olbrish, Founder, Tandem Learning, USA PDF Print E-mail

#Koreen Olbrish, founded Tandem Learning in 2005. Koreen received her MS in Curriculum and Instruction from Penn State University and helped start Freire Charter School in Philadelphia in 1999. Koreen has been developing enterprise learning solutions, with expertise in simulations, serious games and virtual worlds.

 
Kris Rockwell, President/CEO, Hybrid Learning Systems, USA PDF Print E-mail

#Kris Rockwell founded Hybrid Learning Systems in 2003. Prior to starting Hybrid, Kris worked developing Computer Based Training (CBT) and desktop simulation systems for flight-training. For the past seven years, Kris has focused on mobile learning content.

www.hybrid-learning.com
http://twitter.com/hybridkris
www.krisrockwell.com/blog

The Alternate Reality Game (ARG) is an interactive narrative that uses the real world environment as the game board. Unlike a traditional video game, an ARG takes place in real time and users often receive information via existing media channels such as Twitter, websites and SMS messages and the game evolves as players make choices. With the success of ARG events such as I Love Bees (http://en.wikipedia.org/wiki/I_Love_Bees) and Year Zero (http://en.wikipedia.org/wiki/Year_Zero_(game) ) the ARG has become a viable gaming platform. At the 2009 DevLearn Conference an Alternate Reality Game (ARG) titled Zombie Apocalypse was developed for use at the conference as an experiment. The idea was to use the game to teach participants about the benefits of social media tools for the purposes of informal learning. The ARG, which leveraged Twitter, YouTube, blogs and a web portal, encouraged users to form teams to defeat the “zombies” that were keeping their organizations growth at bay by preventing social media access and use. As clues were disseminated via Twitter, Flickr and at the conference, users entered discovered clue codes into the web portal to “kill zombies” and gain points. This presentation will focus on the development and implementation of the Zombie Apocalypse game, look at the outcomes and talk about results that indicate that the ARG is an excellent solution for team training. Joint presentation Kris Rockwell & Koreen Olbrish.

 
Lt Cdr Steve Clark, Royal Navy PDF Print E-mail

#Lt Cdr Steve Clark joined the Training Management Specialisation of the Royal Navy in 1998 and one of his first roles was to develop a CBT package to deliver basic Maths tuition to Air and Weapon Engineer trainees as part of their initial professional training. After a number of years serving with the Royal Marines he then moved back to the ‘Dark Blue’ Navy and is now responsible for all Training Management functions within the Maritime Warfare School, Europe’s largest military Training Establishment. Part of his remit is to head the Modernising Training Delivery Project with the key focus of exploiting current and future technologies in order to enhance and improve the effectiveness of training for the Royal Navy.

 
Margaret Robertson, Game Designer & Consultant PDF Print E-mail

#Margaret Robertson is a game designer and consultant, who works with both mainstream game developers and broadcasters, movie studios and institutions to make interesting games. In recent years she has worked on games from EA, Sony, Zoonami and Kuju, and is currently helping Channel 4 build their BAFTA-winning games portfolio, and making games and playful experiences for institutions like the Tate Galleries and the BBC. She also is part of the team behind the much-loved GameCity festival and is a contributing editor for Wired in the UK.

 
Mary Matthews, Strategy and Business Development Director, TruSim, Blitz Games Studios PDF Print E-mail

#Mary Matthews is Strategy and Business Development Director for Blitz Games Studios, one of the world’s largest independent videogames development companies. Mary focuses on diversifying the company’s business through Serious Games, cross media projects and digital distribution. Mary’s background is in broadcast journalism, business and public policy. She was a reporter/presenter for most of the UK’s leading news broadcasters before setting up her own business and then supporting the development of regional strategy for the growth of the digital media industry in the West Midlands. Mary developed the concept of, and secured the funding for, the Serious Games Institute at Coventry University. She is a Non Executive Director of Screen WM and several organisations working to develop the UK’s creative industries. She is also a member Skillset’s Computer Games Council and the Arts and Humanities Research Council Peer Review College.

 
Massimiliano Andreoletti, Media Educator and professor, Catholic University Milan PDF Print E-mail

#Massimiliano Andreoletti is a Media Educator, an educational designer and a teacher in Faculty of Education in Catholic University of the Holy Heart in Milan. He has a graduation in Pedagogy and a Ph. D. in Communication and New Technology. His interests are connected with educational technology and, in particular, with Virtual Reality, videogames and personal learning environments. He worked with teacher and educator about use of video games in formal and informal learning and with children, "tweens" and adolescent about video games' use, appropriation and consumption. He taught and collaborated with many universities about post-graduate projects management, educational projects technology based and tutoring activities management. He wrote some texts and articles about video game and education.

 
Matt Mason, Author, The Pirates Dilemma PDF Print E-mail

#Matt Mason is the bestselling author of The Pirate’s Dilemma, the first book in the history of the world to hit the number one spot on Amazon’s economics/free enterprise bestseller list, and the rap bestseller list, at the same time. It has since been published in ten countries and counting. He was recently voted Pirate of the Year by BusinessWeek.

Mason began his career as a pirate radio and club DJ in London, going on to become founding Editor-in-Chief of the seminal magazine RWD. In 2004, he was selected as one of the faces of Gordon Brown’s Start Talking Ideas campaign, and was presented the Prince’s Trust London Business of the Year Award by HRH Prince Charles.

He has written and produced TV series, comic strips, viral videos and records. His journalism has appeared in The Guardian, The Independent, The Observer Music Monthly, Dazed & Confused, Adweek, VICE, Complex, Libération, and other publications in more than 20 countries. He has spoken on the subjects covered in the book all over the world. He lives in New York City with his wife Emily.

 
Nicholas Hughes - ICT Coordinator / AST and ICT Advisory Teacher, Nightingale Primary School PDF Print E-mail

#I am the ICT Coordinator at Nightingale Primary School in the London Borough of Redbridge. I am also the Boroughs ICT AST and an ICT Advisory Teacher; 2 days a week I support schools ICT needs across the borough. For the last 2 years I have been exploring the use of games within the classroom. My school purchased DS in June last year and we have been using Brain Training within Numeracy to enhance the curriculum. More recently since September I begun a Games Network bringing together 6 other schools in Redbridge to further explore and share our work using games, this has led to the network beginning a Wii project where we are investigating how the Wii can be used to enhanced Literacy teaching. I will be showing examples of the work the network has accomplished.

 
Ollie Bray, National Adviser for Learning and Technology Futures, Learning and Teaching Scotland PDF Print E-mail

#Ollie has had a successful and varied career working in Scottish education. He has been a teacher, head of department and school leader. He is currently seconded to Learning and Teaching Scotland (LTS) as National Adviser on Learning and Technology Futures. LTS is the education agency responsible for curriculum development in Scotland.

Over the years Ollie has won numerous awards for innovative classroom practice & project development including recognition from the Royal Geographical Society and the Scottish Qualifications Authority. Recently, at the Microsoft European Innovative Teachers Forum in Vienna, he was awarded first place in the category for Innovation in the use of ICT for the work that he has done on the use of computer games to enhance learning.

Ollie is one of Scotland’s leading experts on Internet safety and responsible use for schools and was one of the first CEOP (Child Exploitation Online Protection Agency) Ambassadors in the UK. He has run workshops for over 1000 adults across Scotland and developed sustainable community driven models to promote the responsible use of the Internet.

As well as technology, Ollie is passionate about outdoor learning and getting children out of the classroom. He remains a full member of the Association of Mountaineering Instructors and regularly advises schools and other organizations on outdoor learning policy and practice.

Outside of his day job he has consulted for a wide range of stakeholders including BBC, Oxford Education, Hodder Gibson, Boardworks and Young Scot. His current interests include social media in schools, computer games in education, mobile technologies, school design and 21st century school leadership.

He is an Apple Distinguished Educator, member of the SCSSA Advisory Group on School Leadership, member of the Media Literacy Scotland National Steering Group and Chair of Trustees for Volunteer Development East Lothian. In his spare time he leads global youth wilderness adventures for Leading Edge Expeditions.

Further information can be found at his learning log: www.olliebray.com he also tweets at: www.twitter.com/olliebray

 
Rebecca Douch, Researcher, Technology for Learning, LSN PDF Print E-mail

#She is currently working on the MoLeNET (Mobile Learning NETwork) programme, supporting and evaluating the introduction and embedding of mobile technologies for teaching and learning in English FE colleges and schools. MoLeNET is the largest UK mobile learning initiative, now in its third year, having involved over 20,000 learners and 4,000 teachers in phases one and two. Rebecca is a qualified teacher and has a background in primary education and adult e-learning, in addition to expertise as a researcher in the fields of social, developmental and organisational psychology.

 
Richard Berg, CEO, Business Smart International PDF Print E-mail

#Richard has over 25 years of business experience working in global and local markets having worked abroad and in the UK. This has included senior positions with branded companies such as BUPA, Ingram Micro and Litton Industries. Richard has led SMEs involved in consulting, technology and training. His experience includes responsibility for start-ups to companies with turnovers in excess of £300m and staff of < 5 to 350 people. Richard’s experience includes general management, successful change management and strategic planning initiatives including positioning a company for a successful listing on NASDAQ. Richard is a founder of Business Smart International and is a Fellow of the Institute of Directors and the Chartered Institute of Marketing and is a Registered Marketer. He is also a Freeman of both the Worshipful Company of Marketors and City of London.

www.business-smart.com

Real ROI using Serious Games

The Brief With the merging of two business units the Director was keen to find a way of bringing the senior managers of both units closer together to work as one unit. As both units were quite different in their culture and historical focus this was perceived as a potentially tough assignment. Solution We designed a blended solution, which incorporated an online business simulation along with a profit improvement project and a live event for all participants. The online simulation was set up in such a way to enable the managers to work in smaller teams of 5 or 6. The mix of each team was chosen by Learning and Development to include members from each business unit and different roles / functions. This was done to encourage the networking and cross-functional relationship building throughout the programme. Of the 6 rounds of the simulation 4 were completed online using virtual meeting and web media technologies to provide feedback from our facilitators after each round. The final 2 rounds were completed in a large live session involving the 144 participants in a hotel venue. The profit improvement plan (PIP) was designed to focus every team on generating at least £100,0000 of extra value back in the real business. This £100K PIP was launched during round 4 and all teams came prepared to present their plans to the Director and facilitation team on their arrival at the hotel venue. After the live event participants were involved in delivering on the profit improvement plans, which were overseen by the director. Outcomes As a result of the Business Simulation Programme the managers improved their ability to, • Understand the rationale for merging the two business units • Work effectively with managers from both business units • Understand how each function can contribute to the overall business success • Understand how business and finance works • 144 middle / senior managers • 23 cross functional teams • 6 weeks duration • 27 £100,000 PIP’s • 13 passed by the Director • £1.4million profit improvement identified.

Last Updated ( Friday, 26 March 2010 17:18 )
 
Richard Wilson, CEO, TIGA PDF Print E-mail

#Dr Richard Wilson is CEO of TIGA, the trade association representing the UK games industry. TIGA’s vision is to make the UK the best place in the world to do games business. The majority of our members are either independent games developers or in-house publisher owned developers. We also have outsourcing companies, technology businesses and universities amongst our membership. TIGA's vision is to make the UK the best place in the world to do games business. We focus on three sets of activities: political representation, generating media coverage and developing services that enhance the competitiveness of our members. This means that TIGA members are effectively represented in the corridors of power, their voice is heard in the media and they receive benefits that make a material difference to their businesses, including a reduction in costs and improved commercial opportunities.

Richard was previously Director of Communications at the Royal Academy of Engineering (2006-2008). Prior to this, Richard was Head of Business Policy at the Institute of Directors (1998 – 2006), one of the UK’s leading business representative bodies. Richard has held a diverse range of non-executive positions: in the food and drink industry (Improve, 2004-2007); adult training (the Adult Learning Inspectorate, 2005-2007); small business (Chair of the Better Payment Practice Group, 2004-2006). He has also served as a member of Edexcel’s Qualifications Committee (2006-07).

 
Sean Brennan, Managing Director, Bethesda/Zenimax Media PDF Print E-mail

#Currently European MD at Bethesda/ZeniMax media. I have spent 26 years in the video games industry (I must have started at the age of 11) working for such illustrious and sometime infamous companies such as Telecomsoft (part of BT), Mirrorsoft (part of Robert Maxwells media empire), Virgin interactive and Blast (kids game publisher).

I am passionate about games and having 3 kids I am interested in how games can interface with education and help kids learn in a more intuitive way

 
Shiv Rajendran, Co-founder, Languagelab.com PDF Print E-mail

# Shiv Rajendran co-founded Languagelab.com in 2005. Having started his career with a degree in Computer Science and a Masters degree in Digital Culture & Technology, Shiv gained a wealth of experience in the computer industry applying technology to a range of different purposes before Languagelab. Since it’s foundation Languagelab has taught English to students from 60+ countries bring high quality language instruction to areas where it wouldn't otherwise be available. Today Shiv teaches, blogs, deigns, is active on many social networks.

http://www.languagelab.com
http://twitter.com/shiv53

Learning languages in a military context has already been done successfully using simulations by the US government. Soldiers are avid gamers especially in the MMO field. Conversely, getting soldiers to engage with language training with language training can be challenging. Simulated language courses provide soldiers with a basic understanding of the language based on real situations that may arise when they are on duty. Language learning programmes with no real interaction do not provide a solider with the relevant cultural experience, variation of accent and vocabulary or sense of risk and realistic sense of urgency that they may encounter in field. For these elements using real people to train with is vital. The social aspect is the key to engagement in this case, as soldiers in countries like Afghanistan are required to use language not only for functional tasks but to build relationships in so called ‘hearts and minds’ campaigns. Imagine being able to visit a virtual Kabul with native Afghan speakers who soldiers could learn language & cultural lessons from. 33% of students taught with this method choose to spend up to 20+hours a week in the simulation with up to 40% language proficiency improvement in 3 months so it has shown visiting a virtual city provides an economic, effective and engaging way to learn a new language. This motivation has been achieved by taking key factors from games and adding a real element which NATO officials have tested to great success

 
Simon Brookes, Senior Lecturer in Enterprise, University of Portsmouth PDF Print E-mail

#Simon is a senior lecturer in the Portsmouth Centre for Enterprise at the University of Portsmouth. Professional interestes include enterprise education, games for education (particularly serious games / Alternate Reality Games) and the use of technology to enhance teaching. In his spare time Simon is a bee keeper, a rock star and the worlds foremost expert on building clay ovens!

http://www.port.ac.uk/enterprise
http://twitter.com/Pompeysie

ARGs for building knowledge and experience.

Key concepts from Alternate Reality Games(ARGs) were utilised in the creation of two discipline-specific courses at Higher Education undergraduate level. This paper briefly outlines the approaches used - in Enterprise Studies at the University of Portsmouth; and Historical Studies at the University of Leicester - and compares the extent to which each encouraged knowledge acquisition and experiential learning within the context of a specific subject discipline, and with differential levels of ARG conceptualisation.

Last Updated ( Friday, 19 March 2010 11:50 )
 
Siobhan Reddy, Studio Director, Media Molecule PDF Print E-mail

#Siobhan Reddy is Executive Producer at Media Molecule, the indie game developers responsible for the hugely successful and innovative LittleBigPlanet. A fascination with technology, pop-culture and entertainment started with her first job at Spike Wireless in native Australia. Aged 18 she relocated to the UK and entered the games industry as production assistant with Perfect Entertainment on DiscWorld Noir. Siobhan joined Criterion games in 1999, where as Producer of Airblade, Burnout 3 and Burnout 4 she consistently shipped titles on time and to the highest of quality.

In April 2006, seeking a new challenge and the opportunity to be part of a close-knit team, Siobhan joined newly founded Media Molecule, working alongside directors Mark Healey, Alex Evans, Dave Smith, Kareem Ettouney and Chris Lee.

At GDC 2009, Siobhan’s work on LittleBigPlanet was recognised with the Production award at the first ever Microsoft Women in Gaming Awards.

Siobhan continues to produce ground breaking, innovative work whilst managing a team of the industry’s most highly creative, passionate and talented people.

http://www.mediamolecule.com

 
Stephen Heppell, heppell.net PDF Print E-mail

Stephen HeppellStephen's founded Ultralab in the 1980s, moving there from the UK Government's groundbreaking Microelectronics Education Programme. Over a score of years Ultralab grew to become Europe's leading learning technology research centre with projects that pioneered multimedia CD ROMs and on-line communities back in the pre-web 1980s! Stephen was the guiding "father" of a number of pioneering social networking projects including *ESW in the 1980s, Schools OnLine in 1995/6, Nortel's pivotal Learning in the New Millennium from 1993-2000, the Guinness Record holding Tesco Schoolnet 2000 from 1999, Oracle's Think.com from 1999 and many more. Today Stephen heads his own flourishing policy and learning consultancy Heppell.net which now has a portfolio of international projects, from school building to horizon scanning. He is an active professor at Bournemouth University and elsewhere. Stephen sits on a number of boards, including chairing the charity Inclusion Trust, and is executive chairman of global learning company LP plus.

 
Stu Armstrong, Chief Technology Consultant, QinetiQ PDF Print E-mail

#Stuart started his career at the Defence Evaluation and Research Agency (then part of the UK MOD) in 1999, developing defence simulations, and joined QinetiQ when it was privatised in 2001. Since then, Stuart has been responsible for the practical exploitation and application of many simulation technologies in support of a wide and diverse military user base.

As head of the Commercial off the Shelf Evaluation Unit (COTSEU), he has been responsible for some of the earliest uses of commercial gaming technology in the military domain, such as the development of the Joint Convoy Operations Virtual Environment (JCOVE), which is now in operational use. Stuart has delivered over 15 serious game applications to the UK MOD and is the current chairman for the NATO modelling & simulation group (74) set-up to evaluate the potential of commercial games technology. Passionate about his field, he is extremely well regarded across the simulation, games and MOD community, and was instrumental in the creation of the Synthetic Wrap capability, which employs simulation technologies to support numerous military exercises both nationally and internationally. Stuart is now responsible for all technical activities within QinetiQ's Synthetic Environments, Experimentation and Trials (SETE) group in his role as Chief Technical Consultant.

Stuart has presented a number of international papers on evaluation and exploitation of commercial games technology and has supported the pan-government strategy in this area.

 
Tim Rylands, Teacher & Innovator PDF Print E-mail

#Tim Rylands has been described as “an extremely gifted and inspirational teacher, with a love of the creative potential of technology and an excellent rapport with his pupils”.

Tim has received a vast amount of press coverage around the world for his innovative use of ICT. Observers have commented on his imaginative and encouraging style of teaching, which allows children to express their creativity and make significant gains in attainment.
Tim is now much in demand for seminars and conferences around the country, presenting the results of his work in an inspiring, practical and often humorous way.

Tim has over 20 years of experience in schools as far afield as the West Country and West Africa. He has gained notable recognition for using the games in the Myst series to inspire children’s creative confidence in many areas of the curriculum e.g. creative writing, speaking and listening, music and art.

Tim is also well known for his musicals, written for children and performed to great acclaim around the country.

Tim is a firm believer that ICT is about communication more than technology … and that it should be FUN!

In 2005 Tim won the 2005 Becta ICT in Practice Award.

As featured on Teachers TV, BBC, CNN, The Times,
The Guardian, The Independent, and many others

For more information visit: www.timrylands.com

 
Tom Chatfield, Author, Fun Inc PDF Print E-mail

#Tom Chatfield is a senior editor at Prospect magazine and the author of "Fun Inc" (Virgin), a book about the evolving nature of the global games industry. He has a doctorate in literature and philosophy from St. John's College, Oxford, and writes and speaks widely on media, technology, arts and philosophy.

 
Wil Arndt, Principal & Creative Director, mod7 PDF Print E-mail

#Wil Arndt believes in the power of design, interactivity and gameplay to foster positive individual and social change. He is an entrepreneur and award-winning interactive designer. Currently the principal of Mod7 Communications, Inc., (www.mod7.com) Wil has over 16 years experience in the visual design field. His work for clients such as CTV, EA, Dr Pepper, Sony, the Canadian Broadcasting Corporation (CBC), and the Government of Canada has been recognized through internationally-acclaimed awards, and in books, magazines, and at film festivals.

http://twitter.com/mod7
http://titaniumchef.madebymod7.com

No apologies: Making serious games great

While making a "great game" is hard, making a "serious game" great is harder. Every single decision is weighed against two often-competing criteria: 1) "Is the game fun?" and 2) "Does it support core learning?". Inherent in these are the intertwined challenges of understanding: audience, gaming culture, and context. Titanium Chef is a case study in reaching the Holy Grail of serious gaming: Making an educational/persuasive game that people WANT to play regardless of educational content. BACKGROUND Titanium Chef (www.titaniumchef.ca) is a serious game developed by Canadian digital agency mod7 for the BC Dairy Foundation. The online experience teaches primary school students how to eat well and plan healthy meals. The September 09 soft-launch exceeded expectations with world-wide popularity that crashed servers and thrilled the creators. Players averaged 31 minutes per visit. Designed to be used in the classroom, meeting curriculum, it is popular with both boys and girls (girls representing a greater share of registrations). Irreverent writing, a casual tone, and seamless integration of nutrition education content makes Titanium Chef a great serious game. FORMAT Sharing heuristics gleaned from the creation of Titanium Chef. Two years of research, planning, prototyping, and development presented. The presentation covers practical approaches to serious game development, and proprietary technology tools that were developed

 


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